/* 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 * */ #include #include #include #include #include #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 "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 "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" #include "gamefont.h" #include "endlevel.h" #include "kconfig.h" #include "mouse.h" #include "switch.h" #include "controls.h" #include "songs.h" #include "rbaudio.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 "fvi.h" #include "ai.h" #include "robot.h" #include "playsave.h" #include "fix.h" #include "hudmsg.h" #include "movie.h" #include "event.h" #include "window.h" #ifdef EDITOR #include "editor/editor.h" #endif #ifndef NDEBUG int Mark_count = 0; // number of debugging marks set #endif static fix last_timer_value=0; fix ThisLevelTime=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 Screen_3d_window; // The rectangle for rendering the mine to grs_canvas *VR_offscreen_buffer = NULL; // The offscreen data buffer grs_canvas VR_render_buffer[2]; // Two offscreen buffers for left/right eyes. grs_canvas VR_render_sub_buffer[2]; // Two sub buffers for left/right eyes. grs_canvas VR_editor_canvas; // The canvas that the editor writes to. int force_cockpit_redraw=0; int PaletteRedAdd, PaletteGreenAdd, PaletteBlueAdd; // Toggle_var points at a variable which gets !ed on del-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 int Game_suspended=0; //if non-zero, nothing moves but player fix Auto_fire_fusion_cannon_time = 0; fix Fusion_charge = 0; fix Fusion_next_sound_time = 0; fix Fusion_last_sound_time = 0; int Game_turbo_mode = 0; int Game_mode = GM_GAME_OVER; int Global_laser_firing_count = 0; int Global_missile_firing_count = 0; int Game_aborted; // Function prototypes for GAME.C exclusively. void GameProcessFrame(void); void FireLaser(void); void slide_textures(void); void powerup_grab_cheat_all(void); void game_init_render_sub_buffers(int x, int y, int w, int h); // Other functions extern void multi_check_for_killgoal_winner(); extern void ReadControls(void); // located in gamecntl.c extern void do_final_boss_frame(void); // text functions extern ubyte DefiningMarkerMessage; extern char Marker_input[]; // ============================================================================================== //this is called once per game void init_game() { init_objects(); init_special_effects(); init_exploding_walls(); 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(); } u_int32_t Game_screen_mode = SM(640,480); //initialize the various canvases on the game screen //called every time the screen mode or cockpit changes void init_cockpit() { //Initialize the on-screen canvases if (Screen_mode != SCREEN_GAME) return; if (( Screen_mode == SCREEN_EDITOR ) || ( VR_render_mode != VR_NONE )) PlayerCfg.CockpitMode[1] = CM_FULL_SCREEN; #ifndef OGL if ( Game_screen_mode != (GameArg.GfxHiresGFXAvailable? SM(640,480) : SM(320,200)) && PlayerCfg.CockpitMode[1] != CM_LETTERBOX) { PlayerCfg.CockpitMode[1] = CM_FULL_SCREEN; } #endif gr_set_current_canvas(NULL); switch( PlayerCfg.CockpitMode[1] ) { case CM_FULL_COCKPIT: game_init_render_sub_buffers(0, 0, SWIDTH, (SHEIGHT*2)/3); break; case CM_REAR_VIEW: case CM_FULL_SCREEN: game_init_render_sub_buffers(0, 0, SWIDTH, SHEIGHT); break; case CM_STATUS_BAR: game_init_render_sub_buffers( 0, 0, SWIDTH, (HIRESMODE?(SHEIGHT*2)/2.6:(SHEIGHT*2)/2.72) ); break; case CM_LETTERBOX: { int x,y,w,h; x = 0; w = SM_W(Game_screen_mode); h = (SM_H(Game_screen_mode) * 3) / 4; // true letterbox size (16:9) y = (SM_H(Game_screen_mode)-h)/2; gr_rect(x,0,w,SM_H(Game_screen_mode)-h); gr_rect(x,SM_H(Game_screen_mode)-h,w,SM_H(Game_screen_mode)); 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 != PlayerCfg.CockpitMode[1]) { //new mode PlayerCfg.CockpitMode[1]=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 = -1; } //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_clear_canvas(0); gr_init_sub_canvas( &Screen_3d_window, &grd_curscreen->sc_canvas, x, y, w, 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(int render_w, int render_h, int render_method ) { 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 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 ( (Screen_mode == sm) && !((sm==SCREEN_GAME) && (grd_curscreen->sc_mode != Game_screen_mode)) && !(sm==SCREEN_MENU) ) { gr_set_current_canvas(NULL); #ifndef OGL gr_set_draw_buffer(0); // Set to the front buffer #endif return 1; } #ifdef EDITOR Canv_editor = NULL; #endif Screen_mode = sm; switch( Screen_mode ) { case SCREEN_MENU: /* give control back to the WM */ if (GameArg.CtlGrabMouse) SDL_WM_GrabInput(SDL_GRAB_OFF); if (grd_curscreen->sc_mode != Game_screen_mode) if (gr_set_mode(Game_screen_mode)) Error("Cannot set screen mode."); break; case SCREEN_GAME: /* keep the mouse from wandering in SDL */ if (GameArg.CtlGrabMouse && (Newdemo_state != ND_STATE_PLAYBACK)) SDL_WM_GrabInput(SDL_GRAB_ON); if (grd_curscreen->sc_mode != Game_screen_mode) if (gr_set_mode(Game_screen_mode)) Error("Cannot set screen mode."); reset_cockpit(); init_cockpit(); break; #ifdef EDITOR case SCREEN_EDITOR: /* give control back to the WM */ if (GameArg.CtlGrabMouse) SDL_WM_GrabInput(SDL_GRAB_OFF); 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, SWIDTH, SHEIGHT ); Canv_editor = &VR_editor_canvas; gr_set_current_canvas( Canv_editor ); init_editor_screen(); //setup other editor stuff break; #endif case SCREEN_MOVIE: /* give control back to the WM */ if (GameArg.CtlGrabMouse) SDL_WM_GrabInput(SDL_GRAB_OFF); if (grd_curscreen->sc_mode != SM(MOVIE_WIDTH,MOVIE_HEIGHT)) { if (gr_set_mode(SM(MOVIE_WIDTH,MOVIE_HEIGHT))) Error("Cannot set screen mode for game!"); gr_palette_load( gr_palette ); } break; default: Error("Invalid screen mode %d",sm); } gr_set_current_canvas(NULL); #ifndef OGL gr_set_draw_buffer(((Screen_mode == SCREEN_GAME) && GameArg.DbgUseDoubleBuffer) ? 1 : 0); // Double buffering or 'front' buffer only #endif return 1; } static int time_paused=0; void stop_time() { if (time_paused==0) { fix time; time = timer_get_fixed_seconds(); last_timer_value = time - last_timer_value; if (last_timer_value < 0) { last_timer_value = 0; } } time_paused++; } void start_time() { time_paused--; Assert(time_paused >= 0); if (time_paused==0) { fix time; time = timer_get_fixed_seconds(); last_timer_value = time - last_timer_value; } } void game_flush_inputs() { int dx,dy,dz; key_flush(); joy_flush(); mouse_flush(); mouse_get_delta( &dx, &dy, &dz ); // Read mouse memset(&Controls,0,sizeof(control_info)); } /* Calculates several - common used - timesteps and stores into FixedStep */ void FixedStepCalc() { int StepRes = 0; static fix Timer4 = 0, Timer20 = 0, Timer30 = 0; Timer4 += FrameTime; if (Timer4 >= F1_0/4) { StepRes |= EPS4; Timer4 = 0 + (Timer4-F1_0/4); } Timer20 += FrameTime; if (Timer20 >= F1_0/20) { StepRes |= EPS20; Timer20 = 0 + (Timer20-F1_0/20); } Timer30 += FrameTime; if (Timer30 >= F1_0/30) { StepRes |= EPS30; Timer30 = 0 + (Timer30-F1_0/30); } FixedStep = StepRes; } void reset_time() { last_timer_value = timer_get_fixed_seconds(); } void calc_frame_time() { fix timer_value,last_frametime = FrameTime; timer_value = timer_get_fixed_seconds(); FrameTime = timer_value - last_timer_value; while (FrameTime < f1_0 / (GameCfg.VSync?MAXIMUM_FPS:GameArg.SysMaxFPS)) { if (GameArg.SysUseNiceFPS && !GameCfg.VSync) timer_delay(f1_0 / GameArg.SysMaxFPS - FrameTime); timer_value = timer_get_fixed_seconds(); FrameTime = timer_value - last_timer_value; } if ( Game_turbo_mode ) FrameTime *= 2; last_timer_value = timer_value; if (FrameTime < 0) //if bogus frametime... FrameTime = (last_frametime==0?1:last_frametime); //...then use time from last frame GameTime += FrameTime; if (GameTime < 0 || GameTime > i2f(0x7fff - 600)) GameTime = FrameTime; //wrap when goes negative, or ~9hrs FixedStepCalc(); } 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) ); } void do_photos(); void level_with_floor(); #ifndef OGL void save_screen_shot(int automap_flag) { char message[100]; grs_canvas *screen_canv=&grd_curscreen->sc_canvas; static int savenum=0; grs_canvas *temp_canv,*save_canv; char savename[FILENAME_LEN+sizeof(SCRNS_DIR)]; ubyte pal[768]; stop_time(); if (!cfexist(SCRNS_DIR)) PHYSFS_mkdir(SCRNS_DIR); //try making directory 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); gr_set_current_canvas(save_canv); do { sprintf(savename, "%sscrn%04d.pcx",SCRNS_DIR, savenum++); } while (PHYSFS_exists(savename)); sprintf( message, "%s 'scrn%04d.pcx'", TXT_DUMPING_SCREEN, savenum-1 ); gr_set_current_canvas(NULL); if (!automap_flag) hud_message(MSGC_GAME_FEEDBACK,message); gr_palette_read(pal); //get actual palette from the hardware pcx_write_bitmap(savename,&temp_canv->cv_bitmap,pal); gr_set_current_canvas(screen_canv); gr_ubitmap(0,0,&temp_canv->cv_bitmap); gr_free_canvas(temp_canv); gr_set_current_canvas(save_canv); key_flush(); start_time(); } #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 test_anim_states(); 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 (Players[Player_num].cloak_time+CLOAK_TIME_MAX-GameTime < 0 && Players[Player_num].cloak_time+CLOAK_TIME_MAX-GameTime > -F1_0*2) { 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); if ( Newdemo_state == ND_STATE_PLAYBACK ) multi_send_decloak(); // For demo recording #endif } } } } int FakingInvul=0; // ------------------------------------------------------------------------------------ void do_invulnerable_stuff(void) { if (Players[Player_num].flags & PLAYER_FLAGS_INVULNERABLE) { if (Players[Player_num].invulnerable_time+INVULNERABLE_TIME_MAX-GameTime < 0 && Players[Player_num].invulnerable_time+INVULNERABLE_TIME_MAX-GameTime > -F1_0*2) { 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 } FakingInvul=0; } } } ubyte Last_afterburner_state = 0; fix Last_afterburner_charge = 0; #define AFTERBURNER_LOOP_START ((GameArg.SndDigiSampleRate==SAMPLE_RATE_22K)?32027:(32027/2)) //20098 #define AFTERBURNER_LOOP_END ((GameArg.SndDigiSampleRate==SAMPLE_RATE_22K)?48452:(48452/2)) //25776 int Ab_scale = 4; // ------------------------------------------------------------------------------------ #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 } } //@@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; 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; // ------------------------------------------------------------------------------------ // 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); gr_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); 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 ); // 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) { // 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; #ifdef USE_SDLMIXER #define EXT_MUSIC_TEXT "Jukebox/Audio CD" #else #define EXT_MUSIC_TEXT "Audio CD" #endif void show_help() { int nitems = 0; newmenu_item m[25]; m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = TXT_HELP_ESC; m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = "SHIFT-ESC\t SHOW GAME LOG"; m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = "F1\t THIS SCREEN"; m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = TXT_HELP_F2; #if !(defined(__APPLE__) || defined(macintosh)) m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = "Alt-F2/F3\t SAVE/LOAD GAME"; #else m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = "Alt-F2/F3 (\x85-s/o)\t SAVE/LOAD GAME"; #endif m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = "F3\t SWITCH COCKPIT MODES"; 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 = "ALT-F7\t SWITCH HUD MODES"; #if !(defined(__APPLE__) || defined(macintosh)) m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = TXT_HELP_PAUSE; #else m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = "Pause (\x85-P)\t Pause"; #endif m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = TXT_HELP_PRTSCN; 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/F2\t Cycle left/right window"; m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = "Shift-F4\t GuideBot menu"; m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = "Alt-Shift-F4\t Rename GuideBot"; m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = "Shift-F5/F6\t Drop primary/secondary"; m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = "Shift-number\t GuideBot commands"; #if !(defined(__APPLE__) || defined(macintosh)) m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = "Alt-Shift-F9\t Eject Audio CD"; m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = "Alt-Shift-F10\t Play/Pause " EXT_MUSIC_TEXT; m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = "Alt-Shift-F11/F12\t Previous/Next Song"; #else m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = "\x85-E\t Eject Audio CD"; m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = "\x85-Up/Down\t Play/Pause " EXT_MUSIC_TEXT; m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = "\x85-Left/Right\t Previous/Next Song"; #endif #if (defined(__APPLE__) || defined(macintosh)) m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = ""; m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = "(Use \x85-# for F#. e.g. \x85-1 for F1)"; #endif full_palette_save(); newmenu_dotiny( NULL, TXT_KEYS, nitems, m, NULL, NULL ); palette_restore(); } void show_netgame_help() { int nitems = 0; newmenu_item m[17]; m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = "F1\t THIS SCREEN"; m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = "ALT-0\t DROP FLAG"; m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = "ALT-F4\t SHOW RETICLE NAMES"; m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = "F7\t TOGGLE KILL LIST"; m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = "F8\t SEND MESSAGE"; m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = "(SHIFT-)F8 to F12\t (DEFINE)SEND MACRO"; m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = "PAUSE\t SHOW NETGAME INFORMATION"; #if (defined(__APPLE__) || defined(macintosh)) m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = ""; m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = "(Use \x85-# for F#. e.g. \x85-1 for F1)"; #endif m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = ""; m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = "MULTIPLAYER MESSAGE COMMANDS:"; m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = "!Names\t TOGGLE NAMES RETURN"; m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = "Handicap: (*)\t SET YOUR STARTING SHIELDS TO (*) [10-100]"; m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = "NoBombs\t TOGGLE SMART BOMBS (Host-only)"; m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = "move: (*)\t MOVE PLAYER (*) TO OTHER TEAM (Host-only)"; m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = "kick: (*)\t KICK PLAYER (*) FROM GAME (Host-only)"; m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = "KillReactor\t BLOW UP THE MINE (Host-only)"; full_palette_save(); newmenu_dotiny( NULL, TXT_KEYS, nitems, m, NULL, NULL ); palette_restore(); } void show_newdemo_help() { newmenu_item m[15]; int nitems = 0; m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = "ESC\t QUIT DEMO PLAYBACK"; m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = "F1\t THIS SCREEN"; m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = TXT_HELP_F2; m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = "F3\t SWITCH COCKPIT MODES"; m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = "F4\t TOGGLE PERCENTAGE DISPLAY"; m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = "UP\t PLAY"; m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = "DOWN\t PAUSE"; m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = "RIGHT\t ONE FRAME FORWARD"; m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = "LEFT\t ONE FRAME BACKWARD"; m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = "SHIFT-RIGHT\t FAST FORWARD"; m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = "SHIFT-LEFT\t FAST BACKWARD"; m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = "CTRL-RIGHT\t JUMP TO END"; m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = "CTRL-LEFT\t JUMP TO START"; #if (defined(__APPLE__) || defined(macintosh)) m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = ""; m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = "(Use \x85-# for F#. e.g. \x85-1 for F1)"; #endif full_palette_save(); newmenu_dotiny( NULL, "DEMO PLAYBACK CONTROLS", nitems, m, NULL, NULL ); palette_restore(); } //temp function until Matt cleans up game sequencing extern void temp_reset_stuff_on_level(); #define LEAVE_TIME 0x4000 //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 (Newdemo_state == ND_STATE_PLAYBACK) return; if ( Controls.rear_view_down_count ) { //key/button has gone down if (Rear_view) { Rear_view = 0; if (PlayerCfg.CockpitMode[1]==CM_REAR_VIEW) { select_cockpit(PlayerCfg.CockpitMode[0]); } 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 (PlayerCfg.CockpitMode[1] == CM_FULL_COCKPIT) { 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 (PlayerCfg.CockpitMode[1]==CM_REAR_VIEW) { select_cockpit(PlayerCfg.CockpitMode[0]); } 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; select_cockpit(PlayerCfg.CockpitMode[0]); } int Config_menu_flag; 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() // ---------------------------------------------------------------------------- int game_handler(window *wind, d_event *event, void *data); window *game_setup(void) { window *game_wind; do_lunacy_on(); // Copy values for insane into copy buffer in ai.c do_lunacy_off(); // Restore true insane mode. Game_aborted = 0; PlayerCfg.CockpitMode[1] = PlayerCfg.CockpitMode[0]; last_drawn_cockpit = -1; // Force cockpit to redraw next time a frame renders. Endlevel_sequence = 0; set_screen_mode(SCREEN_GAME); game_wind = window_create(&grd_curscreen->sc_canvas, 0, 0, SWIDTH, SHEIGHT, game_handler, NULL); if (!game_wind) return NULL; reset_palette_add(); set_warn_func(game_show_warning); init_cockpit(); init_gauges(); #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(); return game_wind; } void game_render_frame(); window *Game_wind = NULL; // Event handler for the game int game_handler(window *wind, d_event *event, void *data) { data = data; switch (event->type) { case EVENT_IDLE: // GAME LOOP! Config_menu_flag = 0; ReadControls(); // will have its own event(s) eventually if (window_get_front() != wind) break; //see if redbook song needs to be restarted RBACheckFinishedHook(); // 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 (!Game_wind) break; if ( (Function_mode != FMODE_GAME ) && (Newdemo_state != ND_STATE_PLAYBACK ) && (Function_mode!=FMODE_EDITOR)) { 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_GAME ); palette_restore(); Function_mode = fmode; if (choice != 0) Function_mode = FMODE_GAME; } if (Function_mode != FMODE_GAME) window_close(wind); return 0; break; case EVENT_WINDOW_DRAW: if (!time_paused) { calc_frame_time(); GameProcessFrame(); } if (!Automap_active) // efficiency hack { if (force_cockpit_redraw) { //screen need redrawing? init_cockpit(); force_cockpit_redraw=0; } game_render_frame(); } break; case EVENT_WINDOW_CLOSE: if (Function_mode == FMODE_GAME) Function_mode = FMODE_MENU; 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(); clear_warn_func(game_show_warning); //don't use this func anymore game_disable_cheats(); Game_wind = NULL; return 0; // continue closing break; default: return 0; break; } return 1; } // ------------------------------------------------------------------------------------ //this function is the game. called when game mode selected. runs until //editor mode or exit selected void game() { Game_wind = game_setup(); while (Game_wind) event_process(); } //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_gauges(); restore_effect_bitmap_icons(); clear_warn_func(game_show_warning); //don't use this func anymore } #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_viewer_sig=-1; int Marker_viewer_num[2]={-1,-1}; int Coop_view_player[2]={-1,-1}; //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); 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); extern void omega_charge_frame(void); extern time_t t_current_time, t_saved_time; void flicker_lights(); void GameProcessFrame(void) { int player_shields = Players[Player_num].shields; update_player_stats(); diminish_palette_towards_normal(); // Should leave palette effect up for as long as possible by putting right before render. do_afterburner_stuff(); do_cloak_stuff(); do_invulnerable_stuff(); remove_obsolete_stuck_objects(); init_ai_frame(); do_final_boss_frame(); if ((Players[Player_num].flags & PLAYER_FLAGS_HEADLIGHT) && (Players[Player_num].flags & PLAYER_FLAGS_HEADLIGHT_ON)) { static int turned_off=0; Players[Player_num].energy -= (FrameTime*3/8); if (Players[Player_num].energy < i2f(10)) { if (!turned_off) { Players[Player_num].flags &= ~PLAYER_FLAGS_HEADLIGHT_ON; turned_off = 1; #ifdef NETWORK if (Game_mode & GM_MULTI) multi_send_flags(Player_num); #endif } } else turned_off = 0; if (Players[Player_num].energy <= 0) { Players[Player_num].energy = 0; Players[Player_num].flags &= ~PLAYER_FLAGS_HEADLIGHT_ON; #ifdef NETWORK if (Game_mode & GM_MULTI) multi_send_flags(Player_num); #endif } } #ifdef EDITOR check_create_player_path(); player_follow_path(ConsoleObject); #endif #ifdef NETWORK if (Game_mode & GM_MULTI) { multi_do_frame(); if (Netgame.PlayTimeAllowed && ThisLevelTime>=i2f((Netgame.PlayTimeAllowed*5*60))) multi_check_for_killgoal_winner(); } #endif dead_player_frame(); if (Newdemo_state != ND_STATE_PLAYBACK) do_controlcen_dead_frame(); process_super_mines_frame(); do_seismic_stuff(); do_ambient_sounds(); #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 ) { if (Game_wind) window_close(Game_wind); // Go back to menu return; } } 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 if (FixedStep & EPS20) { 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); } else { Global_laser_firing_count = 0; } } if (Global_laser_firing_count) Global_laser_firing_count -= do_laser_firing_player(); 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.InvulAppear) { Players[Player_num].flags |= PLAYER_FLAGS_INVULNERABLE; Players[Player_num].invulnerable_time = GameTime-i2f(27); FakingInvul=1; } #endif } //if the player is taking damage, give up guided missile control if (Players[Player_num].shields != player_shields) release_guided_missile(Player_num); omega_charge_frame(); slide_textures(); flicker_lights(); } //!!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; //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) { 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) { 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; } 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; } } } #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); }