dxx-rebirth/main/game.c

2105 lines
54 KiB
C

/*
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 <conf.h>
#endif
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <stdarg.h>
#include <ctype.h>
#include <time.h>
#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 "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 "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"
#include "movie.h"
#ifdef MWPROFILER
#include <profiler.h>
#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 <wsample.h> //should come after inferno.h to get mark setting
#endif
#endif
extern void ReadControls(void); // located in gamecntl.c
extern void do_final_boss_frame(void);
#ifndef NDEBUG
int Mark_count = 0; // number of debugging marks set
#endif
static fix last_timer_value=0;
fix ThisLevelTime=0;
ubyte VR_screen_flags = 0; //see values in screens.h
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.
static int old_cockpit_mode=-1;
int force_cockpit_redraw=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
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 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;
#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();
// text functions
void fill_background();
extern ubyte DefiningMarkerMessage;
extern char Marker_input[];
// ==============================================================================================
//this is called once per game
void init_game()
{
atexit(close_game); //for cleanup
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);
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;
#ifndef OGL
if ((SWIDTH == 320 && SHEIGHT == 200) || (GameArg.GfxHiresGFXAvailable && (SWIDTH == 640 && SHEIGHT == 480)))
#endif
{
VR_screen_flags = VRF_ALLOW_COCKPIT;
}
if ((!(VR_screen_flags & VRF_ALLOW_COCKPIT) && (PlayerCfg.CockpitMode==CM_FULL_COCKPIT || PlayerCfg.CockpitMode==CM_STATUS_BAR || PlayerCfg.CockpitMode==CM_REAR_VIEW)) || ( VR_render_mode != VR_NONE ) || ( Screen_mode == SCREEN_EDITOR ))
PlayerCfg.CockpitMode = CM_FULL_SCREEN;
gr_set_current_canvas(NULL);
switch( PlayerCfg.CockpitMode ) {
case CM_FULL_COCKPIT:
game_init_render_sub_buffers(0, 0, grd_curscreen->sc_w,(grd_curscreen->sc_h*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:
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;
}
if (Newdemo_state==ND_STATE_RECORDING) {
newdemo_record_cockpit_change(PlayerCfg.CockpitMode);
}
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) { //new mode
PlayerCfg.CockpitMode=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;
}
// 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_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 (NORMAL VERSION)
void game_init_render_buffers(int render_w, int render_h, int render_method, int flags )
{
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 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, grd_curscreen->sc_w, grd_curscreen->sc_h );
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 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) {
last_timer_value = 0;
}
}
timer_paused++;
}
void start_time()
{
timer_paused--;
Assert(timer_paused >= 0);
if (timer_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;
}
FrameTime = (FrameTime + last_frametime) * 0.5;
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();
}
//--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) );
}
void do_photos();
void level_with_floor();
// 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
#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 morph_test(), morph_step();
// ------------------------------------------------------------------------------------
void test_anim_states();
#include "fvi.h"
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;
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) );
#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[31];
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 = TXT_HELP_F2;
m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = "Alt-F2/F3\t SAVE/LOAD GAME";
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";
m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = TXT_HELP_PAUSE;
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";
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";
m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = "";
m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = "MULTIPLAYER:";
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";
full_palette_save();
newmenu_dotiny2( NULL, TXT_KEYS, nitems, m, NULL );
palette_restore();
}
void show_newdemo_help()
{
newmenu_item m[12];
int mc = 0;
m[mc].type = NM_TYPE_TEXT; m[mc].text = "ESC\t QUIT DEMO PLAYBACK"; mc++;
m[mc].type = NM_TYPE_TEXT; m[mc].text = TXT_HELP_F2; mc++;
m[mc].type = NM_TYPE_TEXT; m[mc].text = "F3\t SWITCH COCKPIT MODES"; mc++;
m[mc].type = NM_TYPE_TEXT; m[mc].text = "F4\t TOGGLE PERCENTAGE DISPLAY"; mc++;
m[mc].type = NM_TYPE_TEXT; m[mc].text = "UP\t PLAY"; mc++;
m[mc].type = NM_TYPE_TEXT; m[mc].text = "DOWN\t PAUSE"; mc++;
m[mc].type = NM_TYPE_TEXT; m[mc].text = "RIGHT\t ONE FRAME FORWARD"; mc++;
m[mc].type = NM_TYPE_TEXT; m[mc].text = "LEFT\t ONE FRAME BACKWARD"; mc++;
m[mc].type = NM_TYPE_TEXT; m[mc].text = "SHIFT-RIGHT\t FAST FORWARD"; mc++;
m[mc].type = NM_TYPE_TEXT; m[mc].text = "SHIFT-LEFT\t FAST BACKWARD"; mc++;
m[mc].type = NM_TYPE_TEXT; m[mc].text = "CTRL-RIGHT\t JUMP TO END"; mc++;
m[mc].type = NM_TYPE_TEXT; m[mc].text = "CTRL-LEFT\t JUMP TO START"; mc++;
full_palette_save();
newmenu_dotiny2( NULL, "DEMO PLAYBACK CONTROLS", mc, m, 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 ( Controls.rear_view_down_count ) { //key/button has gone down
if (Rear_view) {
Rear_view = 0;
if (PlayerCfg.CockpitMode==CM_REAR_VIEW) {
select_cockpit(old_cockpit_mode);
}
if (Newdemo_state == ND_STATE_RECORDING)
newdemo_record_restore_rearview();
}
else {
Rear_view = 1;
if (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 (PlayerCfg.CockpitMode == CM_FULL_COCKPIT) {
old_cockpit_mode = PlayerCfg.CockpitMode;
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 && PlayerCfg.CockpitMode==CM_REAR_VIEW) {
if (leave_mode==1 && Rear_view) {
Rear_view = 0;
if (PlayerCfg.CockpitMode==CM_REAR_VIEW) {
select_cockpit(old_cockpit_mode);
}
if (Newdemo_state == ND_STATE_RECORDING)
newdemo_record_restore_rearview();
}
}
}
void reset_rear_view(void)
{
if (Rear_view) {
if (Newdemo_state == ND_STATE_RECORDING)
newdemo_record_restore_rearview();
}
Rear_view = 0;
if (!(PlayerCfg.CockpitMode == CM_FULL_COCKPIT || PlayerCfg.CockpitMode == CM_STATUS_BAR || PlayerCfg.CockpitMode == CM_FULL_SCREEN)) {
if (!(old_cockpit_mode == CM_FULL_COCKPIT || old_cockpit_mode == CM_STATUS_BAR || old_cockpit_mode == CM_FULL_SCREEN))
old_cockpit_mode = CM_FULL_COCKPIT;
select_cockpit(old_cockpit_mode);
}
}
int Automap_flag;
int Config_menu_flag;
jmp_buf LeaveGame;
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 = -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;
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) {
game_flush_inputs();
do_automap(0);
Screen_mode=-1; set_screen_mode(SCREEN_GAME);
init_cockpit();
last_drawn_cockpit = -1;
game_flush_inputs();
}
if ( (Function_mode != FMODE_GAME) && GameArg.SysAutoDemo && (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) {
GameArg.SysAutoDemo = 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();
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_gauges();
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
}
extern void kconfig_center_headset();
#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 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);
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 )
{
if (RenderFlag) {
if (force_cockpit_redraw) { //screen need redrawing?
init_cockpit();
force_cockpit_redraw=0;
}
game_render_frame();
}
calc_frame_time();
if (ReadControlsFlag)
ReadControls();
else
memset(&Controls, 0, sizeof(Controls));
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 ) {
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 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.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();
}
//!!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;l<Num_flickering_lights;l++,f++) {
segment *segp = &Segments[f->segnum];
//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;l<Num_flickering_lights;l++,f++)
if (f->segnum == 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;l<Num_flickering_lights;l++,f++)
if (f->segnum == 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;i<Num_flickering_lights-1;i++)
Flickering_lights[i] = Flickering_lights[i+1];
Num_flickering_lights--;
return 1;
}
}
if (l == Num_flickering_lights) {
if (Num_flickering_lights == MAX_FLICKERING_LIGHTS)
return 0;
else
Num_flickering_lights++;
}
f->segnum = 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; i<player_path_length; i++) {
int segnum, objnum;
vms_vector seg_center;
object *obj;
segnum = Point_segs[player_hide_index+i].segnum;
seg_center = Point_segs[player_hide_index+i].point;
objnum = obj_create( OBJ_POWERUP, POW_ENERGY, segnum, &seg_center, &vmd_identity_matrix, Powerup_info[POW_ENERGY].size, CT_POWERUP, MT_NONE, RT_POWERUP);
if (objnum == -1) {
Int3(); // Unable to drop energy powerup for path
return 1;
}
obj = &Objects[objnum];
obj->rtype.vclip_info.vclip_num = Powerup_info[obj->id].vclip_num;
obj->rtype.vclip_info.frametime = Vclip[obj->rtype.vclip_info.vclip_num].frame_time;
obj->rtype.vclip_info.framenum = 0;
obj->lifeleft = F1_0*100 + d_rand() * 4;
}
return 1;
}
// Return true if it happened, else return false.
int create_special_path(void)
{
int i,j;
// ---------- Find exit doors ----------
for (i=0; i<=Highest_segment_index; i++)
for (j=0; j<MAX_SIDES_PER_SEGMENT; j++)
if (Segments[i].children[j] == -2) {
return mark_player_path_to_segment(i);
}
return 0;
}
#endif
#ifndef RELEASE
int Max_obj_count_mike = 0;
// Shows current number of used objects.
void show_free_objects(void)
{
if (!(FrameCount & 8)) {
int i;
int count=0;
for (i=0; i<=Highest_object_index; i++)
if (Objects[i].type != OBJ_NONE)
count++;
if (count > 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);
}