dxx-rebirth/main/game.c

2960 lines
83 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 1993-1998 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
*/
/*
*
* Game loop for Inferno
*
*/
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <stdarg.h>
#include <SDL/SDL.h>
#ifdef OGL
#include "ogl_init.h"
#endif
#include "inferno.h"
#include "game.h"
#include "key.h"
#include "object.h"
#include "physics.h"
#include "error.h"
#include "joy.h"
#include "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 "rbaudio.h"
#include "hostage.h"
#include "fuelcen.h"
#include "switch.h"
#include "digi.h"
#include "gamesave.h"
#include "scores.h"
#include "u_mem.h"
#include "palette.h"
#include "morph.h"
#include "lighting.h"
#include "newdemo.h"
#include "titles.h"
#include "collide.h"
#include "weapon.h"
#include "sounds.h"
#include "args.h"
#include "gameseq.h"
#include "automap.h"
#include "text.h"
#include "powerup.h"
#include "fireball.h"
#include "controls.h"
#include "songs.h"
#include "config.h"
#include "newmenu.h"
#include "network.h"
#include "gamefont.h"
#include "endlevel.h"
#include "kconfig.h"
#include "mouse.h"
#include "multi.h"
#include "desc_id.h"
#include "cntrlcen.h"
#include "pcx.h"
#include "state.h"
#include "piggy.h"
#include "multibot.h"
#include "gr.h"
#include "hudmsg.h"
#include "timer.h"
#include "vers_id.h"
#include "fvi.h"
#include "jukebox.h"
#include "console.h"
#include "playsave.h"
#include "config.h"
#define SHOW_EXIT_PATH 1
#define key_isfunc(k) (((k&0xff)>=KEY_F1 && (k&0xff)<=KEY_F10) || (k&0xff)==KEY_F11 || (k&0xff)==KEY_F12)
#define key_ismod(k) ((k&0xff)==KEY_LALT || (k&0xff)==KEY_RALT || (k&0xff)==KEY_LSHIFT || (k&0xff)==KEY_RSHIFT || (k&0xff)==KEY_LCTRL || (k&0xff)==KEY_RCTRL || (k&0xff)==KEY_LMETA || (k&0xff)==KEY_RMETA)
#ifdef EDITOR
#include "editor/editor.h"
#endif
void game_init_render_sub_buffers( int x, int y, int w, int h );
void GameLoop(int RenderFlag, int ReadControlsFlag );
void FireLaser(void);
void powerup_grab_cheat_all(void);
#if !defined(NDEBUG) || defined(EDITOR)
int Mark_count = 0; // number of debugging marks set
#endif
static fix last_timer_value=0;
ubyte new_cheats[]= { KEY_B^0xaa, KEY_B^0xaa, KEY_B^0xaa, KEY_F^0xaa, KEY_A^0xaa,
KEY_U^0xaa, KEY_I^0xaa, KEY_R^0xaa, KEY_L^0xaa, KEY_H^0xaa,
KEY_G^0xaa, KEY_G^0xaa, KEY_U^0xaa, KEY_A^0xaa, KEY_I^0xaa,
KEY_G^0xaa, KEY_R^0xaa, KEY_I^0xaa, KEY_S^0xaa, KEY_M^0xaa,
KEY_I^0xaa, KEY_E^0xaa, KEY_N^0xaa, KEY_H^0xaa, KEY_S^0xaa,
KEY_N^0xaa, KEY_D^0xaa, KEY_X^0xaa, KEY_X^0xaa, KEY_A^0xaa };
int VR_render_mode = VR_NONE;
int VR_low_res = 3; // Default to low res
int VR_show_hud = 1;
int VR_sensitivity = 1; // 0 - 2
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.
//added 07/11/99 by adb:
//added buffer pointer to allow different buffers for 3D game rendering and
//the 2D menus (for DX3D port)
grs_canvas *VR_offscreen_menu = NULL; // The offscreen data buffer for menus
//end additions -- adb
static int old_cockpit_mode=-1;
int force_cockpit_redraw=0;
int netplayerinfo_on=0;
int PaletteRedAdd, PaletteGreenAdd, PaletteBlueAdd;
int Dummy_var;
int *Toggle_var = &Dummy_var;
#ifdef EDITOR
char faded_in;
#endif
int Game_suspended=0; //if non-zero, nothing moves but player
int create_special_path(void);
void fill_background(int x,int y,int w,int h,int dx,int dy);
fix 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;
void update_cockpits();
extern void newdemo_strip_frames(char *, int);
extern int HUD_nmessages;
extern char WaitForRefuseAnswer,RefuseThisPlayer;
extern void CyclePrimary();
extern void CycleSecondary();
#define BACKGROUND_NAME "statback.pcx"
// ==============================================================================================
//this is called once per game
void init_game()
{
ubyte pal[256*3];
int pcx_error;
init_objects();
hostage_init();
init_special_effects();
init_exploding_walls();
gr_init_bitmap_data (&background_bitmap);
pcx_error = pcx_read_bitmap(BACKGROUND_NAME,&background_bitmap,BM_LINEAR,pal);
if (pcx_error != PCX_ERROR_NONE)
Error("File %s - PCX error: %s",BACKGROUND_NAME,pcx_errormsg(pcx_error));
gr_remap_bitmap_good( &background_bitmap, pal, -1, -1 );
Clear_window = 2; // do portal only window clear.
}
void reset_palette_add()
{
PaletteRedAdd = 0;
PaletteGreenAdd = 0;
PaletteBlueAdd = 0;
}
void game_show_warning(char *s)
{
if (!((Game_mode & GM_MULTI) && (Function_mode == FMODE_GAME)))
stop_time();
nm_messagebox( TXT_WARNING, 1, TXT_OK, s );
if (!((Game_mode & GM_MULTI) && (Function_mode == FMODE_GAME)))
start_time();
}
u_int32_t Game_screen_mode = SM(640,480);
int last_drawn_cockpit = -1;
extern void ogl_loadbmtexture(grs_bitmap *bm);
extern int Rear_view;
// This actually renders the new cockpit onto the screen.
void update_cockpits()
{
grs_bitmap * bm;
PIGGY_PAGE_IN(cockpit_bitmap[PlayerCfg.CockpitMode]);
bm = &GameBitmaps[cockpit_bitmap[PlayerCfg.CockpitMode].index];
//Redraw the on-screen cockpit bitmaps
if (VR_render_mode != VR_NONE ) return;
switch( PlayerCfg.CockpitMode ) {
case CM_FULL_COCKPIT:
gr_set_current_canvas(NULL);
cockpit_decode_alpha(bm);
#ifdef OGL
ogl_ubitmapm_cs (0, 0, -1, grd_curcanv->cv_bitmap.bm_h, bm,255, F1_0);
#else
gr_ubitmapm(0,0, bm);
#endif
break;
case CM_REAR_VIEW:
gr_set_current_canvas(NULL);
#ifdef OGL
ogl_ubitmapm_cs (0, 0, -1, grd_curcanv->cv_bitmap.bm_h, bm,255, F1_0);
#else
gr_ubitmapm(0,0, bm);
#endif
break;
case CM_FULL_SCREEN:
break;
case CM_STATUS_BAR:
gr_set_current_canvas(NULL);
#ifdef OGL
ogl_ubitmapm_cs (0, (HIRESMODE?(SHEIGHT*2)/2.6:(SHEIGHT*2)/2.72), -1, ((int) ((double) (bm->bm_h) * (HIRESMODE?(double)SHEIGHT/480:(double)SHEIGHT/200) + 0.5)), bm,255, F1_0);
#else
gr_ubitmapm(0,SHEIGHT-bm->bm_h,bm);
#endif
break;
case CM_LETTERBOX:
gr_set_current_canvas(NULL);
break;
}
gr_set_current_canvas(NULL);
if (PlayerCfg.CockpitMode != last_drawn_cockpit)
last_drawn_cockpit = PlayerCfg.CockpitMode;
else
return;
if (PlayerCfg.CockpitMode==CM_FULL_COCKPIT || PlayerCfg.CockpitMode==CM_STATUS_BAR)
init_gauges();
}
//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 = CM_FULL_SCREEN;
#ifndef OGL
if ( Game_screen_mode != (HiresGFXAvailable? SM(640,480) : SM(320,200)) && PlayerCfg.CockpitMode != CM_LETTERBOX) {
PlayerCfg.CockpitMode = CM_FULL_SCREEN;
}
#endif
#ifdef D1XD3D
PlayerCfg.CockpitMode = CM_STATUS_BAR;
#endif
gr_set_current_canvas(NULL);
switch( PlayerCfg.CockpitMode ) {
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) { //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();
void toggle_cockpit()
{
int new_mode=CM_FULL_SCREEN;
if (Rear_view || Player_is_dead)
return;
switch (PlayerCfg.CockpitMode)
{
case CM_FULL_COCKPIT:
new_mode = CM_STATUS_BAR;
break;
case CM_STATUS_BAR:
new_mode = CM_FULL_SCREEN;
break;
case CM_FULL_SCREEN:
new_mode = CM_FULL_COCKPIT;
break;
}
select_cockpit(new_mode);
HUD_clear_messages();
write_player_file();
}
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 )
{
// if (!VR_offscreen_buffer) {
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 );
}
VR_offscreen_menu = VR_offscreen_buffer;
game_init_render_sub_buffers( 0, 0, render_w, render_h );
// }
}
//called to change the screen mode. Parameter sm is the new mode, one of
//SMODE_GAME or SMODE_EDITOR. returns mode acutally set (could be other
//mode if cannot init requested mode)
int set_screen_mode(int sm)
{
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;
}
Screen_mode = sm;
#ifdef EDITOR
Canv_editor = NULL;
#endif
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
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;
}
fix frame_time_list[8] = {0,0,0,0,0,0,0,0};
fix frame_time_total=0;
int frame_time_cntr=0;
void ftoa(char *string, fix f)
{
int decimal, fractional;
decimal = f2i(f);
fractional = ((f & 0xffff)*100)/65536;
if (fractional < 0 )
fractional *= -1;
if (fractional > 99 ) fractional = 99;
sprintf( string, "FPS: %d.%02d", decimal, fractional );
}
void show_framerate()
{
char temp[13];
fix rate;
int aw,w,h;
frame_time_total += FrameTime - frame_time_list[frame_time_cntr];
frame_time_list[frame_time_cntr] = FrameTime;
frame_time_cntr = (frame_time_cntr+1)%8;
if (frame_time_total) {
int y=GHEIGHT;
if (PlayerCfg.CockpitMode==CM_FULL_SCREEN) {
if (Game_mode & GM_MULTI)
y -= LINE_SPACING * 10;
else
y -= LINE_SPACING * 4;
} else if (PlayerCfg.CockpitMode == CM_STATUS_BAR) {
if (Game_mode & GM_MULTI)
y -= LINE_SPACING * 6;
else
y -= LINE_SPACING * 1;
} else {
if (Game_mode & GM_MULTI)
y -= LINE_SPACING * 7;
else
y -= LINE_SPACING * 2;
}
rate = fixdiv(f1_0*8,frame_time_total);
gr_set_curfont(GAME_FONT);
gr_set_fontcolor(BM_XRGB(0,31,0),-1);
ftoa( temp, rate );
gr_get_string_size(temp,&w,&h,&aw);
gr_printf(SWIDTH-w-FSPACX(1),y,"%s", temp );
}
}
#ifdef NETWORK
void show_netplayerinfo()
{
int x=0, y=0, i=0, color=0;
char *NetworkModeNames[]={"Anarchy","Team Anarchy","Robo Anarchy","Cooperative","Capture the Flag","Hoard","Team Hoard","Unknown"};
gr_set_current_canvas(NULL);
gr_set_curfont(GAME_FONT);
gr_set_fontcolor(255,-1);
x=(SWIDTH/2)-FSPACX(120);
y=(SHEIGHT/2)-FSPACY(84);
Gr_scanline_darkening_level = 2*7;
gr_setcolor( BM_XRGB(0,0,0) );
gr_rect((SWIDTH/2)-FSPACX(120),(SHEIGHT/2)-FSPACY(84),(SWIDTH/2)+FSPACX(120),(SHEIGHT/2)+FSPACY(84));
Gr_scanline_darkening_level = GR_FADE_LEVELS;
// general game information
y+=LINE_SPACING;
gr_printf(0x8000,y,"%s by %s",Netgame.game_name,Players[network_who_is_master()].callsign);
#ifndef SHAREWARE
y+=LINE_SPACING;
gr_printf(0x8000,y,"%s - lvl: %i",Netgame.mission_title,Netgame.levelnum);
#endif
x+=FSPACX(8);
y+=LINE_SPACING*2;
gr_printf(x,y,"game mode: %s",NetworkModeNames[Netgame.gamemode]);
y+=LINE_SPACING;
gr_printf(x,y,"difficulty: %s",MENU_DIFFICULTY_TEXT(Netgame.difficulty));
y+=LINE_SPACING;
gr_printf(x,y,"level time: %i:%02i:%02i",Players[Player_num].hours_level,f2i(Players[Player_num].time_level) / 60 % 60,f2i(Players[Player_num].time_level) % 60);
y+=LINE_SPACING;
gr_printf(x,y,"total time: %i:%02i:%02i",Players[Player_num].hours_total,f2i(Players[Player_num].time_total) / 60 % 60,f2i(Players[Player_num].time_total) % 60);
y+=LINE_SPACING;
// player information (name, kills, ping, game efficiency)
y+=LINE_SPACING*2;
gr_printf(x,y,"player");
if (Game_mode & GM_MULTI_COOP)
gr_printf(x+FSPACX(8)*7,y,"score");
else
{
gr_printf(x+FSPACX(8)*7,y,"kills");
gr_printf(x+FSPACX(8)*12,y,"deaths");
}
gr_printf(x+FSPACX(8)*18,y,"ping");
gr_printf(x+FSPACX(8)*23,y,"efficiency");
network_ping_all();
// process players table
for (i=0; i<MAX_PLAYERS; i++)
{
if (!Players[i].connected)
continue;
y+=LINE_SPACING;
if (Game_mode & GM_TEAM)
color=get_team(i);
else
color=i;
gr_set_fontcolor(BM_XRGB(player_rgb[color].r,player_rgb[color].g,player_rgb[color].b),-1 );
gr_printf(x,y,"%s\n",Players[i].callsign);
if (Game_mode & GM_MULTI_COOP)
gr_printf(x+FSPACX(8)*7,y,"%-6d",Players[i].score);
else
{
gr_printf(x+FSPACX(8)*7,y,"%-6d",Players[i].net_kills_total);
gr_printf(x+FSPACX(8)*12,y,"%-6d",Players[i].net_killed_total);
}
gr_printf(x+FSPACX(8)*18,y,"%-6d",PingTable[i]);
if (i != Player_num)
gr_printf(x+FSPACX(8)*23,y,"%d/%d",kill_matrix[Player_num][i],kill_matrix[i][Player_num]);
}
y+=LINE_SPACING*2+(LINE_SPACING*(MAX_PLAYERS-N_players));
// printf team scores
if (Game_mode & GM_TEAM)
{
gr_set_fontcolor(255,-1);
gr_printf(x,y,"team");
gr_printf(x+FSPACX(8)*8,y,"score");
y+=LINE_SPACING;
gr_set_fontcolor(BM_XRGB(player_rgb[get_team(0)].r,player_rgb[get_team(0)].g,player_rgb[get_team(0)].b),-1 );
gr_printf(x,y,"%s:",Netgame.team_name[0]);
gr_printf(x+FSPACX(8)*8,y,"%i",team_kills[0]);
y+=LINE_SPACING;
gr_set_fontcolor(BM_XRGB(player_rgb[get_team(1)].r,player_rgb[get_team(1)].g,player_rgb[get_team(1)].b),-1 );
gr_printf(x,y,"%s:",Netgame.team_name[1]);
gr_printf(x+FSPACX(8)*8,y,"%i",team_kills[1]);
y+=LINE_SPACING*2;
}
}
#endif
static int timer_paused=0;
void stop_time()
{
if (timer_paused==0) {
fix time;
time = timer_get_fixed_seconds();
last_timer_value = time - last_timer_value;
if (last_timer_value < 0) {
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();
}
void move_player_2_segment(segment *seg,int side)
{
vms_vector vp;
compute_segment_center(&ConsoleObject->pos,seg);
compute_center_point_on_side(&vp,seg,side);
vm_vec_sub2(&vp,&ConsoleObject->pos);
vm_vector_2_matrix(&ConsoleObject->orient,&vp,NULL,NULL);
obj_relink( ConsoleObject-Objects, SEG_PTR_2_NUM(seg) );
}
fix Show_view_text_timer = -1;
#ifndef NDEBUG
void draw_window_label()
{
if ( Show_view_text_timer > 0 )
{
char *viewer_name,*control_name;
Show_view_text_timer -= FrameTime;
switch( Viewer->type )
{
case OBJ_FIREBALL: viewer_name = "Fireball"; break;
case OBJ_ROBOT: viewer_name = "Robot"; break;
case OBJ_HOSTAGE: viewer_name = "Hostage"; break;
case OBJ_PLAYER: viewer_name = "Player"; break;
case OBJ_WEAPON: viewer_name = "Weapon"; break;
case OBJ_CAMERA: viewer_name = "Camera"; break;
case OBJ_POWERUP: viewer_name = "Powerup"; break;
case OBJ_DEBRIS: viewer_name = "Debris"; break;
case OBJ_CNTRLCEN: viewer_name = "Control Center"; break;
default: viewer_name = "Unknown"; break;
}
switch ( Viewer->control_type) {
case CT_NONE: control_name = "Stopped"; break;
case CT_AI: control_name = "AI"; break;
case CT_FLYING: control_name = "Flying"; break;
case CT_SLEW: control_name = "Slew"; break;
case CT_FLYTHROUGH: control_name = "Flythrough"; break;
case CT_MORPH: control_name = "Morphing"; break;
default: control_name = "Unknown"; break;
}
gr_set_curfont( GAME_FONT );
gr_set_fontcolor( BM_XRGB(31, 0, 0), -1 );
gr_printf( 0x8000, (SHEIGHT/10), "%s View - %s",viewer_name,control_name );
}
}
#endif
void render_countdown_gauge()
{
if (!Endlevel_sequence && Fuelcen_control_center_destroyed && (Fuelcen_seconds_left>-1) && (Fuelcen_seconds_left<127)) {
gr_set_curfont(GAME_FONT);
gr_set_fontcolor(BM_XRGB(0,63,0),-1);
gr_printf(0x8000, (SHEIGHT/6.666), "T-%d s", Fuelcen_seconds_left );
}
}
#ifdef NETWORK
void game_draw_multi_message()
{
char temp_string[MAX_MULTI_MESSAGE_LEN+25];
if ( (Game_mode&GM_MULTI) && (multi_sending_message)) {
gr_set_curfont(GAME_FONT);
gr_set_fontcolor(BM_XRGB(0,63,0),-1);
sprintf( temp_string, "%s: %s_", TXT_MESSAGE, Network_message );
gr_printf(0x8000, (SHEIGHT/5.555), temp_string );
}
if ( (Game_mode&GM_MULTI) && (multi_defining_message)) {
gr_set_curfont(GAME_FONT);
gr_set_fontcolor(BM_XRGB(0,63,0),-1);
sprintf( temp_string, "%s #%d: %s_", TXT_MACRO, multi_defining_message, Network_message );
gr_printf(0x8000, (SHEIGHT/5.555), temp_string );
}
}
#endif
extern fix Cruise_speed;
void game_draw_hud_stuff()
{
#ifdef CROSSHAIR
if ( Viewer->type == OBJ_PLAYER )
laser_do_crosshair(Viewer);
#endif
#ifndef NDEBUG
draw_window_label();
#endif
#ifdef NETWORK
game_draw_multi_message();
#endif
if ((Newdemo_state == ND_STATE_PLAYBACK) || (Newdemo_state == ND_STATE_RECORDING)) {
char message[128];
int y;
if (Newdemo_state == ND_STATE_PLAYBACK) {
if (Newdemo_show_percentage) {
sprintf(message, "%s (%d%%%% %s)", TXT_DEMO_PLAYBACK, newdemo_get_percent_done(), TXT_DONE);
} else {
sprintf (message, " ");
}
} else {
extern int Newdemo_num_written;
sprintf (message, "%s (%dK)", TXT_DEMO_RECORDING, (Newdemo_num_written / 1024));
}
gr_set_curfont( GAME_FONT );
gr_set_fontcolor( BM_XRGB(27,0,0), -1 );
y = GHEIGHT-(LINE_SPACING*2);
if (PlayerCfg.CockpitMode == CM_FULL_COCKPIT)
y = grd_curcanv->cv_bitmap.bm_h / 1.2 ;
if (PlayerCfg.CockpitMode != CM_REAR_VIEW)
gr_printf(0x8000, y, message );
}
render_countdown_gauge();
// this should be made part of hud code some day
if ( Player_num > -1 && Viewer->type==OBJ_PLAYER && Viewer->id==Player_num && PlayerCfg.CockpitMode != CM_REAR_VIEW) {
int x = FSPACX(1);
int y = grd_curcanv->cv_bitmap.bm_h;
gr_set_curfont( GAME_FONT );
gr_set_fontcolor( BM_XRGB(0, 31, 0), -1 );
if (Cruise_speed > 0) {
if (PlayerCfg.CockpitMode==CM_FULL_SCREEN) {
if (Game_mode & GM_MULTI)
y -= LINE_SPACING * 10;
else
y -= LINE_SPACING * 5;
} else if (PlayerCfg.CockpitMode == CM_STATUS_BAR) {
if (Game_mode & GM_MULTI)
y -= LINE_SPACING * 6;
else
y -= LINE_SPACING * 1;
} else {
if (Game_mode & GM_MULTI)
y -= LINE_SPACING * 7;
else
y -= LINE_SPACING * 2;
}
gr_printf( x, y, "%s %2d%%", TXT_CRUISE, f2i(Cruise_speed) );
}
}
if (GameArg.SysFPSIndicator && PlayerCfg.CockpitMode != CM_REAR_VIEW)
show_framerate();
draw_hud();
if ( Player_is_dead )
player_dead_message();
}
extern int gr_bitblt_dest_step_shift;
extern int gr_bitblt_double;
//render a frame for the game
void game_do_render_frame(int flip)
{
gr_set_current_canvas(&Screen_3d_window);
render_frame(0);
update_cockpits();
if (PlayerCfg.CockpitMode==CM_FULL_COCKPIT || PlayerCfg.CockpitMode==CM_STATUS_BAR)
render_gauges();
gr_set_current_canvas(&Screen_3d_window);
game_draw_hud_stuff();
#ifdef NETWORK
if (netplayerinfo_on)
show_netplayerinfo();
#endif
con_show();
if (flip)
gr_flip();
}
void game_render_frame()
{
set_screen_mode(SCREEN_GAME);
play_homing_warning();
game_do_render_frame(GameArg.DbgUseDoubleBuffer);
FrameCount++;
}
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);
}
int sound_nums[] = {10,11,20,21,30,31,32,33,40,41,50,51,60,61,62,70,80,81,82,83,90,91};
#define N_TEST_SOUNDS (sizeof(sound_nums) / sizeof(*sound_nums))
int test_sound_num=0;
void play_test_sound()
{
digi_play_sample(sound_nums[test_sound_num], F1_0);
}
// ------------------------------------------------------------------------------------
void advance_sound()
{
if (++test_sound_num == N_TEST_SOUNDS)
test_sound_num=0;
}
void test_anim_states();
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
}
}
}
}
// ------------------------------------------------------------------------------------
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;
#ifdef NETWORK
maybe_drop_net_powerup(POW_INVULNERABILITY);
#endif
digi_play_sample( SOUND_INVULNERABILITY_OFF, F1_0);
#ifdef NETWORK
if (Game_mode & GM_MULTI)
multi_send_play_sound(SOUND_INVULNERABILITY_OFF, F1_0);
#endif
}
}
}
// Amount to diminish guns towards normal, per second.
#define DIMINISH_RATE 16 // gots to be a power of 2, else change the code in diminish_palette_towards_normal
// ------------------------------------------------------------------------------------
// Diminish palette effects towards normal.
void diminish_palette_towards_normal(void)
{
int dec_amount = 0;
if (FrameTime < F1_0/DIMINISH_RATE) {
if (d_rand() < FrameTime*DIMINISH_RATE/2) // Note: d_rand() is in 0..32767, and 8 Hz means decrement every frame
dec_amount = 1;
} else {
dec_amount = f2i(FrameTime*DIMINISH_RATE); // one second = DIMINISH_RATE counts
if (dec_amount == 0)
dec_amount++; // make sure we decrement by something
}
if (PaletteRedAdd > 0 ) { PaletteRedAdd -= dec_amount; if (PaletteRedAdd < 0 ) PaletteRedAdd = 0; }
if (PaletteRedAdd < 0 ) { PaletteRedAdd += dec_amount; if (PaletteRedAdd > 0 ) PaletteRedAdd = 0; }
if (PaletteGreenAdd > 0 ) { PaletteGreenAdd -= dec_amount; if (PaletteGreenAdd < 0 ) PaletteGreenAdd = 0; }
if (PaletteGreenAdd < 0 ) { PaletteGreenAdd += dec_amount; if (PaletteGreenAdd > 0 ) PaletteGreenAdd = 0; }
if (PaletteBlueAdd > 0 ) { PaletteBlueAdd -= dec_amount; if (PaletteBlueAdd < 0 ) PaletteBlueAdd = 0; }
if (PaletteBlueAdd < 0 ) { PaletteBlueAdd += dec_amount; if (PaletteBlueAdd > 0 ) PaletteBlueAdd = 0; }
if ( (Newdemo_state==ND_STATE_RECORDING) && (PaletteRedAdd || PaletteGreenAdd || PaletteBlueAdd) )
newdemo_record_palette_effect(PaletteRedAdd, PaletteGreenAdd, PaletteBlueAdd);
gr_palette_step_up( PaletteRedAdd, PaletteGreenAdd, PaletteBlueAdd );
}
int Redsave, Bluesave, Greensave;
void palette_save(void)
{
Redsave = PaletteRedAdd; Bluesave = PaletteBlueAdd; Greensave = PaletteGreenAdd;
}
void palette_restore(void)
{
PaletteRedAdd = Redsave; PaletteBlueAdd = Bluesave; PaletteGreenAdd = Greensave;
gr_palette_step_up( PaletteRedAdd, PaletteGreenAdd, PaletteBlueAdd );
}
extern void dead_player_frame(void);
#ifndef RELEASE
void do_cheat_menu()
{
int mmn;
newmenu_item mm[16];
char score_text[21];
sprintf( score_text, "%d", Players[Player_num].score );
mm[0].type=NM_TYPE_CHECK; mm[0].value=Players[Player_num].flags & PLAYER_FLAGS_INVULNERABLE; mm[0].text="Invulnerability";
mm[1].type=NM_TYPE_CHECK; mm[1].value=Players[Player_num].flags & PLAYER_FLAGS_IMMATERIAL; mm[1].text="Immaterial";
mm[2].type=NM_TYPE_CHECK; mm[2].value=0; mm[2].text="All keys";
mm[3].type=NM_TYPE_NUMBER; mm[3].value=f2i(Players[Player_num].energy); mm[3].text="% Energy"; mm[3].min_value=0; mm[3].max_value=200;
mm[4].type=NM_TYPE_NUMBER; mm[4].value=f2i(Players[Player_num].shields); mm[4].text="% Shields"; mm[4].min_value=0; mm[4].max_value=200;
mm[5].type=NM_TYPE_TEXT; mm[5].text = "Score:";
mm[6].type=NM_TYPE_INPUT; mm[6].text_len = 10; mm[6].text = score_text;
mm[7].type=NM_TYPE_RADIO; mm[7].value=(Players[Player_num].laser_level==0); mm[7].group=0; mm[7].text="Laser level 1";
mm[8].type=NM_TYPE_RADIO; mm[8].value=(Players[Player_num].laser_level==1); mm[8].group=0; mm[8].text="Laser level 2";
mm[9].type=NM_TYPE_RADIO; mm[9].value=(Players[Player_num].laser_level==2); mm[9].group=0; mm[9].text="Laser level 3";
mm[10].type=NM_TYPE_RADIO; mm[10].value=(Players[Player_num].laser_level==3); mm[10].group=0; mm[10].text="Laser level 4";
mm[11].type=NM_TYPE_NUMBER; mm[11].value=Players[Player_num].secondary_ammo[CONCUSSION_INDEX]; mm[11].text="Missiles"; mm[11].min_value=0; mm[11].max_value=200;
mmn = newmenu_do("Wimp Menu",NULL,12, mm, NULL );
if (mmn > -1 ) {
if ( mm[0].value ) {
Players[Player_num].flags |= PLAYER_FLAGS_INVULNERABLE;
Players[Player_num].invulnerable_time = GameTime+i2f(1000);
} else
Players[Player_num].flags &= ~PLAYER_FLAGS_INVULNERABLE;
if ( mm[1].value )
Players[Player_num].flags |= PLAYER_FLAGS_IMMATERIAL;
else
Players[Player_num].flags &= ~PLAYER_FLAGS_IMMATERIAL;
if (mm[2].value) Players[Player_num].flags |= PLAYER_FLAGS_BLUE_KEY | PLAYER_FLAGS_RED_KEY | PLAYER_FLAGS_GOLD_KEY;
Players[Player_num].energy=i2f(mm[3].value);
Players[Player_num].shields=i2f(mm[4].value);
Players[Player_num].score = atoi(mm[6].text);
if (mm[7].value) Players[Player_num].laser_level=0;
if (mm[8].value) Players[Player_num].laser_level=1;
if (mm[9].value) Players[Player_num].laser_level=2;
if (mm[10].value) Players[Player_num].laser_level=3;
Players[Player_num].secondary_ammo[CONCUSSION_INDEX] = mm[11].value;
init_gauges();
}
}
#endif
// --------------------------------------------------------------------------------------------------
int allowed_to_fire_laser(void)
{
if (Player_is_dead) {
Global_missile_firing_count = 0;
return 0;
}
// Make sure enough time has elapsed to fire laser, but if it looks like it will
// be a long while before laser can be fired, then there must be some mistake!
if (Next_laser_fire_time > GameTime)
if (Next_laser_fire_time < GameTime + 2*F1_0)
return 0;
return 1;
}
fix Next_flare_fire_time = 0;
int allowed_to_fire_flare(void)
{
if (Next_flare_fire_time > GameTime)
if (Next_flare_fire_time < GameTime + F1_0) // In case time is bogus, never wait > 1 second.
return 0;
Next_flare_fire_time = GameTime + F1_0/4;
return 1;
}
int allowed_to_fire_missile(void)
{
// Make sure enough time has elapsed to fire missile, but if it looks like it will
// be a long while before missile can be fired, then there must be some mistake!
if (Next_missile_fire_time > GameTime)
if (Next_missile_fire_time < GameTime + 5*F1_0)
return 0;
return 1;
}
//show a message in a nice little box
void show_boxed_message(char *msg, int RenderFlag)
{
int w,h,aw;
int x,y;
if (Function_mode==FMODE_GAME && RenderFlag)
game_do_render_frame(0);
gr_set_current_canvas(NULL);
gr_set_curfont( MEDIUM1_FONT );
gr_set_fontcolor(BM_XRGB(31, 31, 31), -1);
gr_get_string_size(msg,&w,&h,&aw);
x = (SWIDTH-w)/2;
y = (SHEIGHT-h)/2;
nm_draw_background(x-BORDERX,y-BORDERY,x+w+BORDERX,y+h+BORDERY);
gr_printf( 0x8000, y, msg );
gr_flip();
}
extern int Death_sequence_aborted;
void format_time(char *str, int secs_int)
{
int h, m, s;
h = secs_int/3600;
s = secs_int%3600;
m = s / 60;
s = s % 60;
sprintf(str, "%1d:%02d:%02d", h, m, s );
}
//Process selected keys until game unpaused. returns key that left pause (p or esc)
int do_game_pause()
{
int key;
char msg[1000];
char total_time[9],level_time[9];
int Game_paused;
#ifdef NETWORK
if (Game_mode & GM_MULTI)
{
netplayerinfo_on= !netplayerinfo_on;
return(KEY_PAUSE);
}
#endif
digi_pause_all();
RBAPause();
stop_time();
game_flush_inputs();
gr_palette_load( gr_palette );
format_time(total_time, f2i(Players[Player_num].time_total) + Players[Player_num].hours_total*3600);
format_time(level_time, f2i(Players[Player_num].time_level) + Players[Player_num].hours_level*3600);
if (Newdemo_state!=ND_STATE_PLAYBACK)
sprintf(msg,"PAUSE\n\nSkill level: %s\nHostages on board: %d\nTime on level: %s\nTotal time in game: %s",(*(&TXT_DIFFICULTY_1 + (Difficulty_level))),Players[Player_num].hostages_on_board,level_time,total_time);
else
sprintf(msg,"PAUSE\n\nSkill level: %s\nHostages on board: %d\n",(*(&TXT_DIFFICULTY_1 + (Difficulty_level))),Players[Player_num].hostages_on_board);
Game_paused=1;
set_screen_mode(SCREEN_MENU);
show_boxed_message(msg, 1);
while (Game_paused)
{
timer_delay2(50);
#ifdef OGL
show_boxed_message(msg, 1);
#endif
key = key_inkey();
switch (key) {
case 0:
break;
case KEY_ESC:
Function_mode = FMODE_MENU;
Game_paused=0;
break;
case KEY_F1:
show_help();
show_boxed_message(TXT_PAUSE, 1);
break;
case KEY_PAUSE:
Game_paused=0;
break;
case KEY_ALTED+KEY_ENTER:
case KEY_ALTED+KEY_PADENTER:
gr_toggle_fullscreen();
break;
default:
break;
}
}
game_flush_inputs();
reset_cockpit();
start_time();
if (GameCfg.SndEnableRedbook)
RBAResume();
digi_resume_all();
return key;
}
#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_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;
#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
newmenu_dotiny( NULL, TXT_KEYS, nitems, m, NULL );
}
void show_netgame_help()
{
int nitems = 0;
newmenu_item m[12];
m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = "F1\t THIS SCREEN";
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 = "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)";
newmenu_dotiny( NULL, TXT_KEYS, nitems, m, NULL );
}
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
newmenu_dotiny( NULL, "DEMO PLAYBACK CONTROLS", nitems, m, NULL );
}
//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;
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 && 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_REAR_VIEW)
select_cockpit(old_cockpit_mode);
}
int Automap_flag;
int Config_menu_flag;
jmp_buf LeaveGame;
sbyte Enable_john_cheat_1, Enable_john_cheat_2, Enable_john_cheat_3, Enable_john_cheat_4;
int cheat_enable_index;
#define CHEAT_ENABLE_LENGTH (sizeof(cheat_enable_keys) / sizeof(*cheat_enable_keys))
ubyte cheat_enable_keys[] = {KEY_G,KEY_A,KEY_B,KEY_B,KEY_A,KEY_G,KEY_A,KEY_B,KEY_B,KEY_A,KEY_H,KEY_E,KEY_Y};
ubyte cheat_wowie[] = {KEY_S,KEY_C,KEY_O,KEY_U,KEY_R,KEY_G,KEY_E};
ubyte cheat_allkeys[] = {KEY_M,KEY_I,KEY_T,KEY_Z,KEY_I};
ubyte cheat_invuln[] = {KEY_R,KEY_A,KEY_C,KEY_E,KEY_R,KEY_X};
ubyte cheat_cloak[] = {KEY_G,KEY_U,KEY_I,KEY_L,KEY_E};
ubyte cheat_shield[] = {KEY_T,KEY_W,KEY_I,KEY_L,KEY_I,KEY_G,KEY_H,KEY_T};
ubyte cheat_warp[] = {KEY_F,KEY_A,KEY_R,KEY_M,KEY_E,KEY_R,KEY_J,KEY_O,KEY_E};
ubyte cheat_astral[] = {KEY_A,KEY_S,KEY_T,KEY_R,KEY_A,KEY_L};
#define NUM_NEW_CHEATS 5
#define CHEAT_WOWIE_LENGTH (sizeof(cheat_wowie) / sizeof(*cheat_wowie))
#define CHEAT_ALLKEYS_LENGTH (sizeof(cheat_allkeys) / sizeof(*cheat_allkeys))
#define CHEAT_INVULN_LENGTH (sizeof(cheat_invuln) / sizeof(*cheat_invuln))
#define CHEAT_CLOAK_LENGTH (sizeof(cheat_cloak) / sizeof(*cheat_cloak))
#define CHEAT_SHIELD_LENGTH (sizeof(cheat_shield) / sizeof(*cheat_shield))
#define CHEAT_WARP_LENGTH (sizeof(cheat_warp) / sizeof(*cheat_warp))
#define CHEAT_ASTRAL_LENGTH (sizeof(cheat_astral) / sizeof(*cheat_astral))
#define CHEAT_TURBOMODE_OFS 0
#define CHEAT_WOWIE2_OFS 1
#define CHEAT_NEWLIFE_OFS 2
#define CHEAT_EXITPATH_OFS 3
#define CHEAT_ROBOTPAUSE_OFS 4
#define CHEAT_TURBOMODE_LENGTH 6
#define CHEAT_WOWIE2_LENGTH 6
#define CHEAT_NEWLIFE_LENGTH 5
#define CHEAT_EXITPATH_LENGTH 5
#define CHEAT_ROBOTPAUSE_LENGTH 6
int cheat_wowie_index;
int cheat_allkeys_index;
int cheat_invuln_index;
int cheat_cloak_index;
int cheat_shield_index;
int cheat_warp_index;
int cheat_astral_index;
int cheat_turbomode_index;
int cheat_wowie2_index;
int cheat_newlife_index;
int cheat_exitpath_index;
int cheat_robotpause_index;
// Frametime "cheat" code stuff
#define IMPLEMENT_CHEAT(name, action) if (key == cheat_ ## name [cheat_ ## name ## _index]) {\
if (++cheat_ ## name ## _index == (sizeof(cheat_ ## name)/sizeof(*cheat_ ## name))) {\
action;\
cheat_ ## name ## _index = 0;\
}\
} else cheat_ ## name ## _index = 0;\
//DEFINE_CHEAT needs to be done this weird way since stupid c macros can't (portably) handle multiple args, nor can they realize that within {}'s should all be the same arg. blah.
#define DEFINE_CHEAT(name) int cheat_ ## name ## _index;\
ubyte cheat_ ## name []
int Cheats_enabled=0;
extern int Laser_rapid_fire, Ugly_robot_cheat;
extern void do_lunacy_on(), do_lunacy_off();
extern int Physics_cheat_flag;
void game_disable_cheats()
{
Game_turbo_mode = 0;
Cheats_enabled=0;
do_lunacy_off();
Laser_rapid_fire = 0;
Ugly_robot_cheat = 0;
Physics_cheat_flag = 0;
}
// game_setup()
// ----------------------------------------------------------------------------
void game_setup(void)
{
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;
cheat_enable_index = 0;
cheat_wowie_index = cheat_allkeys_index = cheat_invuln_index = cheat_cloak_index = cheat_shield_index = cheat_warp_index = cheat_astral_index = 0;
cheat_turbomode_index = cheat_wowie2_index = 0;
set_screen_mode(SCREEN_GAME);
reset_palette_add();
set_warn_func(game_show_warning);
init_cockpit();
init_gauges();
keyd_repeat = 1; // Do allow repeat in game
#ifdef EDITOR
if (Segments[ConsoleObject->segnum].segnum == -1) //segment no longer exists
obj_relink( ConsoleObject-Objects, SEG_PTR_2_NUM(Cursegp) );
if (!check_obj_seg(ConsoleObject))
move_player_2_segment(Cursegp,Curside);
#endif
Viewer = ConsoleObject;
fly_init(ConsoleObject);
Game_suspended = 0;
reset_time();
FrameTime = 0; //make first frame zero
#ifdef EDITOR
if (Current_level_num == 0) { //not a real level
init_player_stats_game();
init_ai_objects();
}
#endif
fix_object_segs();
game_flush_inputs();
}
// ------------------------------------------------------------------------------------
//this function is the game. called when game mode selected. runs until
//editor mode or exit selected
void game()
{
game_setup();
if ( setjmp(LeaveGame)==0 ) {
while (1) {
// GAME LOOP!
Automap_flag = 0;
Config_menu_flag = 0;
GameLoop( 1, 1 ); // Do game loop with rendering and reading controls.
//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();
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;
choice=nm_messagebox( NULL, 2, TXT_YES, TXT_NO, TXT_ABORT_AUTODEMO );
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) ) {
int choice, fmode;
fmode = Function_mode;
Function_mode = FMODE_GAME;
choice=nm_messagebox( NULL, 2, TXT_YES, TXT_NO, TXT_ABORT_GAME );
Function_mode = fmode;
if (choice != 0)
Function_mode = FMODE_GAME;
}
if (Function_mode != FMODE_GAME)
longjmp(LeaveGame,1);
}
}
#ifdef NETWORK
restrict_mode = 0; // FIXME: do we still need this?
netplayerinfo_on=0;
if(Game_mode & GM_MULTI)
{
PlayerCfg.NetlifeKills += Players[Player_num].net_kills_total;
PlayerCfg.NetlifeKilled += Players[Player_num].net_killed_total;
}
#endif
digi_stop_all();
if ( (Newdemo_state == ND_STATE_RECORDING) || (Newdemo_state == ND_STATE_PAUSED) )
newdemo_stop_recording();
#ifdef NETWORK
multi_leave_game();
#endif
if ( Newdemo_state == ND_STATE_PLAYBACK )
newdemo_stop_playback();
clear_warn_func(game_show_warning); //don't use this func anymore
game_disable_cheats();
}
extern void john_cheat_func_1(int);
extern void john_cheat_func_2(int);
extern void john_cheat_func_3(int);
extern void john_cheat_func_4(int);
//called at the end of the program
void close_game()
{
if (VR_offscreen_buffer) {
gr_free_canvas(VR_offscreen_buffer);
VR_offscreen_buffer = NULL;
}
close_gauges();
restore_effect_bitmap_icons();
gr_free_bitmap_data (&background_bitmap);
clear_warn_func(game_show_warning); //don't use this func anymore
}
fix newdemo_single_frame_time;
void update_vcr_state(void)
{
if ((keyd_pressed[KEY_LSHIFT] || keyd_pressed[KEY_RSHIFT]) && keyd_pressed[KEY_RIGHT] && FixedStep & EPS20)
Newdemo_vcr_state = ND_STATE_FASTFORWARD;
else if ((keyd_pressed[KEY_LSHIFT] || keyd_pressed[KEY_RSHIFT]) && keyd_pressed[KEY_LEFT] && FixedStep & EPS20)
Newdemo_vcr_state = ND_STATE_REWINDING;
else if (!(keyd_pressed[KEY_LCTRL] || keyd_pressed[KEY_RCTRL]) && keyd_pressed[KEY_RIGHT] && ((GameTime - newdemo_single_frame_time) >= F1_0) && FixedStep & EPS20)
Newdemo_vcr_state = ND_STATE_ONEFRAMEFORWARD;
else if (!(keyd_pressed[KEY_LCTRL] || keyd_pressed[KEY_RCTRL]) && keyd_pressed[KEY_LEFT] && ((GameTime - newdemo_single_frame_time) >= F1_0) && FixedStep & EPS20)
Newdemo_vcr_state = ND_STATE_ONEFRAMEBACKWARD;
else if ((Newdemo_vcr_state == ND_STATE_FASTFORWARD) || (Newdemo_vcr_state == ND_STATE_REWINDING))
Newdemo_vcr_state = ND_STATE_PLAYBACK;
}
ubyte exploding_flag = 0;
extern void dump_used_textures_all();
int ostate_p=0;
int ostate_s=0;
void HandleDeathKey(int key)
{
if (Player_exploded && !key_isfunc(key) && !key_ismod(key) && key)
Death_sequence_aborted = 1; //Any key but func or modifier aborts
#ifdef macintosh
if ( key == (KEY_COMMAND + KEY_SHIFTED + KEY_3) ) {
// save_screen_shot(0);
Death_sequence_aborted = 0; // Clear because code above sets this for any key.
}
#endif
#if defined(__APPLE__) || defined(macintosh)
if (key == KEY_COMMAND+KEY_Q)
//macintosh_quit();
Death_sequence_aborted = 0; // Clear because code above sets this for any key.
#endif
if (key==KEY_PRINT_SCREEN) {
Death_sequence_aborted = 0; // Clear because code above sets this for any key.
}
#if defined(__APPLE__) || defined(macintosh)
if ( key == (KEY_COMMAND+KEY_P) ) {
// key = do_game_pause();
Death_sequence_aborted = 0; // Clear because code above sets this for any key.
}
#endif
if (key == KEY_PAUSE) {
Death_sequence_aborted = 0; // Clear because code above sets this for any key.
}
if (key == KEY_ESC) {
if (ConsoleObject->flags & OF_EXPLODING)
Death_sequence_aborted = 1;
}
if (key == KEY_BACKSP) {
Death_sequence_aborted = 0; // Clear because code above sets this for any key.
Int3();
}
//don't abort death sequence for netgame join/refuse keys
if ( Game_mode & GM_MULTI && ((key == KEY_ALTED + KEY_1) || (key == KEY_ALTED + KEY_2) || key == KEY_F6))
Death_sequence_aborted = 0;
if (Death_sequence_aborted)
game_flush_inputs();
}
void HandleEndlevelKey(int key)
{
#ifdef macintosh
if ( key == (KEY_COMMAND + KEY_SHIFTED + KEY_3) )
save_screen_shot(0);
#endif
if (key==KEY_PRINT_SCREEN)
save_screen_shot(0);
#if defined(__APPLE__) || defined(macintosh)
if ( key == (KEY_COMMAND+KEY_P) )
key = do_game_pause();
#endif
if (key == KEY_PAUSE)
key = do_game_pause(); //so esc from pause will end level
if (key == KEY_ESC) {
stop_endlevel_sequence();
last_drawn_cockpit=-1;
return;
}
if (key == KEY_BACKSP)
Int3();
}
void HandleDemoKey(int key)
{
switch (key) {
case KEY_DEBUGGED + KEY_I:
Newdemo_do_interpolate = !Newdemo_do_interpolate;
break;
#ifndef NDEBUG
case KEY_DEBUGGED + KEY_K: {
int how_many, c;
char filename[13], num[16];
newmenu_item m[6];
filename[0] = '\0';
m[ 0].type = NM_TYPE_TEXT; m[ 0].text = "output file name";
m[ 1].type = NM_TYPE_INPUT;m[ 1].text_len = 8; m[1].text = filename;
c = newmenu_do( NULL, NULL, 2, m, NULL );
if (c == -2)
break;
strcat(filename, ".dem");
num[0] = '\0';
m[ 0].type = NM_TYPE_TEXT; m[ 0].text = "strip how many bytes";
m[ 1].type = NM_TYPE_INPUT;m[ 1].text_len = 16; m[1].text = num;
c = newmenu_do( NULL, NULL, 2, m, NULL );
if (c == -2)
break;
how_many = atoi(num);
if (how_many <= 0)
break;
newdemo_strip_frames(filename, how_many);
}
break;
#endif
KEY_MAC(case KEY_COMMAND+KEY_1:)
case KEY_F1: show_newdemo_help(); break;
KEY_MAC(case KEY_COMMAND+KEY_2:)
case KEY_F2: Config_menu_flag = 1; break;
KEY_MAC(case KEY_COMMAND+KEY_3:)
case KEY_F3: toggle_cockpit(); break;
KEY_MAC(case KEY_COMMAND+KEY_4:)
case KEY_F4: Newdemo_show_percentage = !Newdemo_show_percentage; break;
KEY_MAC(case KEY_COMMAND+KEY_7:)
case KEY_F7:
#ifdef NETWORK
Show_kill_list = (Show_kill_list+1) % ((Game_mode & GM_TEAM) ? 4 : 3);
#endif
break;
case KEY_BACKSP:
Int3();
break;
case KEY_ESC:
Function_mode = FMODE_MENU;
break;
case KEY_UP:
Newdemo_vcr_state = ND_STATE_PLAYBACK;
break;
case KEY_DOWN:
Newdemo_vcr_state = ND_STATE_PAUSED;
break;
case KEY_LEFT:
newdemo_single_frame_time = GameTime;
Newdemo_vcr_state = ND_STATE_ONEFRAMEBACKWARD;
break;
case KEY_RIGHT:
newdemo_single_frame_time = GameTime;
Newdemo_vcr_state = ND_STATE_ONEFRAMEFORWARD;
break;
case KEY_CTRLED + KEY_RIGHT:
newdemo_goto_end();
break;
case KEY_CTRLED + KEY_LEFT:
newdemo_goto_beginning();
break;
KEY_MAC(case KEY_COMMAND+KEY_P:)
case KEY_PAUSE:
do_game_pause();
break;
#ifdef macintosh
case KEY_COMMAND + KEY_SHIFTED + KEY_3:
#endif
case KEY_PRINT_SCREEN:
{
if (PlayerCfg.PRShot)
{
gr_set_current_canvas(NULL);
render_frame(0);
gr_set_curfont(MEDIUM2_FONT);
gr_printf(SWIDTH-FSPACX(92),SHEIGHT-LINE_SPACING,"DXX-Rebirth\n");
gr_flip();
save_screen_shot(0);
}
else
{
int old_state;
old_state = Newdemo_show_percentage;
Newdemo_show_percentage = 0;
game_do_render_frame(GameArg.DbgUseDoubleBuffer);
save_screen_shot(0);
Newdemo_show_percentage = old_state;
}
break;
}
case KEY_ALTED+KEY_ENTER:
case KEY_ALTED+KEY_PADENTER:
gr_toggle_fullscreen();
break;
break;
}
}
void FinalCheatsKey(int key)
{
if (key == 0) return;
if (!(Game_mode&GM_MULTI) && key == cheat_enable_keys[cheat_enable_index]) {
if (++cheat_enable_index == CHEAT_ENABLE_LENGTH) {
hud_message(MSGC_GAME_CHEAT, TXT_CHEATS_ENABLED);
digi_play_sample( SOUND_CHEATER, F1_0);
Cheats_enabled = 1;
Players[Player_num].score = 0;
}
}
else
cheat_enable_index = 0;
if (Cheats_enabled)
{
john_cheat_func_2(key);
if (!(Game_mode&GM_MULTI) && key == cheat_wowie[cheat_wowie_index]) {
if (++cheat_wowie_index == CHEAT_WOWIE_LENGTH) {
int i;
hud_message(MSGC_GAME_CHEAT, TXT_WOWIE_ZOWIE);
digi_play_sample( SOUND_CHEATER, F1_0);
Players[Player_num].primary_weapon_flags |= 0xff ^ (HAS_PLASMA_FLAG | HAS_FUSION_FLAG);
Players[Player_num].secondary_weapon_flags |= 0xff ^ (HAS_SMART_FLAG | HAS_MEGA_FLAG);
for (i=0; i<3; i++)
Players[Player_num].primary_ammo[i] = Primary_ammo_max[i];
for (i=0; i<3; i++)
Players[Player_num].secondary_ammo[i] = Secondary_ammo_max[i];
if (Newdemo_state == ND_STATE_RECORDING)
newdemo_record_laser_level(Players[Player_num].laser_level, MAX_LASER_LEVEL);
Players[Player_num].energy = MAX_ENERGY;
Players[Player_num].laser_level = MAX_LASER_LEVEL;
Players[Player_num].flags |= PLAYER_FLAGS_QUAD_LASERS;
update_laser_weapon_info();
cheat_wowie_index = 0;
}
}
else
cheat_wowie_index = 0;
if (!(Game_mode&GM_MULTI) && key == (0xaa^new_cheats[cheat_wowie2_index*NUM_NEW_CHEATS+CHEAT_WOWIE2_OFS])) {
if (++cheat_wowie2_index == CHEAT_WOWIE2_LENGTH) {
int i;
hud_message(MSGC_GAME_CHEAT, "SUPER %s",TXT_WOWIE_ZOWIE);
digi_play_sample( SOUND_CHEATER, F1_0);
Players[Player_num].primary_weapon_flags = 0xff;
Players[Player_num].secondary_weapon_flags = 0xff;
for (i=0; i<MAX_PRIMARY_WEAPONS; i++)
Players[Player_num].primary_ammo[i] = Primary_ammo_max[i];
for (i=0; i<MAX_SECONDARY_WEAPONS; i++)
Players[Player_num].secondary_ammo[i] = Secondary_ammo_max[i];
if (Newdemo_state == ND_STATE_RECORDING)
newdemo_record_laser_level(Players[Player_num].laser_level, MAX_LASER_LEVEL);
Players[Player_num].energy = MAX_ENERGY;
Players[Player_num].laser_level = MAX_LASER_LEVEL;
Players[Player_num].flags |= PLAYER_FLAGS_QUAD_LASERS;
update_laser_weapon_info();
cheat_wowie2_index = 0;
}
}
else
cheat_wowie2_index = 0;
if (!(Game_mode&GM_MULTI) && key == cheat_allkeys[cheat_allkeys_index]) {
if (++cheat_allkeys_index == CHEAT_ALLKEYS_LENGTH) {
hud_message(MSGC_GAME_CHEAT, TXT_ALL_KEYS);
digi_play_sample( SOUND_CHEATER, F1_0);
Players[Player_num].flags |= PLAYER_FLAGS_BLUE_KEY | PLAYER_FLAGS_RED_KEY | PLAYER_FLAGS_GOLD_KEY;
cheat_allkeys_index = 0;
}
}
else
cheat_allkeys_index = 0;
if (!(Game_mode&GM_MULTI) && key == cheat_invuln[cheat_invuln_index]) {
if (++cheat_invuln_index == CHEAT_INVULN_LENGTH) {
Players[Player_num].flags ^= PLAYER_FLAGS_INVULNERABLE;
hud_message(MSGC_GAME_CHEAT, "%s %s!", TXT_INVULNERABILITY, (Players[Player_num].flags&PLAYER_FLAGS_INVULNERABLE)?TXT_ON:TXT_OFF);
digi_play_sample( SOUND_CHEATER, F1_0);
Players[Player_num].invulnerable_time = GameTime+i2f(1000);
cheat_invuln_index = 0;
}
}
else
cheat_invuln_index = 0;
if (!(Game_mode&GM_MULTI) && key == cheat_cloak[cheat_cloak_index]) {
if (++cheat_cloak_index == CHEAT_CLOAK_LENGTH) {
Players[Player_num].flags ^= PLAYER_FLAGS_CLOAKED;
hud_message(MSGC_GAME_CHEAT, "%s %s!", TXT_CLOAK, (Players[Player_num].flags&PLAYER_FLAGS_CLOAKED)?TXT_ON:TXT_OFF);
digi_play_sample( SOUND_CHEATER, F1_0);
if (Players[Player_num].flags & PLAYER_FLAGS_CLOAKED) {
ai_do_cloak_stuff();
Players[Player_num].cloak_time = (GameTime+CLOAK_TIME_MAX>i2f(0x7fff-600)?GameTime-i2f(0x7fff-600):GameTime);
}
cheat_cloak_index = 0;
}
}
else
cheat_cloak_index = 0;
if (!(Game_mode&GM_MULTI) && key == cheat_shield[cheat_shield_index]) {
if (++cheat_shield_index == CHEAT_SHIELD_LENGTH) {
hud_message(MSGC_GAME_CHEAT, TXT_FULL_SHIELDS);
digi_play_sample( SOUND_CHEATER, F1_0);
Players[Player_num].shields = MAX_SHIELDS;
cheat_shield_index = 0;
}
}
else
cheat_shield_index = 0;
if (!(Game_mode&GM_MULTI) && key == cheat_warp[cheat_warp_index]) {
if (++cheat_warp_index == CHEAT_WARP_LENGTH) {
newmenu_item m;
char text[10]="";
int new_level_num;
int item;
digi_play_sample( SOUND_CHEATER, F1_0);
m.type=NM_TYPE_INPUT; m.text_len = 10; m.text = text;
item = newmenu_do( NULL, TXT_WARP_TO_LEVEL, 1, &m, NULL );
if (item != -1) {
new_level_num = atoi(m.text);
if (new_level_num!=0 && new_level_num>=0 && new_level_num<=Last_level)
StartNewLevel(new_level_num);
}
cheat_warp_index = 0;
}
}
else
cheat_warp_index = 0;
if (!(Game_mode&GM_MULTI) && key == cheat_astral[cheat_astral_index]) {
if (++cheat_astral_index == CHEAT_ASTRAL_LENGTH) {
digi_play_sample( SOUND_CHEATER, F1_0);
if ( Physics_cheat_flag==0xBADA55 ) {
Physics_cheat_flag = 0;
} else {
Physics_cheat_flag = 0xBADA55;
}
hud_message(MSGC_GAME_CHEAT, "%s %s!", "Ghosty mode", Physics_cheat_flag==0xBADA55?TXT_ON:TXT_OFF);
cheat_astral_index = 0;
}
}
else
cheat_astral_index = 0;
if (!(Game_mode&GM_MULTI) && key == (0xaa^new_cheats[cheat_turbomode_index*NUM_NEW_CHEATS+CHEAT_TURBOMODE_OFS])) {
if (++cheat_turbomode_index == CHEAT_TURBOMODE_LENGTH) {
Game_turbo_mode ^= 1;
hud_message(MSGC_GAME_CHEAT, "%s %s!", "Turbo mode", Game_turbo_mode?TXT_ON:TXT_OFF);
digi_play_sample( SOUND_CHEATER, F1_0);
}
}
else
cheat_turbomode_index = 0;
if (!(Game_mode&GM_MULTI) && key == (0xaa^new_cheats[cheat_newlife_index*NUM_NEW_CHEATS+CHEAT_NEWLIFE_OFS])) {
if (++cheat_newlife_index == CHEAT_NEWLIFE_LENGTH) {
if (Players[Player_num].lives<50) {
Players[Player_num].lives++;
hud_message(MSGC_GAME_CHEAT, "Extra life!");
digi_play_sample( SOUND_CHEATER, F1_0);
}
cheat_newlife_index = 0;
}
}
else
cheat_newlife_index = 0;
if (!(Game_mode&GM_MULTI) && key == (0xaa^new_cheats[cheat_exitpath_index*NUM_NEW_CHEATS+CHEAT_EXITPATH_OFS])) {
if (++cheat_exitpath_index == CHEAT_EXITPATH_LENGTH) {
#ifdef SHOW_EXIT_PATH
if (create_special_path()) {
hud_message(MSGC_GAME_CHEAT, "Exit path illuminated!");
digi_play_sample( SOUND_CHEATER, F1_0);
}
#endif
cheat_exitpath_index = 0;
}
}
else
cheat_exitpath_index = 0;
if (!(Game_mode&GM_MULTI) && key == (0xaa^new_cheats[cheat_robotpause_index*NUM_NEW_CHEATS+CHEAT_ROBOTPAUSE_OFS])) {
if (++cheat_robotpause_index == CHEAT_ROBOTPAUSE_LENGTH) {
Robot_firing_enabled = !Robot_firing_enabled;
hud_message(MSGC_GAME_CHEAT, "%s %s!", "Robot firing", Robot_firing_enabled?TXT_ON:TXT_OFF);
digi_play_sample( SOUND_CHEATER, F1_0);
cheat_robotpause_index = 0;
}
}
else
cheat_robotpause_index = 0;
john_cheat_func_3(key);
john_cheat_func_4(key);
bald_guy_cheat(key);
}
}
void songs_goto_next_song();
void songs_goto_prev_song();
void HandleGameKey(int key)
{
switch (key) {
//================================================================================================
//FIRST ARE ALL THE REAL GAME KEYS. PUT TEST AND DEBUG KEYS LATER.
case KEY_ESC:
if (!Player_is_dead) {
Game_aborted=1;
Function_mode = FMODE_MENU;
}
break;
KEY_MAC(case KEY_COMMAND+KEY_1:)
case KEY_F1: if (Game_mode & GM_MULTI) show_netgame_help(); else show_help(); break;
KEY_MAC(case KEY_COMMAND+KEY_2:)
case KEY_F2: Config_menu_flag = 1; break;
KEY_MAC(case KEY_COMMAND+KEY_3:)
case KEY_F3: toggle_cockpit(); break;
#ifdef NETWORK
KEY_MAC(case KEY_COMMAND+KEY_ALTED+KEY_4:)
case KEY_ALTED + KEY_F4:
Show_reticle_name = (Show_reticle_name+1)%2;
break;
#endif
KEY_MAC(case KEY_COMMAND+KEY_5:)
case KEY_F5:
if ( Newdemo_state == ND_STATE_RECORDING )
newdemo_stop_recording();
else if ( Newdemo_state == ND_STATE_NORMAL )
newdemo_start_recording();
break;
#ifdef NETWORK
KEY_MAC(case KEY_COMMAND+KEY_6:)
case KEY_F6:
if (restrict_mode && WaitForRefuseAnswer)
{
RefuseThisPlayer=1;
HUD_init_message ("Player accepted!");
}
break;
KEY_MAC(case KEY_COMMAND+KEY_7:)
case KEY_F7:
Show_kill_list = (Show_kill_list+1) % ((Game_mode & GM_TEAM) ? 4 : 3);
break;
#endif
case KEY_ALTED+KEY_F7:
KEY_MAC(case KEY_COMMAND+KEY_ALTED+KEY_7:)
PlayerCfg.HudMode=(PlayerCfg.HudMode+1)%GAUGE_HUD_NUMMODES;
write_player_file();
break;
#ifdef NETWORK
KEY_MAC(case KEY_COMMAND+KEY_8:)
case KEY_F8:
multi_send_message_start();
break;
case KEY_F9:
case KEY_F10:
case KEY_F11:
case KEY_F12:
multi_send_macro(key);
break; // send taunt macros
#if defined(__APPLE__) || defined(macintosh)
case KEY_9 + KEY_COMMAND:
multi_send_macro(KEY_F9);
break;
case KEY_0 + KEY_COMMAND:
multi_send_macro(KEY_F10);
break;
case KEY_1 + KEY_COMMAND + KEY_CTRLED:
multi_send_macro(KEY_F11);
break;
case KEY_2 + KEY_COMMAND + KEY_CTRLED:
multi_send_macro(KEY_F12);
break;
#endif
case KEY_SHIFTED + KEY_F9:
case KEY_SHIFTED + KEY_F10:
case KEY_SHIFTED + KEY_F11:
case KEY_SHIFTED + KEY_F12:
multi_define_macro(key);
break; // redefine taunt macros
#if defined(__APPLE__) || defined(macintosh)
case KEY_9 + KEY_SHIFTED + KEY_COMMAND:
multi_define_macro(KEY_F9);
break;
case KEY_0 + KEY_SHIFTED + KEY_COMMAND:
multi_define_macro(KEY_F10);
break;
case KEY_1 + KEY_SHIFTED + KEY_COMMAND + KEY_CTRLED:
multi_define_macro(KEY_F11);
break;
case KEY_2 + KEY_SHIFTED + KEY_COMMAND + KEY_CTRLED:
multi_define_macro(KEY_F12);
break;
#endif
#endif
KEY_MAC( case KEY_COMMAND+KEY_P: )
case KEY_PAUSE: do_game_pause(); break;
#ifdef macintosh
case KEY_COMMAND + KEY_SHIFTED + KEY_3:
#endif
case KEY_PRINT_SCREEN:
{
if (PlayerCfg.PRShot)
{
gr_set_current_canvas(NULL);
render_frame(0);
gr_set_curfont(MEDIUM2_FONT);
gr_printf(SWIDTH-FSPACX(92),SHEIGHT-LINE_SPACING,"DXX-Rebirth\n");
gr_flip();
}
save_screen_shot(0);
break;
}
KEY_MAC(case KEY_COMMAND+KEY_S:)
KEY_MAC(case KEY_COMMAND+KEY_ALTED+KEY_2:)
case KEY_ALTED+KEY_F2: if (!Player_is_dead) state_save_all( 0 ); break; // 0 means not between levels.
KEY_MAC(case KEY_COMMAND+KEY_O:)
KEY_MAC(case KEY_COMMAND+KEY_ALTED+KEY_3:)
case KEY_ALTED+KEY_F3: if (!Player_is_dead) state_restore_all(1); break;
/*
* Jukebox hotkeys -- MD2211, 2007
* Now for all music
* ==============================================
*/
case KEY_ALTED + KEY_SHIFTED + KEY_F9:
KEY_MAC(case KEY_COMMAND+KEY_E:)
songs_stop_redbook();
RBAEjectDisk();
break;
case KEY_ALTED + KEY_SHIFTED + KEY_F10:
KEY_MAC(case KEY_COMMAND+KEY_UP:)
KEY_MAC(case KEY_COMMAND+KEY_DOWN:)
if (GameCfg.SndEnableRedbook && !RBAPauseResume())
{
if (Function_mode == FMODE_GAME)
songs_play_level_song( Current_level_num );
else if (Function_mode == FMODE_MENU)
songs_play_song(SONG_TITLE, 1);
}
#ifdef USE_SDLMIXER
jukebox_pause_resume();
#endif
break;
case KEY_MINUS + KEY_ALTED:
case KEY_ALTED + KEY_SHIFTED + KEY_F11:
KEY_MAC(case KEY_COMMAND+KEY_LEFT:)
songs_goto_prev_song();
break;
case KEY_EQUAL + KEY_ALTED:
case KEY_ALTED + KEY_SHIFTED + KEY_F12:
KEY_MAC(case KEY_COMMAND+KEY_RIGHT:)
songs_goto_next_song();
break;
#if defined(__APPLE__) || defined(macintosh)
case KEY_COMMAND+KEY_Q:
macintosh_quit();
break;
#endif
//use function keys for window sizing
// ================================================================================================
//ALL KEYS BELOW HERE GO AWAY IN RELEASE VERSION
#ifndef NDEBUG
#ifndef RELEASE
#ifdef SHOW_EXIT_PATH
case KEY_DEBUGGED+KEY_1: create_special_path(); break;
#endif
case KEY_DEBUGGED+KEY_Y:
do_controlcen_destroyed_stuff(NULL);
break;
case KEY_BACKSP:
case KEY_CTRLED+KEY_BACKSP:
case KEY_SHIFTED+KEY_BACKSP:
case KEY_SHIFTED+KEY_ALTED+KEY_BACKSP:
case KEY_CTRLED+KEY_ALTED+KEY_BACKSP:
case KEY_SHIFTED+KEY_CTRLED+KEY_BACKSP:
case KEY_SHIFTED+KEY_CTRLED+KEY_ALTED+KEY_BACKSP:
Int3(); break;
case KEY_DEBUGGED+KEY_S:
digi_reset(); break;
case KEY_DEBUGGED+KEY_P:
if (Game_suspended & SUSP_ROBOTS)
Game_suspended &= ~SUSP_ROBOTS; //robots move
else
Game_suspended |= SUSP_ROBOTS; //robots don't move
break;
case KEY_DEBUGGED+KEY_K:
Players[Player_num].shields = 1;
break; // a virtual kill
case KEY_DEBUGGED+KEY_SHIFTED + KEY_K:
Players[Player_num].shields = -1;
break; // an actual kill
case KEY_DEBUGGED+KEY_X:
Players[Player_num].lives++;
break; // Extra life cheat key.
case KEY_DEBUGGED+KEY_H:
Players[Player_num].flags ^= PLAYER_FLAGS_CLOAKED;
if (Players[Player_num].flags & PLAYER_FLAGS_CLOAKED) {
#ifdef NETWORK
if (Game_mode & GM_MULTI)
multi_send_cloak();
#endif
ai_do_cloak_stuff();
Players[Player_num].cloak_time = (GameTime+CLOAK_TIME_MAX>i2f(0x7fff-600)?GameTime-i2f(0x7fff-600):GameTime);
}
break;
case KEY_DEBUGGED+KEY_R:
Robot_firing_enabled = !Robot_firing_enabled;
break;
#ifdef EDITOR //editor-specific functions
case KEY_E + KEY_DEBUGGED:
network_leave_game();
Function_mode = FMODE_EDITOR;
break;
case KEY_C + KEY_SHIFTED + KEY_DEBUGGED:
if (!( Game_mode & GM_MULTI ))
move_player_2_segment(Cursegp,Curside);
break; //move eye to curseg
case KEY_DEBUGGED+KEY_W:
draw_world_from_game();
break;
#endif //#ifdef EDITOR
case KEY_DEBUGGED+KEY_LAPOSTRO: Show_view_text_timer = 0x30000; object_goto_next_viewer(); break;
case KEY_DEBUGGED+KEY_SHIFTED+KEY_LAPOSTRO: Viewer=ConsoleObject; break;
case KEY_DEBUGGED+KEY_O: toggle_outline_mode(); break;
case KEY_DEBUGGED+KEY_T:
*Toggle_var = !*Toggle_var;
break;
case KEY_DEBUGGED + KEY_L:
if (++Lighting_on >= 2) Lighting_on = 0; break;
case KEY_DEBUGGED + KEY_SHIFTED + KEY_L:
Beam_brightness=0x38000-Beam_brightness; break;
case KEY_PAD5: slew_stop(); break;
case KEY_DEBUGGED + KEY_F11: play_test_sound(); break;
case KEY_DEBUGGED + KEY_SHIFTED+KEY_F11: advance_sound(); play_test_sound(); break;
case KEY_DEBUGGED + KEY_M:
Debug_spew = !Debug_spew;
if (Debug_spew) {
hud_message( MSGC_GAME_FEEDBACK, "Debug Spew: ON" );
} else {
hud_message( MSGC_GAME_FEEDBACK, "Debug Spew: OFF" );
}
break;
case KEY_DEBUGGED + KEY_C:
do_cheat_menu();
break;
case KEY_DEBUGGED + KEY_SHIFTED + KEY_A:
do_megawow_powerup(10);
break;
case KEY_DEBUGGED + KEY_A: {
do_megawow_powerup(200);
break;
}
case KEY_DEBUGGED+KEY_F:
KEY_MAC(case KEY_COMMAND+KEY_F:)
GameArg.SysFPSIndicator = !GameArg.SysFPSIndicator;
break;
case KEY_DEBUGGED+KEY_SPACEBAR: // Toggle physics flying
slew_stop();
game_flush_inputs();
if ( ConsoleObject->control_type != CT_FLYING ) {
fly_init(ConsoleObject);
Game_suspended &= ~SUSP_ROBOTS; //robots move
} else {
slew_init(ConsoleObject); //start player slewing
Game_suspended |= SUSP_ROBOTS; //robots don't move
}
break;
case KEY_DEBUGGED+KEY_COMMA: Render_zoom = fixmul(Render_zoom,62259); break;
case KEY_DEBUGGED+KEY_PERIOD: Render_zoom = fixmul(Render_zoom,68985); break;
case KEY_DEBUGGED+KEY_D:
if ((GameArg.DbgUseDoubleBuffer = !GameArg.DbgUseDoubleBuffer)!=0)
init_cockpit();
break;
case KEY_DEBUGGED+KEY_G:
GameTime = i2f(0x7fff - 600) - (F1_0*10);
HUD_init_message("GameTime %i - Reset in 10 seconds!", GameTime);
break;
#ifdef EDITOR
case KEY_DEBUGGED+KEY_Q:
stop_time();
dump_used_textures_all();
start_time();
break;
#endif
#endif //#ifndef RELEASE
#endif
default: break;
}
}
void do_weapon_stuff()
{
int i;
if (Controls.fire_flare_down_count)
if (allowed_to_fire_flare())
Flare_create(ConsoleObject);
if (allowed_to_fire_missile())
Global_missile_firing_count += Weapon_info[Secondary_weapon_to_weapon_info[Secondary_weapon]].fire_count * (Controls.fire_secondary_state || Controls.fire_secondary_down_count);
if (Global_missile_firing_count) {
do_missile_firing();
Global_missile_firing_count--;
}
if (Global_missile_firing_count < 0)
Global_missile_firing_count = 0;
// Drop proximity bombs.
if (Controls.drop_bomb_down_count) {
//changed on 9/16/98 by adb to distinguish between drop bomb and secondary fire
while (Controls.drop_bomb_down_count--)
do_drop_bomb();
//end changes - adb
}
if (Controls.cycle_primary_down_count)
{
for (i=0;i<Controls.cycle_primary_down_count;i++)
CyclePrimary ();
}
if (Controls.cycle_secondary_down_count)
{
for (i=0;i<Controls.cycle_secondary_down_count;i++)
CycleSecondary ();
}
}
void ReadControls()
{
int key;
Player_fired_laser_this_frame=-1;
if (!Endlevel_sequence && !con_render) { // && !Player_is_dead //this was taken out of the if statement by WraithX
if ( (Newdemo_state == ND_STATE_PLAYBACK)
#ifdef NETWORK
|| multi_sending_message || multi_defining_message
#endif
) // WATCH OUT!!! WEIRD CODE ABOVE!!!
memset( &Controls, 0, sizeof(control_info) );
else
controls_read_all(); //NOTE LINK TO ABOVE!!!
check_rear_view();
// If automap key pressed, enable automap unless you are in network mode, control center destroyed and < 10 seconds left
if ( Controls.automap_down_count && !((Game_mode & GM_MULTI) && Fuelcen_control_center_destroyed && (Fuelcen_seconds_left < 10)))
Automap_flag = 1;
do_weapon_stuff();
}
if (Player_exploded && !con_render) {
if (exploding_flag==0) {
exploding_flag = 1; // When player starts exploding, clear all input devices...
game_flush_inputs();
} else {
int i;
for (i=0; i < JOY_MAX_BUTTONS; i++ )
if (joy_get_button_down_cnt(i) > 0) Death_sequence_aborted = 1;
for (i = 0; i < MOUSE_MAX_BUTTONS; i++)
if (mouse_button_down_count(i) > 0) Death_sequence_aborted = 1;
if (Death_sequence_aborted)
game_flush_inputs();
}
} else {
exploding_flag=0;
}
if (Newdemo_state == ND_STATE_PLAYBACK )
update_vcr_state();
key=key_inkey();
if (con_events(key) && con_render)
return;
#ifdef NETWORK
if ( (Game_mode & GM_MULTI) && (multi_sending_message || multi_defining_message) )
{
multi_message_input_sub(key);
return;
}
#endif
if (Player_is_dead)
HandleDeathKey(key);
if (Endlevel_sequence)
HandleEndlevelKey(key);
else if (Newdemo_state == ND_STATE_PLAYBACK )
HandleDemoKey(key);
else
{
FinalCheatsKey(key);
HandleGameKey(key);
}
}
#ifdef EDITOR
extern void player_follow_path(object *objp);
extern void check_create_player_path(void);
#endif
extern int Do_appearance_effect;
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_cloak_stuff();
do_invulnerable_stuff();
remove_obsolete_stuck_objects();
#ifdef EDITOR
check_create_player_path();
player_follow_path(ConsoleObject);
#endif
#ifdef NETWORK
if (Game_mode & GM_MULTI)
multi_do_frame();
#endif
dead_player_frame();
if (Newdemo_state != ND_STATE_PLAYBACK)
do_controlcen_dead_frame();
digi_sync_sounds();
if (Endlevel_sequence) {
do_endlevel_frame();
powerup_grab_cheat_all();
do_special_effects();
return; //skip everything else
}
if (Newdemo_state != ND_STATE_PLAYBACK)
do_exploding_wall_frame();
if ((Newdemo_state != ND_STATE_PLAYBACK) || (Newdemo_vcr_state != ND_STATE_PAUSED)) {
do_special_effects();
wall_frame_process();
triggers_frame_process();
}
if (Fuelcen_control_center_destroyed) {
if (Newdemo_state==ND_STATE_RECORDING )
newdemo_record_control_center_destroyed();
flash_frame();
}
if ( Newdemo_state == ND_STATE_PLAYBACK ) {
newdemo_playback_one_frame();
if ( Newdemo_state != ND_STATE_PLAYBACK ) {
longjmp( LeaveGame, 1 ); // Go back to menu
}
}
else
{ // Note the link to above!
Players[Player_num].homing_object_dist = -1; // Assume not being tracked. Laser_do_weapon_sequence modifies this.
object_move_all();
powerup_grab_cheat_all();
if (Endlevel_sequence) //might have been started during move
return;
fuelcen_update_all();
do_ai_frame_all();
if (allowed_to_fire_laser())
FireLaser();
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(); //do_laser_firing(Players[Player_num].objnum, Primary_weapon);
if (Global_laser_firing_count < 0)
Global_laser_firing_count = 0;
}
if (Do_appearance_effect) {
create_player_appearance_effect(ConsoleObject);
Do_appearance_effect = 0;
}
}
// -----------------------------------------------------------------------------
// 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 );
#ifdef NETWORK
if(Game_mode & GM_MULTI)
multi_send_play_sound(11, F1_0);
#endif
apply_damage_to_player(ConsoleObject, ConsoleObject, d_rand() * 4);
} else {
create_awareness_event(ConsoleObject, PA_WEAPON_ROBOT_COLLISION);
digi_play_sample( SOUND_FUSION_WARMUP, F1_0 );
#ifdef NETWORK
if (Game_mode & GM_MULTI)
multi_send_play_sound(SOUND_FUSION_WARMUP, F1_0);
#endif
}
Fusion_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;
}
}
}
#define FILL_VAL 0xcc // int 3 opcode value
extern void code_01s(void), code_01e(void);
extern void code_02s(void), code_02e(void);
extern void code_03s(void), code_03e(void);
extern void code_04s(void), code_04e(void);
extern void code_05s(void), code_05e(void);
extern void code_06s(void), code_06e(void);
extern void code_07s(void), code_07e(void);
extern void code_08s(void), code_08e(void);
extern void code_09s(void), code_09e(void);
extern void code_10s(void), code_10e(void);
extern void code_11s(void), code_11e(void);
extern void code_12s(void), code_12e(void);
extern void code_13s(void), code_13e(void);
extern void code_14s(void), code_14e(void);
extern void code_15s(void), code_15e(void);
extern void code_16s(void), code_16e(void);
extern void code_17s(void), code_17e(void);
extern void code_18s(void), code_18e(void);
extern void code_19s(void), code_19e(void);
extern void code_20s(void), code_20e(void);
extern void code_21s(void), code_21e(void);
int Mem_filled = 0;
void fill_func(char *start, char *end, char value)
{
char *i;
for (i=start; i<end; i++)
*i = value;
}
void check_func(char *start, char *end, char value)
{
char *i;
for (i=start; i<end; i++)
if (*i != value) {
Int3(); // The nast triple aught six bug...we can smell it...contact Mike!
Error("Oops, the nasty triple aught six bug. Address == %p\n", i);
}
}
#endif