dxx-rebirth/main/game.c

2809 lines
73 KiB
C
Executable file

/* $Id: game.c,v 1.1.1.1 2006/03/17 19:55:53 zicodxx Exp $ */
/*
THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX
SOFTWARE CORPORATION ("PARALLAX"). PARALLAX, IN DISTRIBUTING THE CODE TO
END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A
ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS
IN USING, DISPLAYING, AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS
SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE
FREE PURPOSES. IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE
CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES. THE END-USER UNDERSTANDS
AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE.
COPYRIGHT 1993-1999 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
*/
/*
*
* Game loop for Inferno
*
*/
#ifdef HAVE_CONFIG_H
#include <conf.h>
#endif
#ifdef RCS
char game_rcsid[] = "$Id: game.c,v 1.1.1.1 2006/03/17 19:55:53 zicodxx Exp $";
#endif
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <stdarg.h>
#include <ctype.h>
#include <time.h>
#ifdef MACINTOSH
#include <Files.h>
#include <StandardFile.h>
#include <Quickdraw.h>
#include <Script.h>
#include <Strings.h>
#endif
#ifdef OGL
#include "ogl_init.h"
#endif
#include "pstypes.h"
#include "console.h"
#include "gr.h"
#include "inferno.h"
#include "game.h"
#include "key.h"
#include "object.h"
#include "physics.h"
#include "error.h"
#include "joy.h"
#include "mono.h"
#include "iff.h"
#include "pcx.h"
#include "timer.h"
#include "render.h"
#include "laser.h"
#include "screens.h"
#include "textures.h"
#include "slew.h"
#include "gauges.h"
#include "texmap.h"
#include "3d.h"
#include "effects.h"
#include "menu.h"
#include "gameseg.h"
#include "wall.h"
#include "ai.h"
#include "fuelcen.h"
#include "digi.h"
#include "ibitblt.h"
#include "u_mem.h"
#include "palette.h"
#include "morph.h"
#include "lighting.h"
#include "newdemo.h"
#include "collide.h"
#include "weapon.h"
#include "sounds.h"
#include "args.h"
#include "gameseq.h"
#include "automap.h"
#include "text.h"
#include "powerup.h"
#include "fireball.h"
#include "newmenu.h"
#ifdef NETWORK
#include "network.h"
#endif
#include "gamefont.h"
#include "endlevel.h"
#include "joydefs.h"
#include "kconfig.h"
#include "mouse.h"
#include "switch.h"
#include "controls.h"
#include "songs.h"
#include "gamepal.h"
#include "multi.h"
#include "desc_id.h"
#include "cntrlcen.h"
#include "pcx.h"
#include "state.h"
#include "piggy.h"
#include "multibot.h"
#include "ai.h"
#include "robot.h"
#include "playsave.h"
#include "fix.h"
#include "hudmsg.h"
int VGA_current_mode;
#ifdef MWPROFILER
#include <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 int Current_display_mode;
extern void do_final_boss_frame(void);
int Speedtest_on = 0;
#ifndef NDEBUG
int Mark_count = 0; // number of debugging marks set
int Speedtest_start_time;
int Speedtest_segnum;
int Speedtest_sidenum;
int Speedtest_frame_start;
int Speedtest_count=0; // number of times to do the debug test.
#endif
static fix last_timer_value=0;
fix ThisLevelTime=0;
#if defined(TIMER_TEST) && !defined(NDEBUG)
fix _timer_value,actual_last_timer_value,_last_frametime;
int stop_count,start_count;
int time_stopped,time_started;
#endif
int VR_screen_mode = 0;
ubyte VR_screen_flags = 0; //see values in screens.h
ubyte VR_current_page = 0;
fix VR_eye_width = F1_0;
int VR_render_mode = VR_NONE;
int VR_low_res = 3; // Default to low res
int VR_show_hud = 1;
int VR_sensitivity = 1; // 0 - 2
//NEWVR
int VR_eye_offset = 0;
int VR_eye_switch = 0;
int VR_eye_offset_changed = 0;
int VR_use_reg_code = 0;
grs_canvas *VR_offscreen_buffer = NULL; // The offscreen data buffer
grs_canvas VR_render_buffer[2]; // Two offscreen buffers for left/right eyes.
grs_canvas VR_render_sub_buffer[2]; // Two sub buffers for left/right eyes.
grs_canvas VR_screen_pages[2]; // Two pages of VRAM if paging is available
grs_canvas VR_editor_canvas; // The canvas that the editor writes to.
//do menus work in 640x480 or 320x200?
//PC version sets this in main(). Mac versios is always high-res, so set to 1 here
int MenuHiresAvailable = 1; //can we do highres menus?
int MenuHires = 1; //are we currently in highres menus?
int Debug_pause=0; //John's debugging pause system
int Cockpit_mode=CM_FULL_COCKPIT; //set game.h for values
int Cockpit_mode_save=-1; //set while in letterbox or rear view, or -1
int force_cockpit_redraw=0;
cvar_t r_framerate = {"r_framerate","0"};
int PaletteRedAdd, PaletteGreenAdd, PaletteBlueAdd;
// Toggle_var points at a variable which gets !ed on ctrl-alt-T press.
int Dummy_var;
int *Toggle_var = &Dummy_var;
#ifdef EDITOR
//flag for whether initial fade-in has been done
char faded_in;
#endif
#ifndef NDEBUG //these only exist if debugging
int Game_double_buffer = 1; //double buffer by default
fix fixed_frametime=0; //if non-zero, set frametime to this
int checktime = 0;
#endif
int Game_suspended=0; //if non-zero, nothing moves but player
fix RealFrameTime;
fix Auto_fire_fusion_cannon_time = 0;
fix Fusion_charge = 0;
fix Fusion_next_sound_time = 0;
fix Fusion_last_sound_time = 0;
int Debug_spew = 1;
int Game_turbo_mode = 0;
int Game_mode = GM_GAME_OVER;
int Global_laser_firing_count = 0;
int Global_missile_firing_count = 0;
grs_bitmap background_bitmap;
int Game_aborted;
#ifndef RELEASE
int invulnerability=0;
#endif
#define BACKGROUND_NAME "statback.pcx"
// Function prototypes for GAME.C exclusively.
void GameLoop(int RenderFlag, int ReadControlsFlag);
void FireLaser(void);
void slide_textures(void);
void powerup_grab_cheat_all(void);
// Other functions
extern void multi_check_for_killgoal_winner();
extern void RestoreGameSurfaces();
// window functions
void grow_window(void);
void shrink_window(void);
// text functions
void fill_background();
#ifndef RELEASE
void show_framerate(void);
void ftoa(char *string, fix f);
#endif
extern ubyte DefiningMarkerMessage;
extern char Marker_input[];
// ==============================================================================================
extern char john_head_on;
void load_background_bitmap()
{
ubyte pal[256*3];
int pcx_error;
if (background_bitmap.bm_data)
d_free(background_bitmap.bm_data);
background_bitmap.bm_data=NULL;
pcx_error = pcx_read_bitmap(john_head_on?"johnhead.pcx":BACKGROUND_NAME,&background_bitmap,BM_LINEAR,pal);
if (pcx_error != PCX_ERROR_NONE)
Error("File %s - PCX error: %s",BACKGROUND_NAME,pcx_errormsg(pcx_error));
gr_remap_bitmap_good( &background_bitmap, pal, -1, -1 );
}
//this is called once per game
void init_game()
{
atexit(close_game); //for cleanup
init_objects();
init_special_effects();
init_ai_system();
init_gauge_canvases();
init_exploding_walls();
load_background_bitmap();
Clear_window = 2; // do portal only window clear.
set_detail_level_parameters(Detail_level);
/* Register cvars */
cvar_registervariable(&r_framerate);
}
void reset_palette_add()
{
PaletteRedAdd = 0;
PaletteGreenAdd = 0;
PaletteBlueAdd = 0;
//gr_palette_step_up( PaletteRedAdd, PaletteGreenAdd, PaletteBlueAdd );
}
void game_show_warning(char *s)
{
if (!((Game_mode & GM_MULTI) && (Function_mode == FMODE_GAME)))
stop_time();
nm_messagebox( TXT_WARNING, 1, TXT_OK, s );
if (!((Game_mode & GM_MULTI) && (Function_mode == FMODE_GAME)))
start_time();
}
//these should be in gr.h
#define cv_w cv_bitmap.bm_w
#define cv_h cv_bitmap.bm_h
//added 3/24/99 by Owen Evans for screen res changing
u_int32_t Game_screen_mode = 0;
//end added - OE
int Game_window_x = 0;
int Game_window_y = 0;
int Game_window_w = 0;
int Game_window_h = 0;
int max_window_w = 0;
int max_window_h = 0;
extern void newdemo_record_cockpit_change(int);
//initialize the various canvases on the game screen
//called every time the screen mode or cockpit changes
void init_cockpit()
{
int x,y,w,h;
if (Newdemo_state==ND_STATE_RECORDING) {
newdemo_record_cockpit_change(Cockpit_mode);
}
#ifndef OGL
if ((SWIDTH == 320 && SHEIGHT == 200) || (MenuHiresAvailable && (SWIDTH == 640 && SHEIGHT == 480)))
#endif
{
VR_screen_flags = VRF_ALLOW_COCKPIT;
}
if ((!(VR_screen_flags & VRF_ALLOW_COCKPIT) && (Cockpit_mode==CM_FULL_COCKPIT || Cockpit_mode==CM_STATUS_BAR || Cockpit_mode==CM_REAR_VIEW)) || ( VR_render_mode != VR_NONE ) || ( Screen_mode == SCREEN_EDITOR ))
Cockpit_mode = CM_FULL_SCREEN;
gr_set_current_canvas(NULL);
gr_set_curfont( GAME_FONT );
switch( Cockpit_mode ) {
case CM_FULL_COCKPIT:
case CM_REAR_VIEW:
if (Cockpit_mode == CM_FULL_COCKPIT) {
game_init_render_sub_buffers(0, 0, grd_curscreen->sc_w,(grd_curscreen->sc_h*2)/3);
}
else if (Cockpit_mode == CM_REAR_VIEW) {
game_init_render_sub_buffers((16*grd_curscreen->sc_w)/640,(89*grd_curscreen->sc_h)/480, (604*grd_curscreen->sc_w)/640, (209*grd_curscreen->sc_h)/480);
}
break;
case CM_FULL_SCREEN:
if (Game_window_h > max_window_h || VR_screen_flags&VRF_ALLOW_COCKPIT || !Game_window_h)
Game_window_h = max_window_h;
if (Game_window_w > max_window_w || VR_screen_flags&VRF_ALLOW_COCKPIT || !Game_window_w)
Game_window_w = max_window_w;
Game_window_x = (max_window_w - Game_window_w)/2;
Game_window_y = (max_window_h - Game_window_h)/2;
game_init_render_sub_buffers(Game_window_x, Game_window_y, Game_window_w, Game_window_h);
break;
case CM_STATUS_BAR:
if (Current_display_mode)
max_window_h = (grd_curscreen->sc_h*2)/2.6;
else
max_window_h = (grd_curscreen->sc_h*2)/2.72;
if (Game_window_h > max_window_h || (!Game_window_w || !Game_window_h)) {
Game_window_w = max_window_w;
Game_window_h = max_window_h;
}
x = (max_window_w - Game_window_w)/2;
y = (max_window_h - Game_window_h)/2;
game_init_render_sub_buffers( x, y, Game_window_w, Game_window_h );
break;
case CM_LETTERBOX:
x = 0; w = VR_render_buffer[0].cv_bitmap.bm_w;
h = (VR_render_buffer[0].cv_bitmap.bm_h*7)/10;
y = (VR_render_buffer[0].cv_bitmap.bm_h-h)/2;
gr_rect(x,0,w,VR_render_buffer[0].cv_bitmap.bm_h-h);
gr_rect(x,VR_render_buffer[0].cv_bitmap.bm_h-h,w,VR_render_buffer[0].cv_bitmap.bm_h);
game_init_render_sub_buffers( x, y, w, h );
break;
}
gr_set_current_canvas(NULL);
}
//selects a given cockpit (or lack of one). See types in game.h
void select_cockpit(int mode)
{
if (mode != Cockpit_mode) { //new mode
Cockpit_mode=mode;
init_cockpit();
}
}
extern int last_drawn_cockpit[2];
//force cockpit redraw next time. call this if you've trashed the screen
void reset_cockpit()
{
force_cockpit_redraw=1;
last_drawn_cockpit[0] = -1;
last_drawn_cockpit[1] = -1;
}
// void HUD_clear_messages(); //Already declared in gauges.h
//NEWVR
void VR_reset_params()
{
VR_eye_width = VR_SEPARATION;
VR_eye_offset = VR_PIXEL_SHIFT;
VR_eye_offset_changed = 2;
}
void game_init_render_sub_buffers( int x, int y, int w, int h )
{
gr_init_sub_canvas( &VR_render_sub_buffer[0], &VR_render_buffer[0], x, y, w, h );
gr_init_sub_canvas( &VR_render_sub_buffer[1], &VR_render_buffer[1], x, y, w, h );
}
// Sets up the canvases we will be rendering to (NORMAL VERSION)
void game_init_render_buffers(int screen_mode, int render_w, int render_h, int render_method, int flags )
{
VR_screen_mode = screen_mode;
VR_screen_flags = flags;
VR_reset_params();
VR_render_mode = render_method;
if (VR_offscreen_buffer) {
gr_free_canvas(VR_offscreen_buffer);
}
if ( (VR_render_mode==VR_AREA_DET) || (VR_render_mode==VR_INTERLACED ) ) {
if ( render_h*2 < 200 ) {
VR_offscreen_buffer = gr_create_canvas( render_w, 200 );
}
else {
VR_offscreen_buffer = gr_create_canvas( render_w, render_h*2 );
}
gr_init_sub_canvas( &VR_render_buffer[0], VR_offscreen_buffer, 0, 0, render_w, render_h );
gr_init_sub_canvas( &VR_render_buffer[1], VR_offscreen_buffer, 0, render_h, render_w, render_h );
}
else {
if ( render_h < 200 ) {
VR_offscreen_buffer = gr_create_canvas( render_w, 200 );
}
else {
VR_offscreen_buffer = gr_create_canvas( render_w, render_h );
}
#ifdef OGL
VR_offscreen_buffer->cv_bitmap.bm_type = BM_OGL;
#endif
gr_init_sub_canvas( &VR_render_buffer[0], VR_offscreen_buffer, 0, 0, render_w, render_h );
gr_init_sub_canvas( &VR_render_buffer[1], VR_offscreen_buffer, 0, 0, render_w, render_h );
}
game_init_render_sub_buffers( 0, 0, render_w, render_h );
}
//called to get the screen in a mode compatible with popup menus.
//if we can't have popups over the game screen, switch to menu mode.
void set_popup_screen(void)
{
//WIN(LoadCursorWin(MOUSE_DEFAULT_CURSOR));
#ifndef OGL // always have to switch to menu mode
if (! (VR_screen_flags & VRF_COMPATIBLE_MENUS))
#endif
{
set_screen_mode(SCREEN_MENU); //must switch to menu mode
}
}
//called to change the screen mode. Parameter sm is the new mode, one of
//SMODE_GAME or SMODE_EDITOR. returns mode acutally set (could be other
//mode if cannot init requested mode)
int set_screen_mode(int sm)
{
#if 0 //def EDITOR
if ( (sm==SCREEN_MENU) && (Screen_mode==SCREEN_EDITOR) ) {
gr_set_current_canvas( Canv_editor );
return 1;
}
#endif
// ZICO - since we use variable resolutions we can't store them in modes. Game_window_w/h is used to scale the window for STATUSBAR and shrink/grow_window so we can't use it to store the current resolution. So we store it in the VR_render variables. If we are going to remove this VR stuff we need to create new variables.
VR_screen_mode = Game_screen_mode = SM(VR_render_buffer[0].cv_bitmap.bm_w, VR_render_buffer[0].cv_bitmap.bm_h);
if (MenuHiresAvailable && FontHiresAvailable && (grd_curscreen->sc_w >= 640) && (grd_curscreen->sc_h >= 480)) {
Current_display_mode = MenuHires = FontHires = 1;
} else {
Current_display_mode = MenuHires = FontHires = 0;
}
if ( Screen_mode == sm && VGA_current_mode == VR_screen_mode) {
gr_set_current_canvas( &VR_screen_pages[VR_current_page] );
return 1;
}
if ( (Screen_mode == sm) &&
!((sm==SCREEN_GAME) &&
(grd_curscreen->sc_mode != Game_screen_mode)) &&
!((sm==SCREEN_MENU) &&
(grd_curscreen->sc_mode != MENU_SCREEN_MODE)) ) {
gr_set_current_canvas( &VR_screen_pages[VR_current_page] );
#ifdef OGL
ogl_set_screen_mode();
#endif
return 1;
}
#ifdef EDITOR
Canv_editor = NULL;
#endif
Screen_mode = sm;
switch( Screen_mode )
{
case SCREEN_MENU:
if (grd_curscreen->sc_mode != MENU_SCREEN_MODE) {
if (gr_set_mode(MENU_SCREEN_MODE)) Error("Cannot set screen mode for game!");
gr_palette_load( gr_palette );
}
gr_init_sub_canvas( &VR_screen_pages[0], &grd_curscreen->sc_canvas, 0, 0, grd_curscreen->sc_w, grd_curscreen->sc_h );
gr_init_sub_canvas( &VR_screen_pages[1], &grd_curscreen->sc_canvas, 0, 0, grd_curscreen->sc_w, grd_curscreen->sc_h );
break;
case SCREEN_GAME:
if (VGA_current_mode != VR_screen_mode) {
if (gr_set_mode(VR_screen_mode)) {
Error("Cannot set desired screen mode for game!");
//we probably should do something else here, like select a standard mode
}
#ifdef MACINTOSH
if ( (Config_control_type == 1) && (Function_mode == FMODE_GAME) )
joydefs_calibrate();
#endif
reset_cockpit();
}
max_window_w = grd_curscreen->sc_w;
max_window_h = grd_curscreen->sc_h;
// Define screen pages for game mode
// If we designate through screen_flags to use paging, then do so.
gr_init_sub_canvas( &VR_screen_pages[0], &grd_curscreen->sc_canvas, 0, 0, grd_curscreen->sc_w, grd_curscreen->sc_h );
if ( VR_screen_flags&VRF_USE_PAGING )
gr_init_sub_canvas( &VR_screen_pages[1], &grd_curscreen->sc_canvas, 0, grd_curscreen->sc_h, grd_curscreen->sc_w, grd_curscreen->sc_h );
else
gr_init_sub_canvas( &VR_screen_pages[1], &grd_curscreen->sc_canvas, 0, 0, grd_curscreen->sc_w, grd_curscreen->sc_h );
init_cockpit();
con_resize();
break;
#ifdef EDITOR
case SCREEN_EDITOR:
if (grd_curscreen->sc_mode != SM(800,600)) {
int gr_error;
if ((gr_error=gr_set_mode(SM(800,600)))!=0) { //force into game scrren
Warning("Cannot init editor screen (error=%d)",gr_error);
return 0;
}
}
gr_palette_load( gr_palette );
gr_init_sub_canvas( &VR_editor_canvas, &grd_curscreen->sc_canvas, 0, 0, grd_curscreen->sc_w, grd_curscreen->sc_h );
Canv_editor = &VR_editor_canvas;
gr_init_sub_canvas( &VR_screen_pages[0], Canv_editor, 0, 0, Canv_editor->cv_w, Canv_editor->cv_h );
gr_init_sub_canvas( &VR_screen_pages[1], Canv_editor, 0, 0, Canv_editor->cv_w, Canv_editor->cv_h );
gr_set_current_canvas( Canv_editor );
init_editor_screen(); //setup other editor stuff
break;
#endif
default:
Error("Invalid screen mode %d",sm);
}
VR_current_page = 0;
gr_set_current_canvas( &VR_screen_pages[VR_current_page] );
if ( VR_screen_flags&VRF_USE_PAGING )
gr_show_canvas( &VR_screen_pages[VR_current_page] );
#ifdef OGL
ogl_set_screen_mode();
#endif
return 1;
}
int gr_toggle_fullscreen_game(void){
#ifdef GR_SUPPORTS_FULLSCREEN_TOGGLE
int i;
hud_message(MSGC_GAME_FEEDBACK, "toggling fullscreen mode %s",(i=gr_toggle_fullscreen())?"on":"off" );
//added 2000/06/19 Matthew Mueller - hack to fix "infinite toggle" problem
//it seems to be that the screen mode change takes long enough that the key has already sent repeat codes, or that its unpress event gets dropped, etc. This is a somewhat ugly fix, but it works.
// generic_key_handler(KEY_PADENTER,0);
// generic_key_handler(KEY_ENTER, 0);
key_flush();
//end addition -MM
return i;
#else
hud_message(MSGC_GAME_FEEDBACK, "fullscreen toggle not supported by this target");
return -1;
#endif
}
int arch_toggle_fullscreen_menu(void);
int gr_toggle_fullscreen_menu(void){
#ifdef GR_SUPPORTS_FULLSCREEN_MENU_TOGGLE
int i;
i=arch_toggle_fullscreen_menu();
// generic_key_handler(KEY_PADENTER,0);
// generic_key_handler(KEY_ENTER, 0);
key_flush();
return i;
#else
return -1;
#endif
}
static int timer_paused=0;
void stop_time()
{
if (timer_paused==0) {
fix time;
time = timer_get_fixed_seconds();
last_timer_value = time - last_timer_value;
if (last_timer_value < 0) {
#if defined(TIMER_TEST) && !defined(NDEBUG)
Int3(); //get Matt!!!!
#endif
last_timer_value = 0;
}
#if defined(TIMER_TEST) && !defined(NDEBUG)
time_stopped = time;
#endif
}
timer_paused++;
#if defined(TIMER_TEST) && !defined(NDEBUG)
stop_count++;
#endif
}
void start_time()
{
timer_paused--;
Assert(timer_paused >= 0);
if (timer_paused==0) {
fix time;
time = timer_get_fixed_seconds();
#if defined(TIMER_TEST) && !defined(NDEBUG)
if (last_timer_value < 0)
Int3(); //get Matt!!!!
#endif
last_timer_value = time - last_timer_value;
#if defined(TIMER_TEST) && !defined(NDEBUG)
time_started = time;
#endif
}
#if defined(TIMER_TEST) && !defined(NDEBUG)
start_count++;
#endif
}
MAC(extern ubyte joydefs_calibrating;)
void game_flush_inputs()
{
int dx,dy;
key_flush();
joy_flush();
mouse_flush();
#ifdef MACINTOSH
if ( (Function_mode != FMODE_MENU) && !joydefs_calibrating ) // only reset mouse when not in menu or not calibrating
#endif
mouse_get_delta( &dx, &dy ); // Read mouse
memset(&Controls,0,sizeof(control_info));
}
void reset_time()
{
last_timer_value = timer_get_fixed_seconds();
}
#ifndef RELEASE
extern int Saving_movie_frames;
int Movie_fixed_frametime;
#else
#define Saving_movie_frames 0
#define Movie_fixed_frametime 0
#endif
//added on 8/18/98 by Victor Rachels to add maximum framerate
int maxfps = MAX_FPS;
int use_nice_fps=1;
void calc_frame_time()
{
fix timer_value,last_frametime = FrameTime;
#if defined(TIMER_TEST) && !defined(NDEBUG)
_last_frametime = last_frametime;
#endif
timer_value = timer_get_fixed_seconds();
FrameTime = timer_value - last_timer_value;
while (FrameTime < f1_0 / maxfps)
{
timer_delay(f1_0 / maxfps - FrameTime);
timer_value = timer_get_fixed_seconds();
FrameTime = timer_value - last_timer_value;
}
#if defined(TIMER_TEST) && !defined(NDEBUG)
_timer_value = timer_value;
#endif
#ifndef NDEBUG
if (!(((FrameTime > 0) && (FrameTime <= F1_0)) || (Function_mode == FMODE_EDITOR) || (Newdemo_state == ND_STATE_PLAYBACK))) {
mprintf((1,"Bad FrameTime - value = %x\n",FrameTime));
if (FrameTime == 0)
Int3(); // Call Mike or Matt or John! Your interrupts are probably trashed!
// if ( !dpmi_virtual_memory )
// Int3(); //Get MATT if hit this!
}
#endif
#if defined(TIMER_TEST) && !defined(NDEBUG)
actual_last_timer_value = last_timer_value;
#endif
if ( Game_turbo_mode )
FrameTime *= 2;
// Limit frametime to be between 5 and 150 fps.
RealFrameTime = FrameTime;
if ( FrameTime < F1_0/150 ) FrameTime = F1_0/150;
if ( FrameTime > F1_0/5 ) FrameTime = F1_0/5;
last_timer_value = timer_value;
if (FrameTime < 0) //if bogus frametime...
FrameTime = last_frametime; //...then use time from last frame
#ifndef NDEBUG
if (fixed_frametime) FrameTime = fixed_frametime;
#endif
#ifndef NDEBUG
// Pause here!!!
if ( Debug_pause ) {
int c;
c = 0;
while( c==0 )
c = key_peekkey();
if ( c == KEY_P ) {
Debug_pause = 0;
c = key_inkey();
}
last_timer_value = timer_get_fixed_seconds();
}
#endif
#if Arcade_mode
FrameTime /= 2;
#endif
#if defined(TIMER_TEST) && !defined(NDEBUG)
stop_count = start_count = 0;
#endif
// Set value to determine whether homing missile can see target.
// The lower frametime is, the more likely that it can see its target.
if (FrameTime <= F1_0/64)
Min_trackable_dot = MIN_TRACKABLE_DOT; // -- 3*(F1_0 - MIN_TRACKABLE_DOT)/4 + MIN_TRACKABLE_DOT;
else if (FrameTime < F1_0/32)
Min_trackable_dot = MIN_TRACKABLE_DOT + F1_0/64 - 2*FrameTime; // -- fixmul(F1_0 - MIN_TRACKABLE_DOT, F1_0-4*FrameTime) + MIN_TRACKABLE_DOT;
else if (FrameTime < F1_0/4)
Min_trackable_dot = MIN_TRACKABLE_DOT + F1_0/64 - F1_0/16 - FrameTime; // -- fixmul(F1_0 - MIN_TRACKABLE_DOT, F1_0-4*FrameTime) + MIN_TRACKABLE_DOT;
else
Min_trackable_dot = MIN_TRACKABLE_DOT + F1_0/64 - F1_0/8;
}
//--unused-- int Auto_flythrough=0; //if set, start flythough automatically
void move_player_2_segment(segment *seg,int side)
{
vms_vector vp;
compute_segment_center(&ConsoleObject->pos,seg);
compute_center_point_on_side(&vp,seg,side);
vm_vec_sub2(&vp,&ConsoleObject->pos);
vm_vector_2_matrix(&ConsoleObject->orient,&vp,NULL,NULL);
obj_relink( ConsoleObject-Objects, SEG_PTR_2_NUM(seg) );
}
#ifdef NETWORK
void game_draw_time_left()
{
char temp_string[30];
fix timevar;
int i;
gr_set_curfont( GAME_FONT ); //GAME_FONT
gr_set_fontcolor(gr_getcolor(0,63,0), -1 );
timevar=i2f (Netgame.PlayTimeAllowed*5*60);
i=f2i(timevar-ThisLevelTime);
i++;
sprintf( temp_string, "Time left: %d secs", i );
if (i>=0)
gr_string(0, 32, temp_string );
}
#endif
extern int Game_pause;
void do_photos();
void level_with_floor();
void modex_clear_box(int x,int y,int w,int h)
{
grs_canvas *temp_canv,*save_canv;
save_canv = grd_curcanv;
temp_canv = gr_create_canvas(w,h);
gr_set_current_canvas(temp_canv);
gr_clear_canvas(BM_XRGB(0,0,0));
gr_set_current_canvas(save_canv);
gr_bitmapm(x,y,&temp_canv->cv_bitmap);
gr_free_canvas(temp_canv);
}
extern void modex_printf(int x,int y,char *s,grs_font *font,int color);
// mac routine to drop contents of screen to a pict file using copybits
// save a PICT to a file
#ifdef MACINTOSH
void SavePictScreen(int multiplayer)
{
OSErr err;
int parid, i, count;
char *pfilename, filename[50], buf[512], cwd[FILENAME_MAX];
short fd;
FSSpec spec;
PicHandle pict_handle;
static int multi_count = 0;
StandardFileReply sf_reply;
// dump the contents of the GameWindow into a picture using copybits
pict_handle = OpenPicture(&GameWindow->portRect);
if (pict_handle == NULL)
return;
CopyBits(&GameWindow->portBits, &GameWindow->portBits, &GameWindow->portRect, &GameWindow->portRect, srcBic, NULL);
ClosePicture();
// get the cwd to restore with chdir when done -- this keeps the mac world sane
if (!getcwd(cwd, FILENAME_MAX))
Int3();
// create the fsspec
sprintf(filename, "screen%d", multi_count++);
pfilename = c2pstr(filename);
if (!multiplayer) {
show_cursor();
StandardPutFile("\pSave PICT as:", pfilename, &sf_reply);
if (!sf_reply.sfGood)
goto end;
memcpy( &spec, &(sf_reply.sfFile), sizeof(FSSpec) );
if (sf_reply.sfReplacing)
FSpDelete(&spec);
err = FSpCreate( &spec, 'ttxt', 'PICT', smSystemScript );
if (err)
goto end;
} else {
// parid = GetAppDirId();
err = FSMakeFSSpec(0, 0, pfilename, &spec);
if (err == nsvErr)
goto end;
if (err != fnfErr)
FSpDelete(&spec);
err = FSpCreate(&spec, 'ttxt', 'PICT', smSystemScript);
if (err != 0)
goto end;
}
// write the PICT file
if ( FSpOpenDF(&spec, fsRdWrPerm, &fd) )
goto end;
memset(buf, 0, sizeof(buf));
count = 512;
if ( FSWrite(fd, &count, buf) )
goto end;
count = GetHandleSize((Handle)pict_handle);
HLock((Handle)pict_handle);
if ( FSWrite(fd, &count, *pict_handle) ) {
FSClose(fd);
FSpDelete(&spec);
}
end:
HUnlock((Handle)pict_handle);
DisposeHandle((Handle)pict_handle);
FSClose(fd);
hide_cursor();
chdir(cwd);
}
#endif
//automap_flag is now unused, since we just check if the screen we're
//writing to is modex
//if called from automap, current canvas is set to visible screen
#ifndef OGL
void save_screen_shot(int automap_flag)
{
#if !defined(MACINTOSH)
fix t1;
char message[100];
grs_canvas *screen_canv=&grd_curscreen->sc_canvas;
grs_font *save_font;
static int savenum=0;
static int stereo_savenum=0;
grs_canvas *temp_canv,*temp_canv2,*save_canv;
char savename[FILENAME_LEN],savename2[FILENAME_LEN];
ubyte pal[768];
int w,h,aw,x,y;
int modex_flag;
int stereo=0;
temp_canv2=NULL;
// // Can't do screen shots in VR modes.
// if ( VR_render_mode != VR_NONE )
// return;
stop_time();
save_canv = grd_curcanv;
if ( VR_render_mode != VR_NONE && !automap_flag && Function_mode==FMODE_GAME && Screen_mode==SCREEN_GAME)
stereo = 1;
if ( stereo ) {
temp_canv = gr_create_canvas(VR_render_buffer[0].cv_bitmap.bm_w,VR_render_buffer[0].cv_bitmap.bm_h);
gr_set_current_canvas(temp_canv);
gr_ubitmap(0,0,&VR_render_buffer[0].cv_bitmap);
temp_canv2 = gr_create_canvas(VR_render_buffer[1].cv_bitmap.bm_w,VR_render_buffer[1].cv_bitmap.bm_h);
gr_set_current_canvas(temp_canv2);
gr_ubitmap(0,0,&VR_render_buffer[1].cv_bitmap);
}
else {
temp_canv = gr_create_canvas(screen_canv->cv_bitmap.bm_w,screen_canv->cv_bitmap.bm_h);
gr_set_current_canvas(temp_canv);
gr_ubitmap(0,0,&screen_canv->cv_bitmap);
}
gr_set_current_canvas(save_canv);
if ( savenum > 99 ) savenum = 0;
if ( stereo_savenum > 99 ) stereo_savenum = 0;
if ( stereo ) {
sprintf(savename,"left%02d.pcx",stereo_savenum);
sprintf(savename2,"right%02d.pcx",stereo_savenum);
if (VR_eye_switch) {char t[FILENAME_LEN]; strcpy(t,savename); strcpy(savename,savename2); strcpy(savename2,t);}
stereo_savenum++;
sprintf( message, "%s '%s' & '%s'", TXT_DUMPING_SCREEN, savename, savename2 );
}
else {
sprintf(savename,"screen%02d.pcx",savenum++);
sprintf( message, "%s '%s'", TXT_DUMPING_SCREEN, savename );
}
if (!automap_flag) //if from automap, curcanv is already visible canv
gr_set_current_canvas(NULL);
modex_flag = (grd_curcanv->cv_bitmap.bm_type==BM_MODEX);
if (!automap_flag && modex_flag)
gr_set_current_canvas(&VR_screen_pages[VR_current_page]);
save_font = grd_curcanv->cv_font;
gr_set_curfont(GAME_FONT);
gr_set_fontcolor(gr_find_closest_color_current(0,31,0),-1);
gr_get_string_size(message,&w,&h,&aw);
if (modex_flag)
h *= 2;
//I changed how these coords were calculated for the high-res automap. -MT
//x = (VR_screen_pages[VR_current_page].cv_w-w)/2;
//y = (VR_screen_pages[VR_current_page].cv_h-h)/2;
x = (grd_curcanv->cv_w-w)/2;
y = (grd_curcanv->cv_h-h)/2;
if (modex_flag) {
modex_clear_box(x-2,y-2,w+4,h+4);
modex_printf(x, y, message,GAME_FONT,gr_find_closest_color_current(0,31,0));
} else {
gr_setcolor(gr_find_closest_color_current(0,0,0));
gr_rect(x-2,y-2,x+w+2,y+h+2);
gr_printf(x,y,message);
gr_set_curfont(save_font);
}
t1 = timer_get_fixed_seconds() + F1_0;
gr_palette_read(pal); //get actual palette from the hardware
pcx_write_bitmap(savename,&temp_canv->cv_bitmap,pal);
if ( stereo )
pcx_write_bitmap(savename2,&temp_canv2->cv_bitmap,pal);
while ( timer_get_fixed_seconds() < t1 ); // Wait so that messag stays up at least 1 second.
gr_set_current_canvas(screen_canv);
if (grd_curcanv->cv_bitmap.bm_type!=BM_MODEX && !stereo)
gr_ubitmap(0,0,&temp_canv->cv_bitmap);
gr_free_canvas(temp_canv);
if ( stereo )
gr_free_canvas(temp_canv2);
gr_set_current_canvas(save_canv);
key_flush();
start_time();
#else
grs_canvas *screen_canv = &grd_curscreen->sc_canvas;
grs_canvas *temp_canv, *save_canv;
// Can't do screen shots in VR modes.
if ( VR_render_mode != VR_NONE )
return;
stop_time();
save_canv = grd_curcanv;
temp_canv = gr_create_canvas( screen_canv->cv_bitmap.bm_w, screen_canv->cv_bitmap.bm_h );
if (!temp_canv)
goto shot_done;
gr_set_current_canvas( temp_canv );
gr_ubitmap( 0, 0, &screen_canv->cv_bitmap );
gr_set_current_canvas( &VR_screen_pages[VR_current_page] );
show_cursor();
key_close();
if (Game_mode & GM_MULTI)
SavePictScreen(1);
else
SavePictScreen(0);
key_init();
hide_cursor();
gr_set_current_canvas(screen_canv);
// if (!automap_flag)
gr_ubitmap( 0, 0, &temp_canv->cv_bitmap);
gr_free_canvas(temp_canv);
shot_done:
gr_set_current_canvas(save_canv);
key_flush();
start_time();
#endif
}
#endif
//initialize flying
void fly_init(object *obj)
{
obj->control_type = CT_FLYING;
obj->movement_type = MT_PHYSICS;
vm_vec_zero(&obj->mtype.phys_info.velocity);
vm_vec_zero(&obj->mtype.phys_info.thrust);
vm_vec_zero(&obj->mtype.phys_info.rotvel);
vm_vec_zero(&obj->mtype.phys_info.rotthrust);
}
//void morph_test(), morph_step();
// ------------------------------------------------------------------------------------
void test_anim_states();
#include "fvi.h"
//put up the help message
void do_show_help()
{
show_help();
}
extern int been_in_editor;
// ------------------------------------------------------------------------------------
void do_cloak_stuff(void)
{
int i;
for (i = 0; i < N_players; i++)
if (Players[i].flags & PLAYER_FLAGS_CLOAKED) {
// mprintf(0, "Cloak time left: %7.3f\n", f2fl(CLOAK_TIME_MAX - (GameTime - Players[Player_num].cloak_time)));
if (GameTime - Players[i].cloak_time > CLOAK_TIME_MAX) {
Players[i].flags &= ~PLAYER_FLAGS_CLOAKED;
if (i == Player_num) {
digi_play_sample( SOUND_CLOAK_OFF, F1_0);
#ifdef NETWORK
if (Game_mode & GM_MULTI)
multi_send_play_sound(SOUND_CLOAK_OFF, F1_0);
maybe_drop_net_powerup(POW_CLOAK);
multi_send_decloak(); // For demo recording
#endif
// mprintf((0, " --- You have been DE-CLOAKED! ---\n"));
}
}
}
}
int FakingInvul=0;
// ------------------------------------------------------------------------------------
void do_invulnerable_stuff(void)
{
if (Players[Player_num].flags & PLAYER_FLAGS_INVULNERABLE) {
if (GameTime - Players[Player_num].invulnerable_time > INVULNERABLE_TIME_MAX) {
Players[Player_num].flags ^= PLAYER_FLAGS_INVULNERABLE;
if (FakingInvul==0)
{
digi_play_sample( SOUND_INVULNERABILITY_OFF, F1_0);
#ifdef NETWORK
if (Game_mode & GM_MULTI)
{
multi_send_play_sound(SOUND_INVULNERABILITY_OFF, F1_0);
maybe_drop_net_powerup(POW_INVULNERABILITY);
}
#endif
mprintf((0, " --- You have been DE-INVULNERABLEIZED! ---\n"));
}
FakingInvul=0;
}
}
}
ubyte Last_afterburner_state = 0;
fix Last_afterburner_charge = 0;
#define AFTERBURNER_LOOP_START ((digi_sample_rate==SAMPLE_RATE_22K)?32027:(32027/2)) //20098
#define AFTERBURNER_LOOP_END ((digi_sample_rate==SAMPLE_RATE_22K)?48452:(48452/2)) //25776
int Ab_scale = 4;
//@@// ------------------------------------------------------------------------------------
//@@void afterburner_shake(void)
//@@{
//@@ int rx, rz;
//@@
//@@ rx = (Ab_scale * fixmul(d_rand() - 16384, F1_0/8 + (((GameTime + 0x4000)*4) & 0x3fff)))/16;
//@@ rz = (Ab_scale * fixmul(d_rand() - 16384, F1_0/2 + ((GameTime*4) & 0xffff)))/16;
//@@
//@@ // -- mprintf((0, "AB: %8x %8x\n", rx, rz));
//@@ ConsoleObject->mtype.phys_info.rotvel.x += rx;
//@@ ConsoleObject->mtype.phys_info.rotvel.z += rz;
//@@
//@@}
// ------------------------------------------------------------------------------------
#ifdef NETWORK
extern void multi_send_sound_function (char,char);
#endif
void do_afterburner_stuff(void)
{
if (!(Players[Player_num].flags & PLAYER_FLAGS_AFTERBURNER))
Afterburner_charge=0;
if (Endlevel_sequence || Player_is_dead)
{
digi_kill_sound_linked_to_object( Players[Player_num].objnum);
#ifdef NETWORK
multi_send_sound_function (0,0);
#endif
}
if ((Controls.afterburner_state != Last_afterburner_state && Last_afterburner_charge) || (Last_afterburner_state && Last_afterburner_charge && !Afterburner_charge)) {
if (Afterburner_charge && Controls.afterburner_state && (Players[Player_num].flags & PLAYER_FLAGS_AFTERBURNER)) {
digi_link_sound_to_object3( SOUND_AFTERBURNER_IGNITE, Players[Player_num].objnum, 1, F1_0, i2f(256), AFTERBURNER_LOOP_START, AFTERBURNER_LOOP_END );
#ifdef NETWORK
if (Game_mode & GM_MULTI)
multi_send_sound_function (3,SOUND_AFTERBURNER_IGNITE);
#endif
} else {
digi_kill_sound_linked_to_object( Players[Player_num].objnum);
digi_link_sound_to_object2( SOUND_AFTERBURNER_PLAY, Players[Player_num].objnum, 0, F1_0, i2f(256));
#ifdef NETWORK
if (Game_mode & GM_MULTI)
multi_send_sound_function (0,0);
#endif
mprintf((0,"Killing afterburner sound\n"));
}
}
//@@if (Controls.afterburner_state && Afterburner_charge)
//@@ afterburner_shake();
Last_afterburner_state = Controls.afterburner_state;
Last_afterburner_charge = Afterburner_charge;
}
// -- // ------------------------------------------------------------------------------------
// -- // if energy < F1_0/2, recharge up to F1_0/2
// -- void recharge_energy_frame(void)
// -- {
// -- if (Players[Player_num].energy < Weapon_info[0].energy_usage) {
// -- Players[Player_num].energy += FrameTime/4;
// --
// -- if (Players[Player_num].energy > Weapon_info[0].energy_usage)
// -- Players[Player_num].energy = Weapon_info[0].energy_usage;
// -- }
// -- }
// Amount to diminish guns towards normal, per second.
#define DIMINISH_RATE 16 // gots to be a power of 2, else change the code in diminish_palette_towards_normal
extern fix Flash_effect;
//adds to rgb values for palette flash
void PALETTE_FLASH_ADD(int _dr,int _dg,int _db)
{
int maxval;
PaletteRedAdd += _dr;
PaletteGreenAdd += _dg;
PaletteBlueAdd += _db;
// -- mprintf((0, "Palette add: %3i %3i %3i\n", PaletteRedAdd, PaletteGreenAdd, PaletteBlueAdd));
if (Flash_effect)
maxval = 60;
else
maxval = MAX_PALETTE_ADD;
if (PaletteRedAdd > maxval)
PaletteRedAdd = maxval;
if (PaletteGreenAdd > maxval)
PaletteGreenAdd = maxval;
if (PaletteBlueAdd > maxval)
PaletteBlueAdd = maxval;
if (PaletteRedAdd < -maxval)
PaletteRedAdd = -maxval;
if (PaletteGreenAdd < -maxval)
PaletteGreenAdd = -maxval;
if (PaletteBlueAdd < -maxval)
PaletteBlueAdd = -maxval;
}
fix Time_flash_last_played;
void game_palette_step_up( int r, int g, int b );
// ------------------------------------------------------------------------------------
// Diminish palette effects towards normal.
void diminish_palette_towards_normal(void)
{
int dec_amount = 0;
// Diminish at DIMINISH_RATE units/second.
// For frame rates > DIMINISH_RATE Hz, use randomness to achieve this.
if (FrameTime < F1_0/DIMINISH_RATE) {
if (d_rand() < FrameTime*DIMINISH_RATE/2) // Note: d_rand() is in 0..32767, and 8 Hz means decrement every frame
dec_amount = 1;
} else {
dec_amount = f2i(FrameTime*DIMINISH_RATE); // one second = DIMINISH_RATE counts
if (dec_amount == 0)
dec_amount++; // make sure we decrement by something
}
if (Flash_effect) {
int force_do = 0;
// Part of hack system to force update of palette after exiting a menu.
if (Time_flash_last_played) {
force_do = 1;
PaletteRedAdd ^= 1; // Very Tricky! In gr_palette_step_up, if all stepups same as last time, won't do anything!
}
if ((Time_flash_last_played + F1_0/8 < GameTime) || (Time_flash_last_played > GameTime)) {
digi_play_sample( SOUND_CLOAK_OFF, Flash_effect/4);
Time_flash_last_played = GameTime;
}
Flash_effect -= FrameTime;
if (Flash_effect < 0)
Flash_effect = 0;
if (force_do || (d_rand() > 4096 )) {
if ( (Newdemo_state==ND_STATE_RECORDING) && (PaletteRedAdd || PaletteGreenAdd || PaletteBlueAdd) )
newdemo_record_palette_effect(PaletteRedAdd, PaletteGreenAdd, PaletteBlueAdd);
game_palette_step_up( PaletteRedAdd, PaletteGreenAdd, PaletteBlueAdd );
return;
}
}
if (PaletteRedAdd > 0 ) { PaletteRedAdd -= dec_amount; if (PaletteRedAdd < 0 ) PaletteRedAdd = 0; }
if (PaletteRedAdd < 0 ) { PaletteRedAdd += dec_amount; if (PaletteRedAdd > 0 ) PaletteRedAdd = 0; }
if (PaletteGreenAdd > 0 ) { PaletteGreenAdd -= dec_amount; if (PaletteGreenAdd < 0 ) PaletteGreenAdd = 0; }
if (PaletteGreenAdd < 0 ) { PaletteGreenAdd += dec_amount; if (PaletteGreenAdd > 0 ) PaletteGreenAdd = 0; }
if (PaletteBlueAdd > 0 ) { PaletteBlueAdd -= dec_amount; if (PaletteBlueAdd < 0 ) PaletteBlueAdd = 0; }
if (PaletteBlueAdd < 0 ) { PaletteBlueAdd += dec_amount; if (PaletteBlueAdd > 0 ) PaletteBlueAdd = 0; }
if ( (Newdemo_state==ND_STATE_RECORDING) && (PaletteRedAdd || PaletteGreenAdd || PaletteBlueAdd) )
newdemo_record_palette_effect(PaletteRedAdd, PaletteGreenAdd, PaletteBlueAdd);
game_palette_step_up( PaletteRedAdd, PaletteGreenAdd, PaletteBlueAdd );
//mprintf(0, "%2i %2i %2i\n", PaletteRedAdd, PaletteGreenAdd, PaletteBlueAdd);
}
int Redsave, Bluesave, Greensave;
void palette_save(void)
{
Redsave = PaletteRedAdd; Bluesave = PaletteBlueAdd; Greensave = PaletteGreenAdd;
}
extern void gr_palette_step_up_vr( int r, int g, int b, int white, int black );
void game_palette_step_up( int r, int g, int b )
{
if ( VR_use_reg_code ) {
// gr_palette_step_up_vr( r, g, b, VR_WHITE_INDEX, VR_BLACK_INDEX );
} else {
gr_palette_step_up( r, g, b );
}
}
void palette_restore(void)
{
PaletteRedAdd = Redsave; PaletteBlueAdd = Bluesave; PaletteGreenAdd = Greensave;
game_palette_step_up( PaletteRedAdd, PaletteGreenAdd, PaletteBlueAdd );
// Forces flash effect to fixup palette next frame.
Time_flash_last_played = 0;
}
extern void dead_player_frame(void);
// --------------------------------------------------------------------------------------------------
int allowed_to_fire_laser(void)
{
if (Player_is_dead) {
Global_missile_firing_count = 0;
return 0;
}
// Make sure enough time has elapsed to fire laser, but if it looks like it will
// be a long while before laser can be fired, then there must be some mistake!
if (Next_laser_fire_time > GameTime)
if (Next_laser_fire_time < GameTime + 2*F1_0)
return 0;
return 1;
}
fix Next_flare_fire_time = 0;
#define FLARE_BIG_DELAY (F1_0*2)
int allowed_to_fire_flare(void)
{
if (Next_flare_fire_time > GameTime)
if (Next_flare_fire_time < GameTime + FLARE_BIG_DELAY) // In case time is bogus, never wait > 1 second.
return 0;
if (Players[Player_num].energy >= Weapon_info[FLARE_ID].energy_usage)
Next_flare_fire_time = GameTime + F1_0/4;
else
Next_flare_fire_time = GameTime + FLARE_BIG_DELAY;
return 1;
}
int allowed_to_fire_missile(void)
{
// mprintf(0, "Next fire = %7.3f, Cur time = %7.3f\n", f2fl(Next_missile_fire_time), f2fl(GameTime));
// Make sure enough time has elapsed to fire missile, but if it looks like it will
// be a long while before missile can be fired, then there must be some mistake!
if (Next_missile_fire_time > GameTime)
if (Next_missile_fire_time < GameTime + 5*F1_0)
return 0;
return 1;
}
void full_palette_save(void)
{
palette_save();
apply_modified_palette();
reset_palette_add();
gr_palette_load( gr_palette );
}
extern int Death_sequence_aborted;
extern int newmenu_dotiny2( char * title, char * subtitle, int nitems, newmenu_item * item, void (*subfunction)(int nitems,newmenu_item * items, int * last_key, int citem) );
void show_help()
{
int nitems = 0;
newmenu_item m[25];
#ifdef MACINTOSH
char command_help[64], pixel_double_help[64], save_help[64], restore_help[64];
#endif
m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = TXT_HELP_ESC;
#ifndef MACINTOSH
m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = TXT_HELP_ALT_F2;
m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = TXT_HELP_ALT_F3;
#else
sprintf(save_help, "OPT-F2 (%c-s)\t Save Game", 133);
sprintf(restore_help, "OPT-F3 (%c-o)\t Load Game", 133);
m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = save_help;
m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = restore_help;
#endif
m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = TXT_HELP_F2;
m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = TXT_HELP_F3;
m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = TXT_HELP_F4;
m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = TXT_HELP_F5;
m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = "F6\t Fast Save";
#ifndef MACINTOSH
m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = TXT_HELP_PAUSE;
#else
m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = "Pause (F15)\t Pause";
#endif
m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = "ALT-F9/F10\t change screen size"; // ZICO - we changed keys - old: TXT_HELP_MINUSPLUS;
#ifndef MACINTOSH
#ifdef _WIN32
m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = "ALT+P\t save screen shot"; // ZICO - make show ALT+P for windows
#else
m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = TXT_HELP_PRTSCN;
#endif
#else
m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = "printscrn (F13)\t save screen shot";
#endif
m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = TXT_HELP_1TO5;
m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = TXT_HELP_6TO10;
m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = "Shift-F1\t Cycle left window";
m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = "Shift-F2\t Cycle right window";
m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = "Shift-F4\t GuideBot menu";
#ifndef MACINTOSH
m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = "Alt-Shift-F4\t Rename GuideBot";
#else
m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = "Opt-Shift-F4\t Rename GuideBot";
#endif
m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = "Shift-F5\t Drop primary";
m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = "Shift-F6\t Drop secondary";
// m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = "Shift-F7\t Calibrate joystick";
m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = "Shift-number\t GuideBot commands";
#ifdef MACINTOSH
sprintf(pixel_double_help, "%c-D\t Toggle Pixel Double Mode", 133);
m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = pixel_double_help;
m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = "";
sprintf(command_help, "(Use %c-# for F#. i.e. %c-1 for F1)", 133, 133);
m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = command_help;
#endif
full_palette_save();
newmenu_dotiny2( NULL, TXT_KEYS, nitems, m, NULL );
palette_restore();
}
//temp function until Matt cleans up game sequencing
extern void temp_reset_stuff_on_level();
fix Rear_view_leave_time = 0x1000; // how long until we decide key is down (Used to be 0x4000)
//deal with rear view - switch it on, or off, or whatever
void check_rear_view()
{
static int leave_mode;
static fix entry_time;
if ( Controls.rear_view_down_count ) { //key/button has gone down
if (Rear_view) {
Rear_view = 0;
if (Cockpit_mode==CM_REAR_VIEW) {
select_cockpit(Cockpit_mode_save);
Cockpit_mode_save = -1;
}
if (Newdemo_state == ND_STATE_RECORDING)
newdemo_record_restore_rearview();
}
else {
Rear_view = 1;
if (Rear_view_leave_time <= 0)
{
leave_mode = 1; // set leave mode on here otherwise we will always have to hold for at least 1 frame to get leave_mode on
}
else
{
leave_mode = 0; // means wait for another key
entry_time = timer_get_fixed_seconds();
}
if (Cockpit_mode == CM_FULL_COCKPIT) {
Cockpit_mode_save = Cockpit_mode;
select_cockpit(CM_REAR_VIEW);
}
if (Newdemo_state == ND_STATE_RECORDING)
newdemo_record_rearview();
}
}
else
if (Controls.rear_view_down_state) {
if (leave_mode == 0 && (timer_get_fixed_seconds() - entry_time) > Rear_view_leave_time)
leave_mode = 1;
}
else {
//@@if (leave_mode==1 && Cockpit_mode==CM_REAR_VIEW) {
if (leave_mode==1 && Rear_view) {
Rear_view = 0;
if (Cockpit_mode==CM_REAR_VIEW) {
select_cockpit(Cockpit_mode_save);
Cockpit_mode_save = -1;
}
if (Newdemo_state == ND_STATE_RECORDING)
newdemo_record_restore_rearview();
}
}
}
void reset_rear_view(void)
{
if (Rear_view) {
if (Newdemo_state == ND_STATE_RECORDING)
newdemo_record_restore_rearview();
}
Rear_view = 0;
if (!(Cockpit_mode == CM_FULL_COCKPIT || Cockpit_mode == CM_STATUS_BAR || Cockpit_mode == CM_FULL_SCREEN)) {
if (!(Cockpit_mode_save == CM_FULL_COCKPIT || Cockpit_mode_save == CM_STATUS_BAR || Cockpit_mode_save == CM_FULL_SCREEN))
Cockpit_mode_save = CM_FULL_COCKPIT;
select_cockpit(Cockpit_mode_save);
Cockpit_mode_save = -1;
}
}
int Automap_flag;
int Config_menu_flag;
jmp_buf LeaveGame;
int gr_renderstats = 0;
// need to define "cheat" for renderstats
int gr_badtexture = 0;
// need to define "cheat" for badtexture
int Cheats_enabled=0;
extern int Laser_rapid_fire;
extern void do_lunacy_on(), do_lunacy_off();
extern int Physics_cheat_flag,Robots_kill_robots_cheat;
extern char BounceCheat,HomingCheat,OldHomingState[20];
extern char AcidCheatOn,old_IntMethod, Monster_mode;
extern int Buddy_dude_cheat;
//turns off active cheats
void turn_cheats_off()
{
int i;
if (HomingCheat)
for (i=0;i<20;i++)
Weapon_info[i].homing_flag=OldHomingState[i];
if (AcidCheatOn)
{
AcidCheatOn=0;
Interpolation_method=old_IntMethod;
}
Buddy_dude_cheat = 0;
BounceCheat=0;
HomingCheat=0;
do_lunacy_off();
Laser_rapid_fire = 0;
Physics_cheat_flag = 0;
Monster_mode = 0;
Robots_kill_robots_cheat=0;
Robot_firing_enabled = 1;
}
//turns off all cheats & resets cheater flag
void game_disable_cheats()
{
turn_cheats_off();
Cheats_enabled=0;
}
// game_setup()
// ----------------------------------------------------------------------------
void game_setup(void)
{
//@@int demo_playing=0;
//@@int multi_game=0;
do_lunacy_on(); // Copy values for insane into copy buffer in ai.c
do_lunacy_off(); // Restore true insane mode.
Game_aborted = 0;
last_drawn_cockpit[0] = -1; // Force cockpit to redraw next time a frame renders.
last_drawn_cockpit[1] = -1; // Force cockpit to redraw next time a frame renders.
Endlevel_sequence = 0;
set_screen_mode(SCREEN_GAME);
reset_palette_add();
set_warn_func(game_show_warning);
init_cockpit();
init_gauges();
//digi_init_sounds();
//keyd_repeat = 0; // Don't allow repeat in game
keyd_repeat = 1; // Do allow repeat in game
#ifdef __MSDOS__
//_MARK_("start of game");
#endif
#ifdef EDITOR
if (Segments[ConsoleObject->segnum].segnum == -1) //segment no longer exists
obj_relink( ConsoleObject-Objects, SEG_PTR_2_NUM(Cursegp) );
if (!check_obj_seg(ConsoleObject))
move_player_2_segment(Cursegp,Curside);
#endif
Viewer = ConsoleObject;
fly_init(ConsoleObject);
Game_suspended = 0;
reset_time();
FrameTime = 0; //make first frame zero
#ifdef EDITOR
if (Current_level_num == 0) { //not a real level
init_player_stats_game();
init_ai_objects();
}
#endif
fix_object_segs();
game_flush_inputs();
}
#ifdef NETWORK
extern char IWasKicked;
#endif
// ------------------------------------------------------------------------------------
//this function is the game. called when game mode selected. runs until
//editor mode or exit selected
void game()
{
game_setup(); // Replaces what was here earlier.
// Good for Windows Sake.
#ifdef MWPROFILE
ProfilerSetStatus(1);
#endif
if ( setjmp(LeaveGame)==0 ) {
while (1) {
int player_shields;
// GAME LOOP!
Automap_flag = 0;
Config_menu_flag = 0;
if ( ConsoleObject != &Objects[Players[Player_num].objnum] )
{
mprintf ((0,"Player_num=%d objnum=%d",Player_num,Players[Player_num].objnum));
//Assert( ConsoleObject == &Objects[Players[Player_num].objnum] );
}
player_shields = Players[Player_num].shields;
ExtGameStatus=GAMESTAT_RUNNING;
GameLoop( 1, 1 ); // Do game loop with rendering and reading controls.
//if the player is taking damage, give up guided missile control
if (Players[Player_num].shields != player_shields)
release_guided_missile(Player_num);
//see if redbook song needs to be restarted
songs_check_redbook_repeat(); // Handle RedBook Audio Repeating.
if (Config_menu_flag) {
if (!(Game_mode&GM_MULTI)) {palette_save(); reset_palette_add(); apply_modified_palette(); gr_palette_load( gr_palette ); }
do_options_menu();
if (!(Game_mode&GM_MULTI)) palette_restore();
}
if (Automap_flag) {
int save_w=Game_window_w,save_h=Game_window_h;
do_automap(0);
Screen_mode=-1; set_screen_mode(SCREEN_GAME);
Game_window_w=save_w; Game_window_h=save_h;
init_cockpit();
last_drawn_cockpit[0] = -1;
last_drawn_cockpit[1] = -1;
game_flush_inputs();
}
if ( (Function_mode != FMODE_GAME) && Auto_demo && (Newdemo_state != ND_STATE_NORMAL) ) {
int choice, fmode;
fmode = Function_mode;
Function_mode = FMODE_GAME;
palette_save();
apply_modified_palette();
reset_palette_add();
gr_palette_load( gr_palette );
choice=nm_messagebox( NULL, 2, TXT_YES, TXT_NO, TXT_ABORT_AUTODEMO );
palette_restore();
Function_mode = fmode;
if (choice==0) {
Auto_demo = 0;
newdemo_stop_playback();
Function_mode = FMODE_MENU;
} else {
Function_mode = FMODE_GAME;
}
}
if ( (Function_mode != FMODE_GAME ) && (Newdemo_state != ND_STATE_PLAYBACK ) && (Function_mode!=FMODE_EDITOR)
#ifdef NETWORK
&& !IWasKicked
#endif
) {
int choice, fmode;
fmode = Function_mode;
Function_mode = FMODE_GAME;
palette_save();
apply_modified_palette();
reset_palette_add();
gr_palette_load( gr_palette );
ExtGameStatus=GAMESTAT_ABORT_GAME;
choice=nm_messagebox( NULL, 2, TXT_YES, TXT_NO, TXT_ABORT_GAME );
palette_restore();
Function_mode = fmode;
if (choice != 0)
Function_mode = FMODE_GAME;
}
#ifdef NETWORK
IWasKicked=0;
#endif
if (Function_mode != FMODE_GAME)
longjmp(LeaveGame,0);
#ifdef APPLE_DEMO
if ( (keyd_time_when_last_pressed + (F1_0 * 60)) < timer_get_fixed_seconds() ) // idle in game for 1 minutes means exit
longjmp(LeaveGame,0);
#endif
}
}
#ifdef MWPROFILE
ProfilerSetStatus(0);
#endif
digi_stop_all();
if ( (Newdemo_state == ND_STATE_RECORDING) || (Newdemo_state == ND_STATE_PAUSED) )
newdemo_stop_recording();
#ifdef NETWORK
multi_leave_game();
#endif
if ( Newdemo_state == ND_STATE_PLAYBACK )
newdemo_stop_playback();
if (Cockpit_mode_save!=-1)
{
Cockpit_mode=Cockpit_mode_save;
Cockpit_mode_save=-1;
}
if (Function_mode != FMODE_EDITOR)
gr_palette_fade_out(gr_palette,32,0); // Fade out before going to menu
//@@ if ( (!demo_playing) && (!multi_game) && (Function_mode != FMODE_EDITOR)) {
//@@ scores_maybe_add_player(Game_aborted);
//@@ }
#ifdef __MSDOS__
//_MARK_("end of game");
#endif
clear_warn_func(game_show_warning); //don't use this func anymore
game_disable_cheats();
#ifdef APPLE_DEMO
Function_mode = FMODE_EXIT; // get out of game in Apple OEM version
#endif
}
//called at the end of the program
void close_game()
{
if (VR_offscreen_buffer) {
gr_free_canvas(VR_offscreen_buffer);
VR_offscreen_buffer = NULL;
}
close_gauge_canvases();
restore_effect_bitmap_icons();
if (background_bitmap.bm_data)
d_free(background_bitmap.bm_data);
clear_warn_func(game_show_warning); //don't use this func anymore
}
grs_canvas * get_current_game_screen()
{
return &VR_screen_pages[VR_current_page];
}
extern void kconfig_center_headset();
#ifndef NDEBUG
void speedtest_frame(void);
int Debug_slowdown=0;
#endif
#ifdef EDITOR
extern void player_follow_path(object *objp);
extern void check_create_player_path(void);
#endif
extern int Do_appearance_effect;
object *Missile_viewer=NULL;
int Missile_view_enabled = 1;
int Marker_viewer_num[2]={-1,-1};
int Coop_view_player[2]={-1,-1};
int Cockpit_3d_view[2]={CV_NONE,CV_NONE};
//returns ptr to escort robot, or NULL
object *find_escort()
{
int i;
for (i=0; i<=Highest_object_index; i++)
if (Objects[i].type == OBJ_ROBOT)
if (Robot_info[Objects[i].id].companion)
return &Objects[i];
return NULL;
}
extern void process_super_mines_frame(void);
extern void do_seismic_stuff(void);
#ifndef RELEASE
int Saving_movie_frames=0;
int __Movie_frame_num=0;
#define MAX_MOVIE_BUFFER_FRAMES 250
#define MOVIE_FRAME_SIZE (320 * 200)
ubyte *Movie_frame_buffer;
int Movie_frame_counter;
ubyte Movie_pal[768];
char movie_path[50] = ".\\";
grs_bitmap Movie_bm;
void flush_movie_buffer()
{
char savename[128];
int f;
stop_time();
mprintf((0,"Flushing movie buffer..."));
Movie_bm.bm_data = Movie_frame_buffer;
for (f=0;f<Movie_frame_counter;f++) {
sprintf(savename, "%sfrm%04d.pcx",movie_path,__Movie_frame_num);
__Movie_frame_num++;
pcx_write_bitmap(savename,&Movie_bm,Movie_pal);
Movie_bm.bm_data += MOVIE_FRAME_SIZE;
if (f % 5 == 0)
mprintf((0,"%3d/%3d\10\10\10\10\10\10\10",f,Movie_frame_counter));
}
Movie_frame_counter=0;
mprintf((0,"done \n"));
start_time();
}
void toggle_movie_saving()
{
int exit;
Saving_movie_frames = !Saving_movie_frames;
if (Saving_movie_frames) {
newmenu_item m[1];
m[0].type=NM_TYPE_INPUT; m[0].text_len = 50; m[0].text = movie_path;
exit = newmenu_do( NULL, "Directory for movie frames?" , 1, &(m[0]), NULL );
if (exit==-1) {
Saving_movie_frames = 0;
return;
}
while (isspace(movie_path[strlen(movie_path)-1]))
movie_path[strlen(movie_path)-1] = 0;
if (movie_path[strlen(movie_path)-1]!='\\' && movie_path[strlen(movie_path)-1]!=':')
strcat(movie_path,"\\");
if (!Movie_frame_buffer) {
Movie_frame_buffer = d_malloc(MAX_MOVIE_BUFFER_FRAMES * MOVIE_FRAME_SIZE);
if (!Movie_frame_buffer) {
Int3();
Saving_movie_frames=0;
}
Movie_frame_counter=0;
Movie_bm.bm_x = Movie_bm.bm_y = 0;
Movie_bm.bm_w = 320;
Movie_bm.bm_h = 200;
Movie_bm.bm_type = BM_LINEAR;
Movie_bm.bm_flags = 0;
Movie_bm.bm_rowsize = 320;
Movie_bm.bm_handle = 0;
gr_palette_read(Movie_pal); //get actual palette from the hardware
if (Newdemo_state == ND_STATE_PLAYBACK)
Newdemo_do_interpolate = 0;
}
}
else {
flush_movie_buffer();
if (Newdemo_state == ND_STATE_PLAYBACK)
Newdemo_do_interpolate = 1;
}
}
void save_movie_frame()
{
memcpy(Movie_frame_buffer+Movie_frame_counter*MOVIE_FRAME_SIZE,grd_curscreen->sc_canvas.cv_bitmap.bm_data,MOVIE_FRAME_SIZE);
Movie_frame_counter++;
if (Movie_frame_counter == MAX_MOVIE_BUFFER_FRAMES)
flush_movie_buffer();
}
#endif
extern int Level_shake_duration;
//if water or fire level, make occasional sound
void do_ambient_sounds()
{
int has_water,has_lava;
int sound;
has_lava = (Segment2s[ConsoleObject->segnum].s2_flags & S2F_AMBIENT_LAVA);
has_water = (Segment2s[ConsoleObject->segnum].s2_flags & S2F_AMBIENT_WATER);
if (has_lava) { //has lava
sound = SOUND_AMBIENT_LAVA;
if (has_water && (d_rand() & 1)) //both, pick one
sound = SOUND_AMBIENT_WATER;
}
else if (has_water) //just water
sound = SOUND_AMBIENT_WATER;
else
return;
if (((d_rand() << 3) < FrameTime)) { //play the sound
fix volume = d_rand() + f1_0/2;
digi_play_sample(sound,volume);
}
}
// -- extern void lightning_frame(void);
void game_render_frame();
extern void omega_charge_frame(void);
extern time_t t_current_time, t_saved_time;
void flicker_lights();
void GameLoop(int RenderFlag, int ReadControlsFlag )
{
#ifndef NDEBUG
// Used to slow down frame rate for testing things.
// RenderFlag = 1; // DEBUG
if (Debug_slowdown) {
int h, i, j=0;
for (h=0; h<Debug_slowdown; h++)
for (i=0; i<1000; i++)
j += i;
}
#endif
#ifndef RELEASE
if (invulnerability)
Players[Player_num].flags |= PLAYER_FLAGS_INVULNERABLE;
#endif
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();
// -- lightning_frame();
// -- recharge_energy_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
if (RenderFlag) {
if (force_cockpit_redraw) { //screen need redrawing?
init_cockpit();
force_cockpit_redraw=0;
}
game_render_frame();
// show_extra_views(); //missile view, buddy bot, etc.
gr_update();
#ifndef RELEASE
if (Saving_movie_frames)
save_movie_frame();
#endif
}
//mprintf(0,"Velocity %2.2f\n", f2fl(vm_vec_mag(&ConsoleObject->phys_info.velocity)));
calc_frame_time();
dead_player_frame();
if (Newdemo_state != ND_STATE_PLAYBACK)
do_controlcen_dead_frame();
process_super_mines_frame();
do_seismic_stuff();
do_ambient_sounds();
#ifndef NDEBUG
if (Speedtest_on)
speedtest_frame();
#endif
if (ReadControlsFlag)
ReadControls();
else
memset(&Controls, 0, sizeof(Controls));
GameTime += FrameTime;
if (f2i(GameTime)/10 != f2i(GameTime-FrameTime)/10)
mprintf((0,"Gametime = %d secs\n",f2i(GameTime)));
if (GameTime < 0 || GameTime > i2f(0x7fff - 600)) {
GameTime = FrameTime; //wrap when goes negative, or gets within 10 minutes
mprintf((0,"GameTime reset to 0\n"));
}
#ifndef NDEBUG
if (checktime)
if (GameTime >= i2f(600)) //wrap after 10 minutes
GameTime = FrameTime;
#endif
#ifdef NETWORK
if ((Game_mode & GM_MULTI) && Netgame.PlayTimeAllowed)
ThisLevelTime +=FrameTime;
#endif
digi_sync_sounds();
if (Endlevel_sequence) {
do_endlevel_frame();
powerup_grab_cheat_all();
do_special_effects();
return; //skip everything else
}
if (Newdemo_state != ND_STATE_PLAYBACK)
do_exploding_wall_frame();
if ((Newdemo_state != ND_STATE_PLAYBACK) || (Newdemo_vcr_state != ND_STATE_PAUSED)) {
do_special_effects();
wall_frame_process();
triggers_frame_process();
}
if (Control_center_destroyed) {
if (Newdemo_state==ND_STATE_RECORDING )
newdemo_record_control_center_destroyed();
}
flash_frame();
if ( Newdemo_state == ND_STATE_PLAYBACK ) {
newdemo_playback_one_frame();
if ( Newdemo_state != ND_STATE_PLAYBACK ) {
longjmp( LeaveGame, 0 ); // Go back to menu
}
} else
{ // Note the link to above!
Players[Player_num].homing_object_dist = -1; // Assume not being tracked. Laser_do_weapon_sequence modifies this.
object_move_all();
powerup_grab_cheat_all();
if (Endlevel_sequence) //might have been started during move
return;
fuelcen_update_all();
do_ai_frame_all();
if (allowed_to_fire_laser())
FireLaser(); // Fire Laser!
if (Auto_fire_fusion_cannon_time) {
if (Primary_weapon != FUSION_INDEX)
Auto_fire_fusion_cannon_time = 0;
else if (GameTime + FrameTime/2 >= Auto_fire_fusion_cannon_time) {
Auto_fire_fusion_cannon_time = 0;
Global_laser_firing_count = 1;
} else {
vms_vector rand_vec;
fix bump_amount;
Global_laser_firing_count = 0;
ConsoleObject->mtype.phys_info.rotvel.x += (d_rand() - 16384)/8;
ConsoleObject->mtype.phys_info.rotvel.z += (d_rand() - 16384)/8;
make_random_vector(&rand_vec);
bump_amount = F1_0*4;
if (Fusion_charge > F1_0*2)
bump_amount = Fusion_charge*4;
bump_one_object(ConsoleObject, &rand_vec, bump_amount);
}
}
if (Global_laser_firing_count) {
// Don't cap here, gets capped in Laser_create_new and is based on whether in multiplayer mode, MK, 3/27/95
// if (Fusion_charge > F1_0*2)
// Fusion_charge = F1_0*2;
Global_laser_firing_count -= do_laser_firing_player(); //do_laser_firing(Players[Player_num].objnum, Primary_weapon);
}
if (Global_laser_firing_count < 0)
Global_laser_firing_count = 0;
}
if (Do_appearance_effect) {
create_player_appearance_effect(ConsoleObject);
Do_appearance_effect = 0;
#ifdef NETWORK
if ((Game_mode & GM_MULTI) && Netgame.invul)
{
Players[Player_num].flags |= PLAYER_FLAGS_INVULNERABLE;
Players[Player_num].invulnerable_time = GameTime-i2f(27);
FakingInvul=1;
}
#endif
}
omega_charge_frame();
slide_textures();
flicker_lights();
//!!hoard_light_pulse(); //do cool hoard light pulsing
}
//!!extern int Goal_blue_segnum,Goal_red_segnum;
//!!extern int Hoard_goal_eclip;
//!!
//!!//do cool pulsing lights in hoard goals
//!!hoard_light_pulse()
//!!{
//!! if (Game_mode & GM_HOARD) {
//!! fix light;
//!! int frame;
//!!
//!! frame = Effects[Hoard_goal_eclip].frame_count;
//!!
//!! frame++;
//!!
//!! if (frame >= Effects[Hoard_goal_eclip].vc.num_frames)
//!! frame = 0;
//!!
//!! light = abs(frame - 5) * f1_0 / 5;
//!!
//!! Segment2s[Goal_red_segnum].static_light = Segment2s[Goal_blue_segnum].static_light = light;
//!! }
//!!}
ubyte Slide_segs[MAX_SEGMENTS];
int Slide_segs_computed;
void compute_slide_segs(void)
{
int segnum, sidenum;
for (segnum=0;segnum<=Highest_segment_index;segnum++) {
Slide_segs[segnum] = 0;
for (sidenum=0;sidenum<6;sidenum++) {
int tmn = Segments[segnum].sides[sidenum].tmap_num;
if (TmapInfo[tmn].slide_u != 0 || TmapInfo[tmn].slide_v != 0)
Slide_segs[segnum] |= 1 << sidenum;
}
}
Slide_segs_computed = 1;
}
// -----------------------------------------------------------------------------
void slide_textures(void)
{
int segnum,sidenum,i;
if (!Slide_segs_computed)
compute_slide_segs();
for (segnum=0;segnum<=Highest_segment_index;segnum++) {
if (Slide_segs[segnum]) {
for (sidenum=0;sidenum<6;sidenum++) {
if (Slide_segs[segnum] & (1 << sidenum)) {
int tmn = Segments[segnum].sides[sidenum].tmap_num;
if (TmapInfo[tmn].slide_u != 0 || TmapInfo[tmn].slide_v != 0) {
for (i=0;i<4;i++) {
Segments[segnum].sides[sidenum].uvls[i].u += fixmul(FrameTime,TmapInfo[tmn].slide_u<<8);
Segments[segnum].sides[sidenum].uvls[i].v += fixmul(FrameTime,TmapInfo[tmn].slide_v<<8);
if (Segments[segnum].sides[sidenum].uvls[i].u > f2_0) {
int j;
for (j=0;j<4;j++)
Segments[segnum].sides[sidenum].uvls[j].u -= f1_0;
}
if (Segments[segnum].sides[sidenum].uvls[i].v > f2_0) {
int j;
for (j=0;j<4;j++)
Segments[segnum].sides[sidenum].uvls[j].v -= f1_0;
}
if (Segments[segnum].sides[sidenum].uvls[i].u < -f2_0) {
int j;
for (j=0;j<4;j++)
Segments[segnum].sides[sidenum].uvls[j].u += f1_0;
}
if (Segments[segnum].sides[sidenum].uvls[i].v < -f2_0) {
int j;
for (j=0;j<4;j++)
Segments[segnum].sides[sidenum].uvls[j].v += f1_0;
}
}
}
}
}
}
}
}
flickering_light Flickering_lights[MAX_FLICKERING_LIGHTS];
int Num_flickering_lights=0;
void flicker_lights()
{
int l;
flickering_light *f;
f = Flickering_lights;
for (l=0;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;
mprintf((0,"add_flicker: %d:%d %x %x\n",segnum,sidenum,delay,mask));
//see if there's already an entry for this seg/side
f = Flickering_lights;
for (l=0;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) {
mprintf((0, "Unable to form path of length %i for myself\n", 100));
return 0;
}
player_hide_index = Point_segs_free_ptr - Point_segs;
Point_segs_free_ptr += player_path_length;
if (Point_segs_free_ptr - Point_segs + MAX_PATH_LENGTH*2 > MAX_POINT_SEGS) {
mprintf((1, "Can't create path. Not enough point_segs.\n"));
ai_reset_all_paths();
return 0;
}
for (i=1; i<player_path_length; i++) {
int segnum, objnum;
vms_vector seg_center;
object *obj;
segnum = Point_segs[player_hide_index+i].segnum;
mprintf((0, "%3i ", 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;
}
mprintf((0, "\n"));
return 1;
}
// Return true if it happened, else return false.
int create_special_path(void)
{
int i,j;
// ---------- Find exit doors ----------
for (i=0; i<=Highest_segment_index; i++)
for (j=0; j<MAX_SIDES_PER_SEGMENT; j++)
if (Segments[i].children[j] == -2) {
mprintf((0, "Exit at segment %i\n", i));
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;
mprintf((0, "Highest_object_index = %3i, MAX_OBJECTS = %3i, now used = ", Highest_object_index, MAX_OBJECTS));
for (i=0; i<=Highest_object_index; i++)
if (Objects[i].type != OBJ_NONE)
count++;
mprintf((0, "%3i", count));
if (count > Max_obj_count_mike) {
Max_obj_count_mike = count;
mprintf((0, " ***"));
}
mprintf((0, "\n"));
}
}
#endif
/*
* reads a flickering_light structure from a CFILE
*/
void flickering_light_read(flickering_light *fl, CFILE *fp)
{
fl->segnum = cfile_read_short(fp);
fl->sidenum = cfile_read_short(fp);
fl->mask = cfile_read_int(fp);
fl->timer = cfile_read_fix(fp);
fl->delay = cfile_read_fix(fp);
}
void flickering_light_write(flickering_light *fl, PHYSFS_file *fp)
{
PHYSFS_writeSLE16(fp, fl->segnum);
PHYSFS_writeSLE16(fp, fl->sidenum);
PHYSFS_writeULE32(fp, fl->mask);
PHYSFSX_writeFix(fp, fl->timer);
PHYSFSX_writeFix(fp, fl->delay);
}