/* 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. */ /* * $Source: f:/miner/source/main/rcs/tempgame.c $ * $Revision: 2.0 $ * $Author: john $ * $Date: 1995/02/27 11:28:06 $ * * Game loop for Inferno * * $Log: tempgame.c $ * Revision 2.0 1995/02/27 11:28:06 john * New version 2.0, which has no anonymous unions, builds with * Watcom 10.0, and doesn't require parsing BITMAPS.TBL. * * Revision 1.747 1995/02/06 12:24:45 allender * force Endlevel_sequence in game() to fix rare bug * * Revision 1.745 1995/02/02 15:57:52 john * Added turbo mode cheat. * * Revision 1.744 1995/02/02 14:43:39 john * Uppped frametime limit to 150 Hz. * * Revision 1.743 1995/02/02 13:37:16 mike * move T-?? message down in certain modes. * * Revision 1.742 1995/02/02 01:26:59 john * Took out no key repeating. * * Revision 1.741 1995/01/29 21:36:44 mike * make fusion cannon not make pitching slow. * * Revision 1.740 1995/01/28 15:57:57 john * Made joystick calibration be only when wrong detected in * menu or joystick axis changed. * * Revision 1.739 1995/01/28 15:21:03 yuan * Added X-tra life cheat. * * Revision 1.738 1995/01/27 14:08:31 rob * Fixed a bug. * * Revision 1.737 1995/01/27 14:04:59 rob * Its not my fault, Mark told me to do it! * * Revision 1.736 1995/01/27 13:12:18 rob * Added charging noises to play across net. * * Revision 1.735 1995/01/27 11:48:28 allender * check for newdemo_state to be paused and stop recording. We might be * in between levels * * Revision 1.734 1995/01/26 22:11:41 mike * Purple chromo-blaster (ie, fusion cannon) spruce up (chromification) * * Revision 1.733 1995/01/26 17:03:04 mike * make fusion cannon have more chrome, make fusion, mega rock you! * * Revision 1.732 1995/01/25 14:37:25 john * Made joystick only prompt for calibration once... * * Revision 1.731 1995/01/24 15:49:14 john * Made typeing in long net messages wrap on * small screen sizes. * * Revision 1.730 1995/01/24 15:23:42 mike * network message tweaking. * * Revision 1.729 1995/01/24 12:00:47 john * Fixed bug with defing macro passing keys to controls. * * Revision 1.728 1995/01/24 11:53:35 john * Added better macro defining code. * * Revision 1.727 1995/01/23 22:17:15 john * Fixed bug with not clearing key buffer when leaving f8. * * Revision 1.726 1995/01/23 22:07:09 john * Added flush to game inputs during F8. * */ #pragma off (unreferenced) static char rcsid[] = "$Id: tempgame.c 2.0 1995/02/27 11:28:06 john Exp $"; #pragma on (unreferenced) #include #include #include #include #include #include #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 "effect2d.h" #include "menu.h" #include "gameseg.h" #include "wall.h" #include "ai.h" #include "hostage.h" #include "fuelcen.h" #include "switch.h" #include "digi.h" #include "gamesave.h" #include "scores.h" #include "ibitblt.h" #include "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 "newmenu.h" #include "network.h" #include "gamefont.h" #include "endlevel.h" #include "joydefs.h" #include "kconfig.h" #include "mouse.h" #include "coindev.h" #include "multi.h" #include "desc_id.h" #include "cntrlcen.h" #include "pcx.h" #include "dpmi.h" #include "state.h" #include "piggy.h" #include "multibot.h" //#define TEST_TIMER 1 //if this is set, do checking on timer #define FINAL_CHEATS 1 #ifdef ARCADE #include "arcade.h" #else #define Arcade_mode 0 #endif #define VICTOR 1 #ifdef VICTOR #include "victor.h" #endif #define VFX 1 #ifdef VFX #include "vfx.h" #endif #ifdef EDITOR #include "editor\editor.h" #endif //#define _MARK_ON 1 //#include //should come after inferno.h to get mark setting//disabled by KRB #ifndef NDEBUG int Mark_count = 0; // number of debugging marks set int Speedtest_on = 0; 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; #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 ubyte * Game_cockpit_copy_code = NULL; //these are instances of canvases, pointed to by variables below grs_canvas _canv_3d; //the 3d window, on screen grs_canvas _canv_3d_offscrn; //the 3d window, off screen //these are pointers to our canvases grs_canvas *Canv_game=NULL; //what you acutally see on screen grs_canvas *Canv_game_offscrn=NULL; //off-screen buffer the size of the screen grs_canvas *Canv_3d=&_canv_3d; //the 3d window, on screen grs_canvas *Canv_3d_offscrn=NULL; //the 3d window, off screen #ifdef VFX grs_canvas *Canv_vfx[2][2]; // Eye, buffer #endif #ifdef VICTOR grs_canvas *Canv_victor[2] = { NULL, NULL }; // Eye pages grs_canvas Canv_victor_3d[2] ; // Eye pages ubyte Victor_eye_switch=0; #endif int Debug_pause=0; //John's debugging pause system int Cockpit_mode=CM_FULL_COCKPIT; //set game.h for values int old_cockpit_mode=-1; int force_cockpit_redraw=0; int framerate_on=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 #endif int Game_suspended=0; //if non-zero, nothing moves but player #ifdef VFX int Game_vfx_flag = 0; #endif #ifdef VICTOR int Game_victor_flag = 0; #endif fix RealFrameTime; fix Auto_fire_fusion_cannon_time = 0; fix Fusion_charge = 0; fix Fusion_next_sound_time = 0; int Debug_spew = 1; int Game_turbo_mode = 0; int Game_mode = GM_GAME_OVER; int Global_laser_firing_count = 0; int Global_missile_firing_count = 0; grs_bitmap background_bitmap; int Game_aborted; #define BACKGROUND_NAME "statback.pcx" // ============================================================================================== #ifndef NDEBUG void speedtest_init(void) { Speedtest_start_time = timer_get_fixed_seconds(); Speedtest_on = 1; Speedtest_segnum = 0; Speedtest_sidenum = 0; Speedtest_frame_start = FrameCount; mprintf((0, "Starting speedtest. Will be %i frames. Each . = 10 frames.\n", Highest_segment_index+1)); } void speedtest_frame(void) { vms_vector view_dir, center_point; Speedtest_sidenum=Speedtest_segnum % MAX_SIDES_PER_SEGMENT; compute_segment_center(&Viewer->pos, &Segments[Speedtest_segnum]); Viewer->pos.x += 0x10; Viewer->pos.y -= 0x10; Viewer->pos.z += 0x17; obj_relink(Viewer-Objects, Speedtest_segnum); compute_center_point_on_side(¢er_point, &Segments[Speedtest_segnum], Speedtest_sidenum); vm_vec_normalized_dir_quick(&view_dir, ¢er_point, &Viewer->pos); vm_vector_2_matrix(&Viewer->orient, &view_dir, NULL, NULL); if (((FrameCount - Speedtest_frame_start) % 10) == 0) mprintf((0, ".")); Speedtest_segnum++; if (Speedtest_segnum > Highest_segment_index) { mprintf((0, "\nSpeedtest done: %i frames, %7.3f seconds, %7.3f frames/second.\n", FrameCount-Speedtest_frame_start, f2fl(timer_get_fixed_seconds() - Speedtest_start_time), (float) (FrameCount-Speedtest_frame_start) / f2fl(timer_get_fixed_seconds() - Speedtest_start_time))); Speedtest_count--; if (Speedtest_count == 0) Speedtest_on = 0; else speedtest_init(); } } #endif //this is called once per game void init_game() { ubyte pal[256*3]; int pcx_error; atexit(close_game); //for cleanup #ifdef VFX if ( FindArg( "-vfx" ) ) Game_vfx_flag = 1; #endif #ifdef VICTOR if ( FindArg( "-cybermaxx" ) ) Game_victor_flag = 1; #endif init_objects(); hostage_init(); init_special_effects(); init_ai_system(); init_gauge_canvases(); init_exploding_walls(); background_bitmap.bm_data=NULL; 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; //gr_palette_step_up( PaletteRedAdd, PaletteGreenAdd, PaletteBlueAdd ); } 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 #define LETTERBOX_HEIGHT 140 int Game_window_w,Game_window_h,max_window_h; #ifdef VFX int special_halfsize_window=0; #endif int last_drawn_cockpit = -1; extern int Rear_view; // This actually renders the new cockpit onto the screen. void update_cockpits(int force_redraw) { int x, y, w, h; if (Cockpit_mode != last_drawn_cockpit || force_redraw ) last_drawn_cockpit = Cockpit_mode; else return; //Redraw the on-screen cockpit bitmaps if (Screen_mode != SCREEN_GAME ) return; switch( Cockpit_mode ) { case CM_FULL_COCKPIT: case CM_REAR_VIEW: gr_set_current_canvas(Canv_game); PIGGY_PAGE_IN(cockpit_bitmap[Cockpit_mode]); gr_ubitmapm(0,0, cockpit_bitmap[Cockpit_mode]); break; case CM_FULL_SCREEN: break; case CM_STATUS_BAR: gr_set_current_canvas(Canv_game); PIGGY_PAGE_IN(cockpit_bitmap[Cockpit_mode]); gr_ubitmapm(0,max_window_h,cockpit_bitmap[Cockpit_mode]); w = Game_window_w; h = Game_window_h; x = (Canv_game->cv_bitmap.bm_w - w)/2; y = (max_window_h - h)/2; fill_background(x,y,w,h,x,y); break; case CM_LETTERBOX: gr_set_current_canvas(Canv_game); gr_clear_canvas( BM_XRGB(0,0,0) ); break; } gr_set_current_canvas(Canv_game); if (Cockpit_mode==CM_FULL_COCKPIT || Cockpit_mode==CM_STATUS_BAR) init_gauges(); } //initialize the various canvases on the game screen //called every time the screen mode or cockpit changes void init_game_screen() { int minx, maxx, miny, maxy; grs_bitmap *bmp; //Initialize the on-screen canvases Canv_game->cv_font = GAME_FONT; switch( Screen_mode ) { case SCREEN_GAME: if (Game_cockpit_copy_code) free(Game_cockpit_copy_code); Game_cockpit_copy_code = NULL; if (Cockpit_mode==CM_FULL_COCKPIT || Cockpit_mode==CM_REAR_VIEW) { grs_bitmap *bm = cockpit_bitmap[Cockpit_mode]; PIGGY_PAGE_IN(bm); //calculate copy code for current cockpit gr_set_current_canvas(Canv_game_offscrn); gr_bitmap( 0, 0, bm ); bm = &Canv_game_offscrn->cv_bitmap; bm->bm_flags = BM_FLAG_TRANSPARENT; gr_ibitblt_find_hole_size ( bm, &minx, &miny, &maxx, &maxy ); Game_cockpit_copy_code = gr_ibitblt_create_mask( bm, minx, miny, maxx-minx+1, maxy-miny+1, Canv_game_offscrn->cv_bitmap.bm_rowsize ); bm->bm_flags = 0; // Clear all flags for offscreen canvas gr_init_sub_canvas(&_canv_3d_offscrn, Canv_game_offscrn, minx, miny, maxx-minx+1, maxy-miny+1 ); } else if (Cockpit_mode == CM_FULL_SCREEN) { minx = miny = 0; maxx = Canv_game->cv_w-1; maxy = Canv_game->cv_h-1; #ifdef VFX if (special_halfsize_window) { maxx /= 2; maxy /= 2; } #endif gr_init_sub_canvas(&_canv_3d_offscrn, Canv_game_offscrn, minx, miny, maxx-minx+1, maxy-miny+1 ); Game_window_w = maxx-minx+1; Game_window_h = maxy-miny+1; } else if (Cockpit_mode == CM_STATUS_BAR) { int x,y,w,h; if (Game_window_h > max_window_h) { Game_window_h = max_window_h; Game_window_w = Canv_game->cv_w; } w = Game_window_w; h = Game_window_h; x = (Canv_game->cv_bitmap.bm_w - w)/2; y = (max_window_h - h)/2; gr_init_sub_canvas(&_canv_3d_offscrn, Canv_game_offscrn, x, y, w, h ); } else if (Cockpit_mode == CM_LETTERBOX) { int x,y,w,h; x = 0; w = Canv_game->cv_bitmap.bm_w; h = LETTERBOX_HEIGHT; y = (Canv_game->cv_bitmap.bm_h-h)/2; gr_init_sub_canvas(&_canv_3d_offscrn, Canv_game_offscrn, x, y, w, h ); } bmp = &_canv_3d_offscrn.cv_bitmap; gr_init_sub_canvas( &_canv_3d, Canv_game, bmp->bm_x, bmp->bm_y, bmp->bm_w, bmp->bm_h ); Canv_3d = &_canv_3d; Canv_3d_offscrn = &_canv_3d_offscrn; //@@if (Cockpit_mode==CM_FULL_SCREEN || Cockpit_mode==CM_STATUS_BAR) //@@ init_reticle(); gr_set_current_canvas(Canv_game); break; #ifdef VFX case SCREEN_VFX: { #ifdef ARCADE int i; // Use different lighting with VFX i = FindArg( "-vfxlight" ); if ( i ) { fix beam = fl2f(atof(Args[i+1])); if (beam < 0) Lighting_on = 0; else Beam_brightness = beam; } else #endif //NOTE LINK TO ABOVE!! Beam_brightness=0x38000; Cockpit_mode = CM_FULL_SCREEN; if ( Game_vfx_flag == 1 ) { minx = 0; miny = 0; maxx = 159; maxy = 119; } else { minx = 0; miny = 0; maxx = 159; maxy = 239; } gr_init_sub_canvas(&_canv_3d_offscrn, Canv_game_offscrn, minx, miny, maxx-minx+1, maxy-miny+1 ); Game_cockpit_copy_code = NULL; bmp = &_canv_3d_offscrn.cv_bitmap; gr_init_sub_canvas( &_canv_3d, Canv_game, bmp->bm_x, bmp->bm_y, bmp->bm_w, bmp->bm_h ); gr_set_current_canvas(Canv_game); Canv_3d = &_canv_3d; Canv_3d_offscrn = &_canv_3d_offscrn; break; } #endif #ifdef VICTOR case SCREEN_VICTOR: //minx = (Canv_game->cv_bitmap.bm_w - Game_window_w)/2; //miny = (max_window_h - Game_window_h)/2; //maxx = minx + Game_window_w - 1; //maxy = miny + Game_window_h - 1; minx = 0; miny = 0; maxx = 319; maxy = 199; gr_init_sub_canvas(&_canv_3d_offscrn, Canv_game_offscrn, minx, miny, maxx-minx+1, maxy-miny+1 ); Game_cockpit_copy_code = NULL; gr_set_current_canvas(Canv_game); bmp = &Canv_game->cv_bitmap; gr_init_sub_canvas( &_canv_3d, Canv_game, bmp->bm_x, bmp->bm_y, bmp->bm_w, bmp->bm_h ); Canv_3d = &_canv_3d; Canv_3d_offscrn = &_canv_3d_offscrn; if (Canv_victor[0]==NULL) Canv_victor[0] = gr_create_canvas( 320,100 ); if (Canv_victor[1]==NULL) Canv_victor[1] = gr_create_canvas( 320,100 ); gr_init_sub_canvas(&Canv_victor_3d[0], Canv_victor[0], 0, 0, maxx-minx+1, (maxy-miny+1)/2 ); gr_init_sub_canvas(&Canv_victor_3d[1], Canv_victor[1], 0, 0, maxx-minx+1, (maxy-miny+1)/2 ); Assert( Canv_victor[0] != NULL ); Assert( Canv_victor[1] != NULL ); break; #endif case SCREEN_EDITOR: Canv_3d = Canv_game; Canv_3d_offscrn = Canv_game_offscrn; break; default: Error( "Invalid screen type in game.c" ); } } //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_game_screen(); } } //force cockpit redraw next time. call this if you've trashed the screen void reset_cockpit() { force_cockpit_redraw=1; } void HUD_clear_messages(); toggle_cockpit() { int new_mode; switch (Cockpit_mode) { case CM_FULL_COCKPIT: if (Game_window_h > max_window_h) //too big for scalable new_mode = CM_FULL_SCREEN; else new_mode = CM_STATUS_BAR; break; case CM_STATUS_BAR: case CM_FULL_SCREEN: if (Rear_view) return; new_mode = CM_FULL_COCKPIT; break; case CM_REAR_VIEW: case CM_LETTERBOX: return; //do nothing break; } select_cockpit(new_mode); HUD_clear_messages(); } #define WINDOW_W_DELTA 24 //20 #define WINDOW_H_DELTA 12 //10 #define WINDOW_MIN_W 160 grow_window() { if (Cockpit_mode == CM_FULL_COCKPIT) { Game_window_h = max_window_h; Game_window_w = Canv_game->cv_w; toggle_cockpit(); grow_window(); HUD_init_message("Press F3 to return to Cockpit mode"); return; } if (Cockpit_mode != CM_STATUS_BAR) return; if (Canv_3d->cv_bitmap.bm_h == max_window_h) { //select_cockpit(CM_FULL_COCKPIT); select_cockpit(CM_FULL_SCREEN); } else { int x,y,w,h; w = Canv_3d->cv_bitmap.bm_w + WINDOW_W_DELTA; h = Canv_3d->cv_bitmap.bm_h + WINDOW_H_DELTA; if (w > Canv_game->cv_bitmap.bm_w) w = Canv_game->cv_bitmap.bm_w; if (h > max_window_h) h = max_window_h; x = (Canv_game->cv_bitmap.bm_w - w)/2; y = (max_window_h - h)/2; gr_init_sub_canvas( &_canv_3d, Canv_game, x, y, w,h ); gr_init_sub_canvas(&_canv_3d_offscrn, Canv_game_offscrn, x, y, w, h ); Game_window_w = w; Game_window_h = h; //@@init_reticle(); } HUD_clear_messages(); // @mk, 11/11/94 } grs_bitmap background_bitmap; copy_background_rect(int left,int top,int right,int bot) { grs_bitmap *bm = &background_bitmap; int x,y; int tile_left,tile_right,tile_top,tile_bot; int ofs_x,ofs_y; int dest_x,dest_y; tile_left = left / bm->bm_w; tile_right = right / bm->bm_w; tile_top = top / bm->bm_h; tile_bot = bot / bm->bm_h; ofs_y = top % bm->bm_h; dest_y = top; for (y=tile_top;y<=tile_bot;y++) { int w,h; ofs_x = left % bm->bm_w; dest_x = left; //h = (bot < dest_y+bm->bm_h)?(bot-dest_y+1):(bm->bm_h-ofs_y); h = min(bot-dest_y+1,bm->bm_h-ofs_y); for (x=tile_left;x<=tile_right;x++) { //w = (right < dest_x+bm->bm_w)?(right-dest_x+1):(bm->bm_w-ofs_x); w = min(right-dest_x+1,bm->bm_w-ofs_x); gr_bm_ubitblt(w,h,dest_x,dest_y,ofs_x,ofs_y, &background_bitmap,&grd_curcanv->cv_bitmap); ofs_x = 0; dest_x += w; } ofs_y = 0; dest_y += h; } } fill_background(int x,int y,int w,int h,int dx,int dy) { gr_set_current_canvas(Canv_game); copy_background_rect(x-dx,y-dy,x-1,y+h+dy-1); copy_background_rect(x+w,y-dy,x+w+dx-1,y+h+dy-1); copy_background_rect(x,y-dy,x+w-1,y-1); copy_background_rect(x,y+h,x+w-1,y+h+dy-1); } shrink_window() { if (Cockpit_mode == CM_FULL_COCKPIT) { Game_window_h = max_window_h; Game_window_w = Canv_game->cv_w; toggle_cockpit(); shrink_window(); shrink_window(); HUD_init_message("Press F3 to return to Cockpit mode"); return; } if (Cockpit_mode == CM_FULL_SCREEN ) { Game_window_h = max_window_h; select_cockpit(CM_STATUS_BAR); return; } if (Cockpit_mode != CM_STATUS_BAR) return; if (Canv_3d->cv_bitmap.bm_w > WINDOW_MIN_W) { int x,y,w,h,dx,dy; dx = WINDOW_W_DELTA/2; dy = WINDOW_H_DELTA/2; w = Canv_3d->cv_bitmap.bm_w - WINDOW_W_DELTA; h = Canv_3d->cv_bitmap.bm_h - WINDOW_H_DELTA; x = (Canv_game->cv_bitmap.bm_w - w)/2; y = (max_window_h - h)/2; fill_background(x,y,w,h,dx,dy); gr_init_sub_canvas( &_canv_3d, Canv_game, x, y, w,h ); gr_init_sub_canvas(&_canv_3d_offscrn, Canv_game_offscrn, x, y, w, h ); Game_window_w = w; Game_window_h = h; //@@init_reticle(); } HUD_clear_messages(); } //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) { #ifdef VFX if ( (sm==SCREEN_GAME) && (Game_vfx_flag) ) sm=SCREEN_VFX; #endif #ifdef VICTOR if ( (sm==SCREEN_GAME) && (Game_victor_flag) ) sm=SCREEN_VICTOR; #endif if (Screen_mode == sm) return Screen_mode; //already set //create our off-screen buffer if (Canv_game_offscrn == NULL ) { #ifdef VFX if ( Game_vfx_flag ) Canv_game_offscrn = gr_create_canvas(320,240); else #endif Canv_game_offscrn = gr_create_canvas(GAMESCREEN_MAX_W,GAMESCREEN_MAX_H); } Screen_mode = sm; switch( sm ) { case SCREEN_GAME: if (grd_curscreen->sc_mode != GRMODE_GAME ) if (gr_set_mode(GRMODE_GAME)) Error(TXT_CANNOT_SET_SCREEN); Canv_game = &grd_curscreen->sc_canvas; Game_window_w = Canv_game->cv_w; max_window_h = Game_window_h = Canv_game->cv_h - cockpit_bitmap[CM_STATUS_BAR]->bm_h; #ifdef EDITOR Canv_editor = NULL; #endif set_warn_func(game_show_warning); break; #ifdef VFX case SCREEN_VFX: if (grd_curscreen->sc_mode != GRMODE_VFX) if (gr_set_mode(GRMODE_VFX)) Error("Cannot set screen mode for vfx mode"); Cockpit_mode = CM_FULL_SCREEN; Canv_vfx[0][0] = gr_create_sub_canvas(grd_curcanv,0,0,320,240); Canv_vfx[0][0]->cv_bitmap.bm_rowsize *= 2; Canv_vfx[0][1] = gr_create_sub_canvas(grd_curcanv,0,1,320,240); Canv_vfx[0][1]->cv_bitmap.bm_rowsize *= 2; Canv_vfx[1][0] = gr_create_sub_canvas(grd_curcanv,320,0,320,240); Canv_vfx[1][0]->cv_bitmap.bm_rowsize *= 2; Canv_vfx[1][1] = gr_create_sub_canvas(grd_curcanv,320,1,320,240); Canv_vfx[1][1]->cv_bitmap.bm_rowsize *= 2; vfx_init_graphics(); Canv_game = &grd_curscreen->sc_canvas; Canv_game->cv_bitmap.bm_rowsize *= 2; #ifdef EDITOR Canv_editor = NULL; #endif set_warn_func(game_show_warning); break; #endif #ifdef VICTOR case SCREEN_VICTOR: if (grd_curscreen->sc_mode != GRMODE_VICTOR) if (gr_set_mode(GRMODE_VICTOR)) Error("Cannot set screen mode for victor mode"); Cockpit_mode = CM_FULL_SCREEN; //victor_init_graphics(); { char *vswitch = getenv( "CYBERMAXX" ); if ( vswitch ) { char *p = strstr( vswitch, "/E:R" ); if ( p ) { Victor_eye_switch = 1; } else Victor_eye_switch = 0; } else { Victor_eye_switch = 0; } } Canv_game = &grd_curscreen->sc_canvas; #ifdef EDITOR Canv_editor = NULL; #endif set_warn_func(game_show_warning); break; #endif #ifdef EDITOR case SCREEN_EDITOR: { int gr_error; if (grd_curscreen->sc_mode != GRMODE_EDITOR) if ((gr_error=gr_set_mode(GRMODE_EDITOR))!=0) { //force into game scrren Warning("Cannot init editor screen (error=%d)",gr_error); return set_screen_mode(SCREEN_GAME); } gr_palette_load( gr_palette ); Canv_editor = &grd_curscreen->sc_canvas; init_editor_screen(); //setup other editor stuff } break; #endif default: Error("Invalid screen mode %d",sm); } init_game_screen(); //reinitialize canvases for new screen return Screen_mode; } #ifndef RELEASE fix frame_time_list[8] = {0,0,0,0,0,0,0,0}; fix frame_time_total=0; int frame_time_cntr=0; show_framerate() { float rate; frame_time_total += RealFrameTime - frame_time_list[frame_time_cntr]; frame_time_list[frame_time_cntr] = RealFrameTime; frame_time_cntr = (frame_time_cntr+1)%8; rate = f2fl(fixdiv(f1_0*8,frame_time_total)); gr_set_curfont( GAME_FONT ); gr_set_fontcolor(gr_getcolor(0,31,0),-1 ); gr_printf(grd_curcanv->cv_w-50,grd_curcanv->cv_h-20,"FPS: %2.2f ",rate); } #endif static 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 } void game_flush_inputs() { int dx,dy; key_flush(); joy_flush(); mouse_flush(); mouse_get_delta( &dx, &dy ); // Read mouse memset(&Controls,0,sizeof(control_info)); } void reset_time() { last_timer_value = timer_get_fixed_seconds(); } 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; #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_0/16) Min_trackable_dot = 3*(F1_0 - MIN_TRACKABLE_DOT)/4 + MIN_TRACKABLE_DOT; else if (FrameTime < F1_0/4) Min_trackable_dot = fixmul(F1_0 - MIN_TRACKABLE_DOT, F1_0-4*FrameTime) + MIN_TRACKABLE_DOT; else Min_trackable_dot = MIN_TRACKABLE_DOT; } //--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) ); } fix Show_view_text_timer = -1; #ifndef NDEBUG draw_window_label() { if ( Show_view_text_timer > 0 ) { char *viewer_name,*control_name; Show_view_text_timer -= FrameTime; gr_set_curfont( GAME_FONT ); 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_fontcolor( gr_getcolor(31, 0, 0), -1 ); gr_printf( 0x8000, 45, "%s View - %s",viewer_name,control_name ); } } #endif #ifdef VFX int vfx_page=0; extern void gr_bm_ubitblt02_2x(short w, short h, short dx, short dy, short sx, short sy, grs_bitmap * src, grs_bitmap * dest); extern void gr_bm_ubitblt00_2x(short w, short h, short dx, short dy, short sx, short sy, grs_bitmap * src, grs_bitmap * dest); fix eye_offset = F1_0/2; //render a frame for the game in stereo game_render_frame_stereo_vfx() { int i,w,h,y; fix save_aspect; if (grd_curscreen->sc_mode != GRMODE_VFX ) { gr_set_mode( GRMODE_VFX ); vfx_init_graphics(); } save_aspect = grd_curscreen->sc_aspect; if ( Game_vfx_flag == 2 ) grd_curscreen->sc_aspect /= 2; //Muck with aspect ratio vfx_page ^= 1; for ( i=0; i<2; i++ ) { // if ( keyd_pressed[KEY_F11]) eye_offset -= F1_0/100; // if ( keyd_pressed[KEY_F12]) eye_offset += F1_0/100; // if ( keyd_pressed[KEY_F11] || keyd_pressed[KEY_F12] ) { // mprintf( 0, "Eye offset is %.8f\n", f2fl(eye_offset) ); // } gr_set_current_canvas(Canv_3d_offscrn); if (i==0) render_frame(-eye_offset); // Left eye else render_frame(eye_offset); // Right eye #ifdef ARCADE arcade_frame_info(); #endif Canv_3d = Canv_vfx[i][vfx_page]; w = Canv_3d_offscrn->cv_bitmap.bm_w; h = Canv_3d_offscrn->cv_bitmap.bm_h; if ( Game_vfx_flag == 1 ) { for (y=0; ycv_bitmap, &Canv_3d->cv_bitmap); gr_bm_ubitblt02_2x( w*2, 1, 0, y*2+1, 0, y, &Canv_3d_offscrn->cv_bitmap, &Canv_3d->cv_bitmap); } } else { for (y=0; ycv_bitmap, &Canv_3d->cv_bitmap); } //gr_bm_ubitblt( w, h, 0, 0, 0, 0, &Canv_3d_offscrn->cv_bitmap, &Canv_3d->cv_bitmap); } } vfx_set_page(vfx_page); // 0 or 1 grd_curscreen->sc_aspect = save_aspect; //restore aspect } #endif #ifdef VICTOR //render a frame for the game in stereo game_render_frame_stereo_victor() { int i,w,h,y; fix save_aspect; save_aspect = grd_curscreen->sc_aspect; grd_curscreen->sc_aspect *= 2; //Muck with aspect ratio for ( i=0; i<2; i++ ) { gr_set_current_canvas(&Canv_victor_3d[i]); if (i==0) render_frame(-F1_0); // Left eye else render_frame(F1_0); // Right eye } //Canv_3d = &grd_curscreen->sc_canvas; w = Canv_3d->cv_bitmap.bm_w; h = Canv_3d->cv_bitmap.bm_h; if (!Victor_eye_switch) { for (y=0; ycv_bitmap); gr_bm_ubitblt( w, 1, 0, y*2+1, 0, y, &Canv_victor_3d[0].cv_bitmap, &Canv_3d->cv_bitmap); } } else { // switch l/r eyes for (y=0; ycv_bitmap); gr_bm_ubitblt( w, 1, 0, y*2+1, 0, y, &Canv_victor_3d[1].cv_bitmap, &Canv_3d->cv_bitmap); } } grd_curscreen->sc_aspect=save_aspect; } #endif extern fix Cruise_speed; // Returns the length of the first 'n' characters of a string. int string_width( char * s, int n ) { int w,h,aw; char p; p = s[n]; s[n] = 0; gr_get_string_size( s, &w, &h, &aw ); s[n] = p; return w; } // Draw string 's' centered on a canvas... if wider than // canvas, then wrap it. void draw_centered_text( int y, char * s ) { int i, l; char p; l = strlen(s); if ( string_width( s, l ) < grd_curcanv->cv_bitmap.bm_w ) { gr_string( 0x8000, y, s ); return; } for (i=0; i (grd_curcanv->cv_bitmap.bm_w - 16) ) { p = s[i]; s[i] = 0; gr_string( 0x8000, y, s ); s[i] = p; gr_string( 0x8000, y+grd_curcanv->cv_font->ft_h+1, &s[i] ); return; } } } //render a frame for the game void game_render_frame_mono(void) { char temp_string[MAX_MULTI_MESSAGE_LEN+25]; #ifdef EDITOR fix save_aspect; if (Screen_mode == SCREEN_EDITOR) { save_aspect = grd_curscreen->sc_aspect; #ifndef NDEBUG Game_double_buffer=1; //can't tmap to VESA screen #endif grd_curscreen->sc_aspect = 0x13333; //make like 320x200 screen } #endif gr_set_current_canvas(Game_double_buffer?Canv_3d_offscrn:Canv_3d); render_frame(0); //NEW CODE BY JOHN #ifndef NDEBUG if (Debug_pause) { gr_set_curfont( HELP_FONT ); gr_set_fontcolor( gr_getcolor(31, 31, 31), -1 ); // gr_getcolor(31,0,0)); gr_ustring( 0x8000, 85/2, "Debug Pause - Press P to exit" ); } #endif //--repair-- if (RepairObj) { //--repair-- gr_set_curfont( HELP_FONT ); //--repair-- gr_set_fontcolor( gr_getcolor(31, 31, 31), -1 ); //--repair-- gr_ustring( 124, 10, "Repairing"); //--repair-- gr_ustring( 0x8000, 20, "Press SHIFT-Q to abort" ); //--repair-- } #ifdef CROSSHAIR if ( Viewer->type == OBJ_PLAYER ) laser_do_crosshair(Viewer); #endif #ifndef NDEBUG draw_window_label(); #endif if ( (Game_mode&GM_MULTI) && (multi_sending_message)) { gr_set_curfont( GAME_FONT ); //GAME_FONT ); gr_set_fontcolor(gr_getcolor(0,63,0), -1 ); sprintf( temp_string, "Message: %s_", Network_message ); draw_centered_text(grd_curcanv->cv_bitmap.bm_h/2-16, temp_string ); } if ( (Game_mode&GM_MULTI) && (multi_defining_message)) { gr_set_curfont( GAME_FONT ); //GAME_FONT ); gr_set_fontcolor(gr_getcolor(0,63,0), -1 ); sprintf( temp_string, "Macro #%d: %s_", multi_defining_message, Network_message ); draw_centered_text(grd_curcanv->cv_bitmap.bm_h/2-16, temp_string ); } if ((Newdemo_state == ND_STATE_PLAYBACK) || (Newdemo_state == ND_STATE_RECORDING)) { char message[128]; int h,w,aw; if (Newdemo_state == ND_STATE_PLAYBACK) { if (Newdemo_vcr_state != ND_STATE_PRINTSCREEN) { sprintf(message, "%s (%d%%%% %s)", TXT_DEMO_PLAYBACK, newdemo_get_percent_done(), TXT_DONE); } else { sprintf (message, ""); } } else sprintf (message, TXT_DEMO_RECORDING); gr_set_curfont( GAME_FONT ); //GAME_FONT ); gr_set_fontcolor(gr_getcolor(27,0,0), -1 ); gr_get_string_size(message, &w, &h, &aw ); if (Cockpit_mode == CM_FULL_COCKPIT) h += 15; else if ( Cockpit_mode == CM_LETTERBOX ) h += 7; if (Cockpit_mode != CM_REAR_VIEW) gr_printf((grd_curcanv->cv_bitmap.bm_w-w)/2, grd_curcanv->cv_bitmap.bm_h - h - 2, message ); } if (!Endlevel_sequence && Fuelcen_control_center_destroyed && (Fuelcen_seconds_left>-1) && (Fuelcen_seconds_left<127)) { int y; gr_set_curfont( Gamefonts[4] ); //GAME_FONT ); gr_set_fontcolor(gr_getcolor(0,63,0), -1 ); y = 20; if (!((Cockpit_mode == CM_STATUS_BAR) && (Canv_3d->cv_bitmap.bm_y >= 19))) y += 5; gr_printf(0x8000, y, "T-%d s", Fuelcen_seconds_left ); } if ( Player_num > -1 && Viewer->type==OBJ_PLAYER && Viewer->id==Player_num ) { int x = 3; int y = grd_curcanv->cv_bitmap.bm_h; gr_set_curfont( GAME_FONT ); gr_set_fontcolor( gr_getcolor(0, 31, 0), -1 ); if (Cruise_speed > 0) if (Cockpit_mode==CM_FULL_SCREEN) { if (Game_mode & GM_MULTI) y -= 64; else y -= 24; } else if (Cockpit_mode == CM_STATUS_BAR) { if (Game_mode & GM_MULTI) y -= 48; else y -= 24; } else { y = 12; x = 20; } gr_printf( x, y, "%s %2d%%", TXT_CRUISE, f2i(Cruise_speed) ); // gr_printf( 3, y-20, "Laser: %2d", Players[Player_num].laser_level+1 ); // gr_printf( 3, y-10, "Missiles: %2d", Players[Player_num].secondary_ammo[CONCUSSION_INDEX] ); } #ifdef ARCADE arcade_frame_info(); #endif #ifndef RELEASE if (framerate_on) show_framerate(); #endif #ifndef SHAREWARE if ( (Newdemo_state == ND_STATE_PLAYBACK) ) Game_mode = Newdemo_game_mode; #endif draw_hud(); #ifndef SHAREWARE if ( (Newdemo_state == ND_STATE_PLAYBACK) ) Game_mode = GM_NORMAL; #endif if ( Player_is_dead ) player_dead_message(); #ifdef VFX if (Cockpit_mode==CM_FULL_SCREEN && special_halfsize_window) { int y,w,h; w = Canv_3d_offscrn->cv_bitmap.bm_w; h = Canv_3d_offscrn->cv_bitmap.bm_h; for (y=0; ycv_bitmap, &Canv_game->cv_bitmap); gr_bm_ubitblt00_2x( w*2, 1, 0, y*2+1, 0, y, &Canv_3d_offscrn->cv_bitmap, &Canv_game->cv_bitmap); } return; } #endif if (Game_double_buffer) { //copy to visible screen if ( (Screen_mode == SCREEN_EDITOR) || (Game_cockpit_copy_code==NULL) ) gr_bm_ubitblt( Canv_3d->cv_bitmap.bm_w, Canv_3d->cv_bitmap.bm_h, 0, 0, 0, 0, &Canv_3d_offscrn->cv_bitmap, &Canv_3d->cv_bitmap); else if (Cockpit_mode==CM_FULL_SCREEN || Cockpit_mode==CM_STATUS_BAR) { Int3(); //this case can't happen, can it? Get Matt if it does. gr_ibitblt( &Canv_3d_offscrn->cv_bitmap, &Canv_3d->cv_bitmap, Game_cockpit_copy_code ); } else gr_ibitblt( &Canv_3d_offscrn->cv_bitmap, &Canv_game->cv_bitmap, Game_cockpit_copy_code ); } #ifdef EDITOR if (Screen_mode == SCREEN_EDITOR) { grd_curscreen->sc_aspect = save_aspect; //restore aspect } #endif play_homing_warning(); if (Cockpit_mode==CM_FULL_COCKPIT || Cockpit_mode==CM_STATUS_BAR) { #ifndef SHAREWARE if ( (Newdemo_state == ND_STATE_PLAYBACK) ) Game_mode = Newdemo_game_mode; #endif render_gauges(); #ifndef SHAREWARE if ( (Newdemo_state == ND_STATE_PLAYBACK) ) Game_mode = GM_NORMAL; #endif } } void game_render_frame() { //--repair-- if (!check_lsegments_validity()) { //--repair-- mprintf(1, "Oops, Lsegments array appears to be bogus. Recomputing.\n"); //--repair-- create_local_segment_data(); //--repair-- } update_cockpits(0); #ifdef VFX if (Screen_mode == SCREEN_VFX) game_render_frame_stereo_vfx(); #endif #ifdef VICTOR if (Screen_mode == SCREEN_VICTOR) game_render_frame_stereo_victor(); #endif if (Screen_mode == SCREEN_GAME ) game_render_frame_mono(); #ifdef EDITOR if (Screen_mode == SCREEN_EDITOR ) game_render_frame_mono(); #endif // Make sure palette is faded in stop_time(); gr_palette_fade_in( gr_palette, 32, 0 ); start_time(); } void do_photos(); void level_with_floor(); void save_screen_shot(int automap_flag) { fix t1; char message[100]; grs_canvas *screen_canv=&grd_curscreen->sc_canvas; grs_font *save_font; static savenum=0; grs_canvas *temp_canv,*save_canv; char savename[13]; ubyte pal[768]; int w,h,aw,x,y; stop_time(); 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); if ( savenum > 99 ) savenum = 0; sprintf(savename,"screen%02d.pcx",savenum++); sprintf( message, "%s '%s'", TXT_DUMPING_SCREEN, savename ); gr_set_current_canvas(Canv_game); 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); x = (grd_curcanv->cv_bitmap.bm_w-w)/2; y = (grd_curcanv->cv_bitmap.bm_h-h)/2; if (automap_flag) { modex_print_message(32, y, message); } 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); while ( timer_get_fixed_seconds() < t1 ); // Wait so that messag stays up at least 1 second. gr_set_current_canvas(screen_canv); if (!automap_flag) gr_ubitmap(0,0,&temp_canv->cv_bitmap); gr_free_canvas(temp_canv); gr_set_current_canvas(save_canv); key_flush(); start_time(); } //initialize flying fly_init(object *obj) { obj->control_type = CT_FLYING; obj->movement_type = MT_PHYSICS; vm_vec_zero(&obj->phys_info.velocity); vm_vec_zero(&obj->phys_info.thrust); vm_vec_zero(&obj->phys_info.rotvel); vm_vec_zero(&obj->phys_info.rotthrust); } //void morph_test(), morph_step(); 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; play_test_sound() { digi_play_sample(sound_nums[test_sound_num], F1_0); } // ------------------------------------------------------------------------------------ advance_sound() { if (++test_sound_num == N_TEST_SOUNDS) test_sound_num=0; } test_anim_states(); #include "fvi.h" //put up the help message void do_show_help() { // if (!((Game_mode & GM_MULTI) && (Function_mode == FMODE_GAME))) // stop_time(); show_help(); // if (!((Game_mode & GM_MULTI) && (Function_mode == FMODE_GAME))) // start_time(); } //--unused-- int save_newdemo_state; extern int been_in_editor; //--killed--// ------------------------------------------------------------------------------------ //--killed--// Return 1 if toggled, else return 0. //--killed--// Might not be able to toggle if off and not allowed to turn on. //--killed--int toggle_afterburner_status(void) //--killed--{ //--killed-- player *pp = &Players[Player_num]; //--killed-- //--killed-- if (!(pp->flags & PLAYER_FLAGS_AFTERBURNER)) { //--killed-- // Was off, try to turn on. //--killed-- if ((pp->afterburner_time > AFTERBURNER_MAX_TIME/4) && (pp->energy > 0)) { //--killed-- pp->flags |= PLAYER_FLAGS_AFTERBURNER; //--killed-- } else { //--killed-- mprintf(0, "Cannot turn on afterburner due to energy or recharge.\n"); //--killed-- return 0; //--killed-- } //--killed-- return 1; //--killed-- } else { //--killed-- pp->flags ^= PLAYER_FLAGS_AFTERBURNER; //--killed-- return 1; //--killed-- } //--killed--} // ------------------------------------------------------------------------------------ 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); 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 // mprintf((0, " --- You have been DE-CLOAKED! ---\n")); } } } } // ------------------------------------------------------------------------------------ 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; maybe_drop_net_powerup(POW_INVULNERABILITY); digi_play_sample( SOUND_INVULNERABILITY_OFF, F1_0); if (Game_mode & GM_MULTI) multi_send_play_sound(SOUND_INVULNERABILITY_OFF, F1_0); mprintf((0, " --- You have been DE-INVULNERABLEIZED! ---\n")); } } } //--killed--// ------------------------------------------------------------------------------------ //--killed--void do_afterburner_stuff(void) //--killed--{ //--killed-- player *pp = &Players[Player_num]; //--killed-- //--killed--// mprintf(0, "[Afterburner] Time: %7.3f, status = %i\n", f2fl(pp->afterburner_time), pp->flags & PLAYER_FLAGS_AFTERBURNER); //--killed-- //--killed-- if (pp->flags & PLAYER_FLAGS_AFTERBURNER) { //--killed-- if (pp->afterburner_time > 0) { //--killed-- pp->afterburner_time -= FrameTime; //--killed-- pp->energy -= FrameTime/2; //--killed-- if (pp->afterburner_time <= 0) { //--killed-- pp->afterburner_time = 0; //--killed-- pp->flags &= ~PLAYER_FLAGS_AFTERBURNER; //--killed-- say_afterburner_status(); //--killed-- } //--killed-- if (pp->energy <= 0) { //--killed-- pp->energy = 0; //--killed-- pp->flags &= ~PLAYER_FLAGS_AFTERBURNER; //--killed-- say_afterburner_status(); //--killed-- } //--killed-- } //--killed-- } else { //--killed-- // Since afterburner is probably almost always max, do the check, we save time. //--killed-- if (pp->afterburner_time < AFTERBURNER_MAX_TIME) { //--killed-- pp->afterburner_time += FrameTime/2; //--killed-- if (pp->afterburner_time > AFTERBURNER_MAX_TIME) //--killed-- pp->afterburner_time = AFTERBURNER_MAX_TIME; //--killed-- } //--killed-- } //--killed-- //--killed--} // 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; // Diminish at DIMINISH_RATE units/second. // For frame rates > DIMINISH_RATE Hz, use randomness to achieve this. if (FrameTime < F1_0/DIMINISH_RATE) { if (rand() < FrameTime*DIMINISH_RATE/2) // Note: 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 ); //mprintf(0, "%2i %2i %2i\n", 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 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) { // 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; } typedef struct bkg { short x, y, w, h; // The location of the menu. grs_bitmap * bmp; // The background under the menu. } bkg; bkg bg = {0,0,0,0,NULL}; //show a message in a nice little box show_boxed_message(char *msg) { int w,h,aw; int x,y; gr_set_current_canvas(Canv_game); gr_set_curfont( HELP_FONT ); gr_get_string_size(msg,&w,&h,&aw); x = (grd_curscreen->sc_w-w)/2; y = (grd_curscreen->sc_h-h)/2; if (bg.bmp) { gr_free_bitmap(bg.bmp); bg.bmp = NULL; } // Save the background of the display bg.x=x; bg.y=y; bg.w=w; bg.h=h; bg.bmp = gr_create_bitmap( w+30, h+30 ); gr_bm_ubitblt(w+30, h+30, 0, 0, x-15, y-15, &(grd_curscreen->sc_canvas.cv_bitmap), bg.bmp ); nm_draw_background(x-15,y-15,x+w+15-1,y+h+15-1); gr_set_fontcolor( gr_getcolor(31, 31, 31), -1 ); gr_ustring( 0x8000, y, msg ); } clear_boxed_message() { if (bg.bmp) { gr_bitmap(bg.x-15, bg.y-15, bg.bmp); gr_free_bitmap(bg.bmp); bg.bmp = NULL; } } extern int Death_sequence_aborted; //Process selected keys until game unpaused. returns key that left pause (p or esc) int do_game_pause(int allow_menu) { int paused; int key; if (Game_mode & GM_MULTI) { HUD_init_message(TXT_CANT_PAUSE); return(KEY_PAUSE); } digi_pause_all(); stop_time(); palette_save(); reset_palette_add(); game_flush_inputs(); paused=1; show_boxed_message(TXT_PAUSE); while (paused) { key = key_getch(); switch (key) { case 0: break; case KEY_ESC: if (allow_menu) Function_mode = FMODE_MENU; clear_boxed_message(); paused=0; break; case KEY_F1: clear_boxed_message(); do_show_help(); show_boxed_message(TXT_PAUSE); break; case KEY_PRINT_SCREEN: save_screen_shot(0); break; #ifndef RELEASE case KEY_BACKSP: Int3(); break; #endif default: clear_boxed_message(); paused=0; break; } } game_flush_inputs(); palette_restore(); start_time(); digi_resume_all(); return key; } void show_help() { newmenu_item m[14]; m[ 0].type = NM_TYPE_TEXT; m[ 0].text = TXT_HELP_ESC; m[ 1].type = NM_TYPE_TEXT; m[ 1].text = TXT_HELP_ALT_F2; m[ 2].type = NM_TYPE_TEXT; m[ 2].text = TXT_HELP_ALT_F3; m[ 3].type = NM_TYPE_TEXT; m[ 3].text = TXT_HELP_F2; m[ 4].type = NM_TYPE_TEXT; m[ 4].text = TXT_HELP_F3; m[ 5].type = NM_TYPE_TEXT; m[ 5].text = TXT_HELP_F4; m[ 6].type = NM_TYPE_TEXT; m[ 6].text = TXT_HELP_F5; m[ 7].type = NM_TYPE_TEXT; m[ 7].text = TXT_HELP_PAUSE; m[ 8].type = NM_TYPE_TEXT; m[ 8].text = TXT_HELP_MINUSPLUS; m[ 9].type = NM_TYPE_TEXT; m[ 9].text = TXT_HELP_PRTSCN; m[10].type = NM_TYPE_TEXT; m[10].text = TXT_HELP_1TO5; m[11].type = NM_TYPE_TEXT; m[11].text = TXT_HELP_6TO10; m[12].type = NM_TYPE_TEXT; m[12].text = ""; m[13].type = NM_TYPE_TEXT; m[13].text = TXT_HELP_TO_VIEW; newmenu_do( NULL, TXT_KEYS, sizeof(m)/sizeof(*m), m, NULL ); } #ifdef ARCADE void arcade_frame_info() { if (!Arcade_mode) return; if ( Newdemo_state == ND_STATE_PLAYBACK ) { gr_set_curfont( GAME_FONT ); //game_font ); gr_set_fontcolor(gr_getcolor(0,31,0), -1 ); gr_printf(0x8000, 5, "Insert Coins to Play" ); return; } if (Arcade_timer > 0 ) { gr_set_curfont( GAME_FONT ); gr_set_fontcolor( gr_getcolor(0, 31, 0), -1 ); gr_printf( 0x8000, 5, "%d seconds left", f2i(Arcade_timer) ); } else { gr_set_curfont( Gamefonts[GFONT_BIG_1] ); //GAME_FONT ); gr_printf(0x8000, 40, "Game Over" ); gr_set_curfont( Gamefonts[GFONT_MEDIUM_2] ); //GAME_FONT ); gr_printf(0x8000, 60, "Insert Coins to Continue" ); gr_printf(0x8000, 75, "%d", f2i(Arcade_timer)+10 ); } } #endif //temp function until Matt cleans up game sequencing extern void temp_reset_stuff_on_level(); int old_cockpit_mode; //deal with rear view - switch it on, or off, or whatever check_rear_view() { #define LEAVE_TIME 0x4000 //how long until we decide key is down 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(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 (Cockpit_mode == CM_FULL_COCKPIT) { old_cockpit_mode = 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)>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(old_cockpit_mode); } if (Newdemo_state == ND_STATE_RECORDING) newdemo_record_restore_rearview(); } } } void reset_rear_view(void) { Rear_view = 0; if (Cockpit_mode == CM_REAR_VIEW) select_cockpit(old_cockpit_mode); } #ifdef ARCADE int keys_override; #endif int Automap_flag; int Config_menu_flag; jmp_buf LeaveGame; #ifndef FINAL_CHEATS 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}; #endif int cheat_enable_index; #define CHEAT_ENABLE_LENGTH (sizeof(cheat_enable_keys) / sizeof(*cheat_enable_keys)) #ifdef FINAL_CHEATS 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_turbomode[] = { KEY_B, KEY_U, KEY_G, KEY_G, KEY_I, KEY_N }; ubyte cheat_faster[] = { KEY_F, KEY_L, KEY_A, KEY_S, KEY_H }; #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_TURBOMODE_LENGTH (sizeof(cheat_turbomode) / sizeof(*cheat_turbomode)) #define CHEAT_FASTER_LENGTH (sizeof(cheat_faster) / sizeof(*cheat_faster)) 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_turbomode_index; int cheat_faster_index; #endif int Cheats_enabled=0; void game_disable_cheats() { Game_turbo_mode = 0; Cheats_enabled=0; } // ------------------------------------------------------------------------------------ //this function is the game. called when game mode selected. runs until //editor mode or exit selected void game() { //@@int demo_playing=0; //@@int multi_game=0; Game_aborted = 0; last_drawn_cockpit = -1; // Force cockpit to redraw next time a frame renders. Endlevel_sequence = 0; // force to zero to avoid being in exit sequence when starting game or demo cheat_enable_index = 0; #ifdef FINAL_CHEATS cheat_wowie_index = cheat_allkeys_index = cheat_invuln_index = cheat_cloak_index = cheat_shield_index = cheat_warp_index = 0; cheat_turbomode_index = cheat_faster_index = 0; #endif //@@if ( Newdemo_state == ND_STATE_PLAYBACK ) //@@ demo_playing = 1; //@@if ( Game_mode & GM_MULTI ) //@@ multi_game = 1; set_screen_mode(SCREEN_GAME); reset_palette_add(); #ifdef ARCADE keys_override = FindArg("-keys"); #endif set_warn_func(game_show_warning); #ifdef VFX if ((FindArg("-vfxmono"))) { Cockpit_mode = CM_FULL_SCREEN; special_halfsize_window=1; vfx_set_palette(); } #endif init_game_screen(); init_gauges(); //digi_init_sounds(); //keyd_repeat = 0; // Don't allow repeat in game keyd_repeat = 1; // Do allow repeat in game // _MARK_("start of game");//Nuked to compile -KRB #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; #ifdef ARCADE if (Arcade_mode) { NewGame(1); newdemo_start_playback(NULL); } #endif 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(); 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. if (Config_menu_flag) { if (!(Game_mode&GM_MULTI)) palette_save(); 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_game_screen(); last_drawn_cockpit = -1; } if ( (Function_mode != FMODE_GAME) && Auto_demo && (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) { 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) ) { 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,0); } } digi_stop_all(); if ( (Newdemo_state == ND_STATE_RECORDING) || (Newdemo_state == ND_STATE_PAUSED) ) newdemo_stop_recording(); multi_leave_game(); if ( Newdemo_state == ND_STATE_PLAYBACK ) newdemo_stop_playback(); 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); //@@} // _MARK_("end of game");//Nuked to compile -KRB clear_warn_func(game_show_warning); //don't use this func anymore } //called at the end of the program void close_game() { gr_free_canvas(Canv_game_offscrn); close_gauge_canvases(); restore_effect_bitmap_icons(); Canv_3d_offscrn = NULL; if (Game_cockpit_copy_code) { free(Game_cockpit_copy_code); Game_cockpit_copy_code = NULL; } #ifdef VFX if (Canv_vfx[0][0]) free( Canv_vfx[0][0] ); if (Canv_vfx[0][1]) free( Canv_vfx[0][1] ); if (Canv_vfx[1][0]) free( Canv_vfx[1][0] ); if (Canv_vfx[1][1]) free( Canv_vfx[1][1] ); #endif #ifdef VICTOR if (Canv_victor[0]) gr_free_canvas(Canv_victor[0]); if (Canv_victor[1]) gr_free_canvas(Canv_victor[1]); #endif if (background_bitmap.bm_data) free(background_bitmap.bm_data); clear_warn_func(game_show_warning); //don't use this func anymore } grs_canvas * get_current_game_canvas() { switch(Screen_mode) { case SCREEN_VFX: vfx_set_page(vfx_page); return Canv_vfx[0][vfx_page]; default: return Canv_game; } } ubyte exploding_flag = 0; extern dump_used_textures_all(); void ReadControls() { int key; fix key_time; static fix newdemo_single_frame_time; #ifdef ARCADE if (Arcade_mode) { int coins; if (Newdemo_state!=ND_STATE_PLAYBACK) { Arcade_timer -= 2*FrameTime; if ( Arcade_timer < (-F1_0*10) ) { newdemo_toggle_playback(); } } coins = coindev_count(0); if (coins>0) { if ( Newdemo_state==ND_STATE_PLAYBACK ) { newdemo_toggle_playback(); Arcade_timer = F1_0 * ARCADE_FIRST_SECONDS; // Two minutes to play... if (coins>1) Arcade_timer += F1_0 * ARCADE_CONTINUE_SECONDS*(coins-1); // Two minutes to play... NewGame(1); } else { if (Arcade_timer < 0 ) Arcade_timer = 0; Arcade_timer += F1_0 * ARCADE_CONTINUE_SECONDS*coins; // Two minutes to play... } } } #endif Player_fired_laser_this_frame=-1; #ifndef NDEBUG if (Speedtest_on) speedtest_frame(); #endif if (!Endlevel_sequence && !Player_is_dead) { #ifdef ARCADE if (Arcade_mode) { if ( Arcade_timer > 0 ) if (Newdemo_state == ND_STATE_PLAYBACK ) memset( &Controls, 0, sizeof(control_info) ); else controls_read_all(); //NOTE LINK TO ABOVE!!! } else #endiffo) ); else controls_read_all(); //NOTE LINK TO ABOVE!!! } else #endif if ( (Newdemo_state == ND_STATE_PLAYBACK) || multi_sending_message || multi_defining_message ) 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; 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) { int ssw_save = Secondary_weapon; Secondary_weapon = PROXIMITY_INDEX; while (Controls.drop_bomb_down_count--) do_missile_firing(); Secondary_weapon = ssw_save; } } if (Player_exploded) { //Player_is_dead && (ConsoleObject->flags & OF_EXPLODING) ) { if (exploding_flag==0) { exploding_flag = 1; // When player starts exploding, clear all input devices... game_flush_inputs(); } else { int i; if (key_down_count(KEY_BACKSP)) Int3(); if (key_down_count(KEY_PRINT_SCREEN)) save_screen_shot(0); for (i=0; i<4; i++ ) if (joy_get_button_down_cnt(i)>0) Death_sequence_aborted = 1; for (i=0; i<3; i++ ) if (mouse_button_down_count(i)>0) Death_sequence_aborted = 1; for (i=0; i<256; i++ ) if (key_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 ) { if ((keyd_pressed[KEY_LSHIFT] || keyd_pressed[KEY_RSHIFT]) && keyd_pressed[KEY_RIGHT]) Newdemo_vcr_state = ND_STATE_FASTFORWARD; else if ((keyd_pressed[KEY_LSHIFT] || keyd_pressed[KEY_RSHIFT]) && keyd_pressed[KEY_LEFT]) Newdemo_vcr_state = ND_STATE_REWINDING; else if (!(keyd_pressed[KEY_LCTRL] || keyd_pressed[KEY_RCTRL]) && keyd_pressed[KEY_RIGHT] && ((timer_get_fixed_seconds() - newdemo_single_frame_time) >= F1_0)) Newdemo_vcr_state = ND_STATE_ONEFRAMEFORWARD; else if (!(keyd_pressed[KEY_LCTRL] || keyd_pressed[KEY_RCTRL]) && keyd_pressed[KEY_LEFT] && ((timer_get_fixed_seconds() - newdemo_single_frame_time) >= F1_0)) 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; } while ((key=key_inkey_time(&key_time)) != 0) { if ( (Game_mode&GM_MULTI) && (multi_sending_message || multi_defining_message )) { multi_message_input_sub( key ); key = 0; // Wipe out key! } if (!(Game_mode&GM_MULTI) && key == cheat_enable_keys[cheat_enable_index]) { if (++cheat_enable_index == CHEAT_ENABLE_LENGTH) { HUD_init_message(TXT_CHEATS_ENABLED); digi_play_sample( SOUND_CHEATER, F1_0); Cheats_enabled = 1; Players[Player_num].score = 0; } } else cheat_enable_index = 0; #ifdef FINAL_CHEATS if (Cheats_enabled) { if (!(Game_mode&GM_MULTI) && key == cheat_wowie[cheat_wowie_index]) { if (++cheat_wowie_index == CHEAT_WOWIE_LENGTH) { int i; HUD_init_message(TXT_WOWIE_ZOWIE); digi_play_sample( SOUND_CHEATER, F1_0); #ifndef SHAREWARE Players[Player_num].primary_weapon_flags = 0xff; Players[Player_num].secondary_weapon_flags = 0xff; #else 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); #endif for (i=0; i=0 && new_level_num<=Last_level) StartNewLevel(new_level_num); } } } else cheat_warp_index = 0; if (!(Game_mode&GM_MULTI) && key == cheat_turbomode[cheat_turbomode_index]) { if (++cheat_turbomode_index == CHEAT_TURBOMODE_LENGTH) { Game_turbo_mode ^= 1; HUD_init_message("%s %s!", "Turbo mode", Game_turbo_mode?TXT_ON:TXT_OFF); digi_play_sample( SOUND_CHEATER, F1_0); } } else cheat_turbomode_index = 0; } #endif #ifndef RELEASE if ((key&KEY_DEBUGGED)&&(Game_mode&GM_MULTI)) { Network_message_reciever = 100; // Send to everyone... sprintf( Network_message, "%s %s", TXT_I_AM_A, TXT_CHEATER); } #endif if (Endlevel_sequence) { if (key==KEY_PRINT_SCREEN) save_screen_shot(0); if (key == KEY_PAUSE) key = do_game_pause(0); //so esc from pause will end level if (key == KEY_ESC) { stop_endlevel_sequence(); last_drawn_cockpit=-1; return; } if (key == KEY_BACKSP) Int3(); break; //don't process any other keys } if (Player_is_dead) { if (key==KEY_PRINT_SCREEN) save_screen_shot(0); if (key == KEY_PAUSE) { key = do_game_pause(0); //so esc from pause will end level 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(); } break; //don't process any other keys } //mprintf( 0, "Key %d pressed at %f\n", key, f2fl(key_time) ); // #ifdef VFX // // Toggle VFX between lo and hi res. 1=low, 2=hi // if (key==KEY_F12) { // if ( Game_vfx_flag == 1 ) { // Game_vfx_flag = 2; // init_game_screen(); // } else if ( Game_vfx_flag==2 ) { // Game_vfx_flag = 1; // init_game_screen(); // } // key=0; // forget this key was pressed // } // #endif #ifdef ARCADE if (Arcade_mode && !keys_override) { if (key==KEY_ESC) { if (Newdemo_state!=ND_STATE_PLAYBACK) { newdemo_toggle_playback(); //turn on demo } else { newdemo_toggle_playback(); // turn off demo // exit to dos #ifdef EDITOR if (! SafetyCheck()) break; if (Screen_mode == SCREEN_EDITOR ) close_editor_screen(); #endif Function_mode=FMODE_EXIT; } } continue; } #endif if (Newdemo_state == ND_STATE_PLAYBACK ) { switch (key) { case KEY_DEBUGGED + KEY_I: Newdemo_do_interpolate = !Newdemo_do_interpolate; if (Newdemo_do_interpolate) mprintf ((0, "demo playback interpolation now on\n")); else mprintf ((0, "demo playback interpolation now off\n")); break; case KEY_F3: toggle_cockpit(); break; case KEY_SHIFTED+KEY_MINUS: case KEY_MINUS: shrink_window(); break; case KEY_SHIFTED+KEY_EQUAL: case KEY_EQUAL: grow_window(); break; case KEY_F2: Config_menu_flag = 1; break; case KEY_F7: Show_kill_list = (Show_kill_list+1) % ((Newdemo_game_mode & GM_TEAM) ? 3 : 2); 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 = timer_get_fixed_seconds(); Newdemo_vcr_state = ND_STATE_ONEFRAMEBACKWARD; break; case KEY_RIGHT: newdemo_single_frame_time = timer_get_fixed_seconds(); 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; case KEY_PRINT_SCREEN: { int old_state; old_state = Newdemo_vcr_state; Newdemo_vcr_state = ND_STATE_PRINTSCREEN; game_render_frame_mono(); save_screen_shot(0); Newdemo_vcr_state = old_state; break; } } break; } #ifndef FINAL_CHEATS //Here are the "legal" cheats if (Cheats_enabled && !(Game_mode&GM_MULTI)) switch (key) { case KEY_ALTED+KEY_1: { int i; HUD_init_message(TXT_WOWIE_ZOWIE); #ifndef SHAREWARE Players[Player_num].primary_weapon_flags = 0xff; Players[Player_num].secondary_weapon_flags = 0xff; #else 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); #endif for (i=0; i=0 && new_level_num<=LAST_LEVEL) StartNewLevel(new_level_num); } break; } } #endif //--killed--Players[Player_num].flags &= ~PLAYER_FLAGS_AFTERBURNER; // Turn off, keypress might turn it on. switch (key) { // ================================================================================================ //FIRST ARE ALL THE REAL GAME KEYS. PUT TEST AND DEBUG KEYS LATER. //--killed--case KEY_SHIFTED+KEY_A: toggle_afterburner_status(); break; case KEY_ESC: Game_aborted=1; Function_mode = FMODE_MENU; break; case KEY_F1: do_show_help(); break; case KEY_F2: Config_menu_flag = 1; break; case KEY_F3: toggle_cockpit(); break; case KEY_F4: palette_save(); joydefs_calibrate(); palette_restore(); break; case KEY_F5: if ( Newdemo_state == ND_STATE_RECORDING ) newdemo_stop_recording(); else if ( Newdemo_state == ND_STATE_NORMAL ) newdemo_start_recording(); break; case KEY_F6: Show_reticle_name = (Show_reticle_name+1)%2; break; case KEY_F7: Show_kill_list = (Show_kill_list+1) % ((Game_mode & GM_TEAM) ? 3 : 2); break; 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 case KEY_ALTED + KEY_F9: multi_send_audio_taunt(0); break; case KEY_ALTED + KEY_F10: multi_send_audio_taunt(1); break; case KEY_ALTED + KEY_F11: multi_send_audio_taunt(2); break; case KEY_ALTED + KEY_F12: multi_send_audio_taunt(3); break; 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 case KEY_PAUSE: do_game_pause(1); break; case KEY_PRINT_SCREEN: save_screen_shot(0); break; case KEY_SHIFTED+KEY_MINUS: case KEY_MINUS: shrink_window(); break; case KEY_SHIFTED+KEY_EQUAL: case KEY_EQUAL: grow_window(); break; // Select primary or secondary weapon. case KEY_1: case KEY_2: case KEY_3: case KEY_4: case KEY_5: do_weapon_select(key - KEY_1 , 0); break; case KEY_6: case KEY_7: case KEY_8: case KEY_9: case KEY_0: do_weapon_select(key - KEY_6 , 1); break; case KEY_SHIFTED + KEY_ESC: //quick exit #ifdef EDITOR if (! SafetyCheck()) break; if (Screen_mode == SCREEN_EDITOR ) close_editor_screen(); #endif Game_aborted=1; Function_mode=FMODE_EXIT; break; #ifdef SHAREWARE case KEY_ALTED+KEY_F2: case KEY_ALTED+KEY_F3: HUD_init_message( TXT_ONLY_REGISTERED ); digi_play_sample( SOUND_BAD_SELECTION, F1_0 ); break; #else case KEY_ALTED+KEY_F2: state_save_all( 0 ); break; // 0 means not between levels. case KEY_ALTED+KEY_F3: state_restore_all(); break; #endif //use function keys for window sizing // ================================================================================================ //ALL KEYS BELOW HERE GO AWAY IN RELEASE VERSION #ifndef RELEASE case KEY_DEBUGGED+KEY_0: show_weapon_status(); break; case KEY_DEBUGGED+KEY_1: create_special_path(); break; case KEY_DEBUGGED+KEY_Y: do_controlcen_destroyed_stuff(NULL); break; #ifndef SHAREWARE case KEY_SHIFTED+KEY_F1: multi_dump_robots(); break; #endif case KEY_BACKSP: case KEY_CTRLED+KEY_BACKSP: case KEY_ALTED+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; #ifdef VICTOR case KEY_V + KEY_ALTED: victor_init_graphics(); break; case KEY_SHIFTED+KEY_F6: Victor_eye_switch = !Victor_eye_switch; break; #endif 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: // if (!(Game_mode & GM_MULTI) ) { Players[Player_num].flags ^= PLAYER_FLAGS_CLOAKED; if (Players[Player_num].flags & PLAYER_FLAGS_CLOAKED) { if (Game_mode & GM_MULTI) multi_send_cloak(); ai_do_cloak_stuff(); Players[Player_num].cloak_time = GameTime; mprintf((0, "You are cloaked!\n")); } else mprintf((0, "You are DE-cloaked!\n")); // } 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_S + KEY_SHIFTED + KEY_DEBUGGED: //toggle screen (between editor & game screens) if (Screen_mode == SCREEN_EDITOR ) close_editor_screen(); set_screen_mode(Screen_mode ^ (SCREEN_GAME^SCREEN_EDITOR)); break; case KEY_DEBUGGED+KEY_W: draw_world_from_game(); break; #endif //#ifdef EDITOR //flythrough keys // case KEY_DEBUGGED+KEY_SHIFTED+KEY_F: toggle_flythrough(); break; // case KEY_LEFT: ft_preference=FP_LEFT; break; // case KEY_RIGHT: ft_preference=FP_RIGHT; break; // case KEY_UP: ft_preference=FP_UP; break; // case KEY_DOWN: ft_preference=FP_DOWN; break; 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; #ifndef NDEBUG case KEY_DEBUGGED+KEY_O: toggle_outline_mode(); break; #endif case KEY_DEBUGGED+KEY_T: *Toggle_var = !*Toggle_var; mprintf((0, "Variable at %08x set to %i\n", 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_F4: { //fvi_info hit_data; //vms_vector p0 = {-0x1d99a7,-0x1b20000,0x186ab7f}; //vms_vector p1 = {-0x217865,-0x1b20000,0x187de3e}; //find_vector_intersection(&hit_data,&p0,0x1b9,&p1,0x40000,0x0,NULL,-1); break; } case KEY_DEBUGGED + KEY_M: Debug_spew = !Debug_spew; if (Debug_spew) { mopen( 0, 8, 1, 78, 16, "Debug Spew"); HUD_init_message( "Debug Spew: ON" ); } else { mclose( 0 ); HUD_init_message( "Debug Spew: OFF" ); } break; case KEY_DEBUGGED + KEY_C: do_cheat_menu(); break; case KEY_DEBUGGED + KEY_A: { do_megawow_powerup(); // if ( Game_mode & GM_MULTI ) { // nm_messagebox( NULL, 1, "Damn", "CHEATER!\nYou cannot use the\nmega-thing in network mode." ); // Network_message_reciever = 100; // Send to everyone... // sprintf( Network_message, "%s cheated!", Players[Player_num].callsign); // } else { // do_megawow_powerup(); // } break; } case KEY_DEBUGGED+KEY_F: framerate_on = !framerate_on; break; case KEY_DEBUGGED+KEY_SPACEBAR: //KEY_F7: // 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_P+KEY_SHIFTED: Debug_pause = 1; break; //case KEY_F7: { // char mystr[30]; // sprintf(mystr,"mark %i start",Mark_count); // _MARK_(mystr); // break; //} //case KEY_SHIFTED+KEY_F7: { // char mystr[30]; // sprintf(mystr,"mark %i end",Mark_count); // Mark_count++; // _MARK_(mystr); // break; //} #ifndef NDEBUG case KEY_DEBUGGED+KEY_F8: speedtest_init(); Speedtest_count = 1; break; case KEY_DEBUGGED+KEY_F9: speedtest_init(); Speedtest_count = 10; break; case KEY_DEBUGGED+KEY_D: if ((Game_double_buffer = !Game_double_buffer)!=0) init_game_screen(); break; #endif #ifdef EDITOR case KEY_DEBUGGED+KEY_Q: stop_time(); dump_used_textures_all(); start_time(); break; #endif #endif //#ifndef RELEASE default: break; } //switch (key) } } #ifndef NDEBUG 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; void GameLoop(int RenderFlag, int ReadControlsFlag ) { static int desc_dead_countdown=100; /* used if player shouldn't be playing */ #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; hphys_info.velocity))); calc_frame_time(); dead_player_frame(); if (Newdemo_state != ND_STATE_PLAYBACK) do_controlcen_dead_frame(); if (ReadControlsFlag) ReadControls(); else memset(&Controls, 0, sizeof(Controls)); GameTime += FrameTime; digi_sync_sounds(); if (Endlevel_sequence) { do_endlevel_frame(); powerup_grab_cheat_all(); do_special_effects(); return; //skip everything else } #ifdef ARCADE if (Arcade_mode && (Arcade_timer<0) && (Newdemo_state != ND_STATE_PLAYBACK) ) { memset( &Controls, 0, sizeof(Controls) ); continue; } #endif 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 ) { // gr_palette_fade_out( gr_palette, 32, 0 ); // show_title_screen( "descent.pcx", 1 ); // Screen_mode=-1; set_screen_mode(SCREEN_GAME); // clear_palette(); // init_game_screen(); // last_cockpit_drawn = -1; // #ifdef ARCADE // if ( Arcade_timer > 0 ) { // NewGame(1); // } else // #endif // newdemo_toggle_playback(); //NOTE LINK TO ABOVE! 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()) { 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*5) && (Auto_fire_fusion_cannon_time == 0)) { Global_laser_firing_count = 0; } else { if (Fusion_charge == 0) Players[Player_num].energy -= F1_0*5; Fusion_charge += FrameTime; Players[Player_num].energy -= FrameTime*4; 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 (Fusion_next_sound_time < GameTime) { if (Fusion_charge > F1_0*2) { digi_play_sample( 11, F1_0 ); apply_damage_to_player(ConsoleObject, ConsoleObject, rand() * 4); } else { digi_play_sample( SOUND_FUSION_WARMUP, F1_0 ); if (Game_mode & GM_MULTI) multi_send_play_sound(SOUND_FUSION_WARMUP, F1_0); } Fusion_next_sound_time = GameTime + F1_0/8 + rand()/4; } } } } 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->phys_info.rotvel.x += (rand() - 16384)/8; ConsoleObject->phys_info.rotvel.z += (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) { 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; } } // ------------------------------------------------------------------------------------------------------- // 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 (