1 /* $Id: game.c,v 1.20 2003/03/17 09:33:49 btb Exp $ */
2 /*
3 THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX
4 SOFTWARE CORPORATION ("PARALLAX"). PARALLAX, IN DISTRIBUTING THE CODE TO
5 END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A
6 ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS
7 IN USING, DISPLAYING, AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS
8 SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE
9 FREE PURPOSES. IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE
10 CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES. THE END-USER UNDERSTANDS
11 AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE.
12 COPYRIGHT 1993-1999 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
13 */
14
15 #ifdef HAVE_CONFIG_H
16 #include <conf.h>
17 #endif
18
19 #ifdef RCS
20 char game_rcsid[] = "$Id: game.c,v 1.20 2003/03/17 09:33:49 btb Exp $";
21 #endif
22
23 #ifdef WINDOWS
24 #include "desw.h"
25 #endif
26
27 #include <stdio.h>
28 #include <stdlib.h>
29 #include <string.h>
30 #include <stdarg.h>
31 #include <ctype.h>
32 #include <time.h>
33
34 #ifdef MACINTOSH
35 #include <Files.h>
36 #include <StandardFile.h>
37 #include <Quickdraw.h>
38 #include <Script.h>
39 #include <Strings.h>
40 #endif
41
42 #ifdef OGL
43 #include "ogl_init.h"
44 #endif
45
46 #include "pstypes.h"
47 #include "console.h"
48 #include "pa_enabl.h" //$$POLY_ACC
49 #include "gr.h"
50 #include "inferno.h"
51 #include "game.h"
52 #include "key.h"
53 #include "object.h"
54 #include "physics.h"
55 #include "error.h"
56 #include "joy.h"
57 #include "mono.h"
58 #include "iff.h"
59 #include "pcx.h"
60 #include "timer.h"
61 #include "render.h"
62 #include "laser.h"
63 #include "screens.h"
64 #include "textures.h"
65 #include "slew.h"
66 #include "gauges.h"
67 #include "texmap.h"
68 #include "3d.h"
69 #include "effects.h"
70 #include "menu.h"
71 #include "gameseg.h"
72 #include "wall.h"
73 #include "ai.h"
74 #include "fuelcen.h"
75 #include "digi.h"
76 #include "ibitblt.h"
77 #include "u_mem.h"
78 #include "palette.h"
79 #include "morph.h"
80 #include "lighting.h"
81 #include "newdemo.h"
82 #include "collide.h"
83 #include "weapon.h"
84 #include "sounds.h"
85 #include "args.h"
86 #include "gameseq.h"
87 #include "automap.h"
88 #include "text.h"
89 #include "powerup.h"
90 #include "fireball.h"
91 #include "newmenu.h"
92 #ifdef NETWORK
93 #include "network.h"
94 #endif
95 #include "gamefont.h"
96 #include "endlevel.h"
97 #include "joydefs.h"
98 #include "kconfig.h"
99 #include "mouse.h"
100 #include "switch.h"
101 #include "controls.h"
102 #include "songs.h"
103 #include "gamepal.h"
104
105 #if defined(POLY_ACC)
106 #include "poly_acc.h"
107 #endif
108
109 #include "multi.h"
110 #include "desc_id.h"
111 #include "cntrlcen.h"
112 #include "pcx.h"
113 #include "state.h"
114 #include "piggy.h"
115 #include "multibot.h"
116 #include "ai.h"
117 #include "robot.h"
118 #include "playsave.h"
119 #include "fix.h"
120 #include "hudmsg.h"
121
122 int VGA_current_mode;
123
124 #ifdef MWPROFILER
125 #include <profiler.h>
126 #endif
127
128 //#define TEST_TIMER 1 //if this is set, do checking on timer
129
130 #define SHOW_EXIT_PATH 1
131
132 #ifdef EDITOR
133 #include "editor/editor.h"
134 #endif
135
136 //#define _MARK_ON 1
137 #ifdef __WATCOMC__
138 #if __WATCOMC__ < 1000
139 #include <wsample.h> //should come after inferno.h to get mark setting
140 #endif
141 #endif
142
143
144 extern void ReadControls(void); // located in gamecntl.c
145 extern int Current_display_mode;
146 extern void do_final_boss_frame(void);
147
148 int Speedtest_on = 0;
149
150 #ifndef NDEBUG
151 int Mark_count = 0; // number of debugging marks set
152 int Speedtest_start_time;
153 int Speedtest_segnum;
154 int Speedtest_sidenum;
155 int Speedtest_frame_start;
156 int Speedtest_count=0; // number of times to do the debug test.
157 #endif
158
159 static fix last_timer_value=0;
160 fix ThisLevelTime=0;
161
162 #if defined(TIMER_TEST) && !defined(NDEBUG)
163 fix _timer_value,actual_last_timer_value,_last_frametime;
164 int stop_count,start_count;
165 int time_stopped,time_started;
166 #endif
167
168 #ifndef MACINTOSH
169 ubyte * Game_cockpit_copy_code = NULL;
170 #else
171 ubyte Game_cockpit_copy_code = 0;
172 ubyte Scanline_double = 1;
173 #endif
174
175 int VR_screen_mode = 0;
176
177 ubyte VR_screen_flags = 0; //see values in screens.h
178 ubyte VR_current_page = 0;
179 fix VR_eye_width = F1_0;
180 int VR_render_mode = VR_NONE;
181 int VR_low_res = 3; // Default to low res
182 int VR_show_hud = 1;
183 int VR_sensitivity = 1; // 0 - 2
184
185 //NEWVR
186 int VR_eye_offset = 0;
187 int VR_eye_switch = 0;
188 int VR_eye_offset_changed = 0;
189 int VR_use_reg_code = 0;
190
191 grs_canvas *VR_offscreen_buffer = NULL; // The offscreen data buffer
192 grs_canvas VR_render_buffer[2]; // Two offscreen buffers for left/right eyes.
193 grs_canvas VR_render_sub_buffer[2]; // Two sub buffers for left/right eyes.
194 grs_canvas VR_screen_pages[2]; // Two pages of VRAM if paging is available
195 grs_canvas VR_editor_canvas; // The canvas that the editor writes to.
196
197 #ifdef WINDOWS
198 //@@ LPDIRECTDRAWSURFACE _lpDDSMask = NULL;
199 dd_grs_canvas *dd_VR_offscreen_buffer = NULL;
200 dd_grs_canvas dd_VR_screen_pages[2];
201 dd_grs_canvas dd_VR_render_buffer[2];
202 dd_grs_canvas dd_VR_render_sub_buffer[2];
203
204 void game_win_init_cockpit_mask(int sram);
205 #endif
206
207 //do menus work in 640x480 or 320x200?
208 //PC version sets this in main(). Mac versios is always high-res, so set to 1 here
209 int MenuHiresAvailable = 1; //can we do highres menus?
210 int MenuHires = 1; //are we currently in highres menus?
211
212 int Debug_pause=0; //John's debugging pause system
213
214 int Cockpit_mode=CM_FULL_COCKPIT; //set game.h for values
215
216 int Cockpit_mode_save=-1; //set while in letterbox or rear view, or -1
217 int force_cockpit_redraw=0;
218
219 cvar_t r_framerate = {"r_framerate","0"};
220
221 int PaletteRedAdd, PaletteGreenAdd, PaletteBlueAdd;
222
223 // Toggle_var points at a variable which gets !ed on ctrl-alt-T press.
224 int Dummy_var;
225 int *Toggle_var = &Dummy_var;
226
227 #ifdef EDITOR
228 //flag for whether initial fade-in has been done
229 char faded_in;
230 #endif
231
232 #ifndef NDEBUG //these only exist if debugging
233
234 int Game_double_buffer = 1; //double buffer by default
235 fix fixed_frametime=0; //if non-zero, set frametime to this
236
237 #endif
238
239 int Game_suspended=0; //if non-zero, nothing moves but player
240
241 fix RealFrameTime;
242 fix Auto_fire_fusion_cannon_time = 0;
243 fix Fusion_charge = 0;
244 fix Fusion_next_sound_time = 0;
245 fix Fusion_last_sound_time = 0;
246
247 int Debug_spew = 1;
248 int Game_turbo_mode = 0;
249
250 int Game_mode = GM_GAME_OVER;
251
252 int Global_laser_firing_count = 0;
253 int Global_missile_firing_count = 0;
254
255 grs_bitmap background_bitmap;
256
257 int Game_aborted;
258
259 #define BACKGROUND_NAME "statback.pcx"
260
261 // Function prototypes for GAME.C exclusively.
262
263 void GameLoop(int RenderFlag, int ReadControlsFlag);
264 void FireLaser(void);
265 void slide_textures(void);
266 void powerup_grab_cheat_all(void);
267
268 // Other functions
269 extern void multi_check_for_killgoal_winner();
270 extern void RestoreGameSurfaces();
271
272 // window functions
273
274 void grow_window(void);
275 void shrink_window(void);
276
277 // text functions
278
279 void fill_background();
280
281 #ifndef RELEASE
282 void show_framerate(void);
283 void ftoa(char *string, fix f);
284 #endif
285
286 extern ubyte DefiningMarkerMessage;
287 extern char Marker_input[];
288
289 // ==============================================================================================
290
291 extern char john_head_on;
292
load_background_bitmap()293 void load_background_bitmap()
294 {
295 ubyte pal[256*3];
296 int pcx_error;
297
298 if (background_bitmap.bm_data)
299 d_free(background_bitmap.bm_data);
300
301 background_bitmap.bm_data=NULL;
302 pcx_error = pcx_read_bitmap(john_head_on?"johnhead.pcx":BACKGROUND_NAME,&background_bitmap,BM_LINEAR,pal);
303 if (pcx_error != PCX_ERROR_NONE)
304 Error("File %s - PCX error: %s",BACKGROUND_NAME,pcx_errormsg(pcx_error));
305 gr_remap_bitmap_good( &background_bitmap, pal, -1, -1 );
306 }
307
308
309 //this is called once per game
init_game()310 void init_game()
311 {
312 atexit(close_game); //for cleanup
313
314 init_objects();
315
316 init_special_effects();
317
318 init_ai_system();
319
320 init_gauge_canvases();
321
322 init_exploding_walls();
323
324 load_background_bitmap();
325
326 Clear_window = 2; // do portal only window clear.
327
328 set_detail_level_parameters(Detail_level);
329
330 build_mission_list(0);
331
332 /* Register cvars */
333 cvar_registervariable(&r_framerate);
334
335 }
336
337
reset_palette_add()338 void reset_palette_add()
339 {
340 PaletteRedAdd = 0;
341 PaletteGreenAdd = 0;
342 PaletteBlueAdd = 0;
343 //gr_palette_step_up( PaletteRedAdd, PaletteGreenAdd, PaletteBlueAdd );
344 }
345
346
347 #ifdef WINDOWS
win_get_span_list(grs_bitmap * bm,int miny,int maxy)348 void win_get_span_list(grs_bitmap *bm, int miny, int maxy)
349 {
350 int x,y;
351 int mode = 0;
352 ubyte *data;
353 int offset;
354 int lspan=0, rspan=0, span=0;
355 //@@FILE *fp;
356
357 data = bm->bm_data;
358 //@@ fp = fopen("cockspan.dat", "w");
359
360 for (y = 0; y < miny; y++)
361 win_cockpit_mask[y].num = 0;
362
363 for (y = miny; y <= maxy; y++)
364 {
365 span = 0;
366 //@@ fprintf(fp, "line %d: ", y);
367 for (x = 0; x < bm->bm_w; x++)
368 {
369 offset = y*bm->bm_rowsize + x;
370
371 if (data[offset] == 255) {
372 switch (mode)
373 {
374 case 0: // Start Mode
375 lspan = x;
376 win_cockpit_mask[y].span[span].xmin = x;
377 mode = 1;
378 //@@ fprintf(fp, "<%d,", lspan);
379 break;
380
381 case 1: // Transparency mode
382 rspan = x;
383 win_cockpit_mask[y].span[span].xmax = x;
384 break;
385
386 case 2: // Switch from Draw mode to transparent
387 lspan = x;
388 win_cockpit_mask[y].span[span].xmin = x;
389 //@@ fprintf(fp, "<%d,", lspan);
390 mode = 1;
391 break;
392 }
393 }
394 else {
395 switch(mode)
396 {
397 case 0: // Start mode
398 mode = 2;
399 break;
400
401 case 1: // Switching from transparent to Draw
402 rspan = x;
403 mode = 2;
404 win_cockpit_mask[y].span[span].xmax = x;
405 span++;
406 //@@ fprintf(fp, "%d> ", rspan);
407 break;
408
409 case 2:
410 break;
411 }
412 }
413 }
414 if (mode == 1) {
415 //@@ fprintf(fp, "%d> ", rspan);
416 win_cockpit_mask[y].span[span].xmax = rspan;
417 span++;
418 }
419 win_cockpit_mask[y].num = span;
420 //@@ fprintf(fp, "\n");
421 mode = 0;
422 }
423 win_cockpit_mask[y].num = 255;
424 }
425 #endif //WINDOWS
426
427
game_show_warning(char * s)428 void game_show_warning(char *s)
429 {
430
431 if (!((Game_mode & GM_MULTI) && (Function_mode == FMODE_GAME)))
432 stop_time();
433
434 nm_messagebox( TXT_WARNING, 1, TXT_OK, s );
435
436 if (!((Game_mode & GM_MULTI) && (Function_mode == FMODE_GAME)))
437 start_time();
438 }
439
440
441 //these should be in gr.h
442 #define cv_w cv_bitmap.bm_w
443 #define cv_h cv_bitmap.bm_h
444
445 int Game_window_x = 0;
446 int Game_window_y = 0;
447 int Game_window_w = 0;
448 int Game_window_h = 0;
449 int max_window_w = 0;
450 int max_window_h = 0;
451
452 extern void newdemo_record_cockpit_change(int);
453
454 //initialize the various canvases on the game screen
455 //called every time the screen mode or cockpit changes
init_cockpit()456 void init_cockpit()
457 {
458 int minx, maxx, miny, maxy;
459
460 #if defined(POLY_ACC)
461 pa_flush(); // get rid of undrawn polys.
462 pa_clear_buffer(1, 0);
463 #endif
464
465 //Initialize the on-screen canvases
466
467 if (Newdemo_state==ND_STATE_RECORDING) {
468 newdemo_record_cockpit_change(Cockpit_mode);
469 }
470
471 if ( VR_render_mode != VR_NONE )
472 Cockpit_mode = CM_FULL_SCREEN;
473
474 if (!(VR_screen_flags & VRF_ALLOW_COCKPIT) && (Cockpit_mode==CM_FULL_COCKPIT || Cockpit_mode==CM_STATUS_BAR || Cockpit_mode==CM_REAR_VIEW) )
475 Cockpit_mode = CM_FULL_SCREEN;
476
477 if ( Screen_mode == SCREEN_EDITOR )
478 Cockpit_mode = CM_FULL_SCREEN;
479
480 #ifdef OGL
481 if (Cockpit_mode == CM_FULL_COCKPIT || Cockpit_mode == CM_REAR_VIEW) {
482 hud_message(MSGC_GAME_FEEDBACK, "Cockpit not available in GL mode");
483 Cockpit_mode = CM_FULL_SCREEN;
484 }
485 #endif
486
487 WINDOS(
488 dd_gr_set_current_canvas(NULL),
489 gr_set_current_canvas(NULL)
490 );
491 gr_set_curfont( GAME_FONT );
492
493 #if !defined(MACINTOSH) && !defined(WINDOWS)
494 if (Game_cockpit_copy_code)
495 d_free(Game_cockpit_copy_code);
496 Game_cockpit_copy_code = NULL;
497 #else
498 if (Game_cockpit_copy_code)
499 Game_cockpit_copy_code = 0;
500 #endif
501
502 //@@ #ifdef WINDOWS
503 //@@ if (_lpDDSMask) { DDFreeSurface(_lpDDSMask); _lpDDSMask = NULL; }
504 //@@ #endif
505
506 #ifdef WINDOWS
507 game_win_init_cockpit_mask(0);
508 #endif
509
510 switch( Cockpit_mode ) {
511 case CM_FULL_COCKPIT:
512 case CM_REAR_VIEW: {
513 grs_bitmap *bm = &GameBitmaps[cockpit_bitmap[Cockpit_mode+(Current_display_mode?(Num_cockpits/2):0)].index];
514
515 PIGGY_PAGE_IN(cockpit_bitmap[Cockpit_mode+(Current_display_mode?(Num_cockpits/2):0)]);
516
517 #ifdef WINDOWS
518 dd_gr_set_current_canvas(NULL);
519 game_win_init_cockpit_mask(1);
520 dd_gr_set_current_canvas(dd_VR_offscreen_buffer);
521 #else
522 gr_set_current_canvas(VR_offscreen_buffer);
523 #endif
524
525 WIN(DDGRLOCK(dd_grd_curcanv));
526 gr_bitmap( 0, 0, bm );
527 bm = &VR_offscreen_buffer->cv_bitmap;
528 bm->bm_flags = BM_FLAG_TRANSPARENT;
529 gr_ibitblt_find_hole_size ( bm, &minx, &miny, &maxx, &maxy );
530 WIN( win_get_span_list(bm, miny, maxy);
531 DDGRUNLOCK(dd_grd_curcanv)
532 );
533
534 #ifndef WINDOWS
535 #ifndef __MSDOS__
536 gr_ibitblt_create_mask( bm, minx, miny, maxx-minx+1, maxy-miny+1, VR_offscreen_buffer->cv_bitmap.bm_rowsize);
537 #else
538 if ( Current_display_mode ) {
539 #if defined(POLY_ACC)
540 Game_cockpit_copy_code = gr_ibitblt_create_mask_pa( bm, minx, miny, maxx-minx+1, maxy-miny+1, VR_offscreen_buffer->cv_bitmap.bm_rowsize );
541 pa_clear_buffer(1, 0); // clear offscreen to reduce white flash.
542 #else
543 Game_cockpit_copy_code = gr_ibitblt_create_mask_svga( bm, minx, miny, maxx-minx+1, maxy-miny+1, VR_offscreen_buffer->cv_bitmap.bm_rowsize );
544 #endif
545 } else
546 Game_cockpit_copy_code = gr_ibitblt_create_mask( bm, minx, miny, maxx-minx+1, maxy-miny+1, VR_offscreen_buffer->cv_bitmap.bm_rowsize );
547 #endif
548 bm->bm_flags = 0; // Clear all flags for offscreen canvas
549 #else
550 Game_cockpit_copy_code = (ubyte *)(1);
551 bm->bm_flags = 0; // Clear all flags for offscreen canvas
552 #endif
553 game_init_render_sub_buffers( 0, 0, maxx-minx+1, maxy-miny+1 );
554 break;
555 }
556
557 case CM_FULL_SCREEN:
558
559 max_window_h = grd_curscreen->sc_h;
560
561 if (Game_window_h > max_window_h || VR_screen_flags&VRF_ALLOW_COCKPIT)
562 Game_window_h = max_window_h;
563
564 if (Game_window_w > max_window_w || VR_screen_flags&VRF_ALLOW_COCKPIT)
565 Game_window_w = max_window_w;
566
567 Game_window_x = (max_window_w - Game_window_w)/2;
568 Game_window_y = (max_window_h - Game_window_h)/2;
569
570 game_init_render_sub_buffers( Game_window_x, Game_window_y, Game_window_w, Game_window_h );
571 break;
572
573 case CM_STATUS_BAR:
574
575 max_window_h = grd_curscreen->sc_h - GameBitmaps[cockpit_bitmap[CM_STATUS_BAR+(Current_display_mode?(Num_cockpits/2):0)].index].bm_h;
576
577 if (Game_window_h > max_window_h)
578 Game_window_h = max_window_h;
579
580 if (Game_window_w > max_window_w)
581 Game_window_w = max_window_w;
582
583 Game_window_x = (max_window_w - Game_window_w)/2;
584 Game_window_y = (max_window_h - Game_window_h)/2;
585
586 game_init_render_sub_buffers( Game_window_x, Game_window_y, Game_window_w, Game_window_h );
587 break;
588
589 case CM_LETTERBOX: {
590 int x,y,w,h;
591
592 x = 0; w = VR_render_buffer[0].cv_bitmap.bm_w; //VR_render_width;
593 h = (VR_render_buffer[0].cv_bitmap.bm_h * 7) / 10;
594 y = (VR_render_buffer[0].cv_bitmap.bm_h-h)/2;
595
596 game_init_render_sub_buffers( x, y, w, h );
597 break;
598 }
599
600 }
601
602 WINDOS(
603 dd_gr_set_current_canvas(NULL),
604 gr_set_current_canvas(NULL)
605 );
606 }
607
608 //selects a given cockpit (or lack of one). See types in game.h
select_cockpit(int mode)609 void select_cockpit(int mode)
610 {
611 if (mode != Cockpit_mode) { //new mode
612 Cockpit_mode=mode;
613 init_cockpit();
614 }
615 }
616
617 extern int last_drawn_cockpit[2];
618
619 //force cockpit redraw next time. call this if you've trashed the screen
reset_cockpit()620 void reset_cockpit()
621 {
622 force_cockpit_redraw=1;
623 last_drawn_cockpit[0] = -1;
624 last_drawn_cockpit[1] = -1;
625 }
626
627 // void HUD_clear_messages(); //Already declared in gauges.h
628
629 //NEWVR
VR_reset_params()630 void VR_reset_params()
631 {
632 VR_eye_width = VR_SEPARATION;
633 VR_eye_offset = VR_PIXEL_SHIFT;
634 VR_eye_offset_changed = 2;
635 }
636
game_init_render_sub_buffers(int x,int y,int w,int h)637 void game_init_render_sub_buffers( int x, int y, int w, int h )
638 {
639 #ifdef WINDOWS
640 dd_gr_init_sub_canvas( &dd_VR_render_sub_buffer[0], &dd_VR_render_buffer[0], x, y, w, h );
641 dd_gr_init_sub_canvas( &dd_VR_render_sub_buffer[1], &dd_VR_render_buffer[1], x, y, w, h );
642
643 dd_VR_render_sub_buffer[0].canvas.cv_bitmap.bm_x = 0;
644 dd_VR_render_sub_buffer[0].canvas.cv_bitmap.bm_y = 0;
645 dd_VR_render_sub_buffer[0].xoff = x;
646 dd_VR_render_sub_buffer[0].yoff = y;
647 dd_VR_render_sub_buffer[1].canvas.cv_bitmap.bm_x = 0;
648 dd_VR_render_sub_buffer[1].canvas.cv_bitmap.bm_y = 0;
649 dd_VR_render_sub_buffer[1].xoff = x;
650 dd_VR_render_sub_buffer[1].yoff = y;
651
652 #endif
653 if (Scanline_double) {
654 #ifdef MACINTOSH
655 if ( w & 0x3 )
656 w &= ~0x3;
657 gr_init_sub_canvas( &VR_render_sub_buffer[0], &VR_render_buffer[0], x, y, w/2, (h/2)+1);
658 gr_init_sub_canvas( &VR_render_sub_buffer[1], &VR_render_buffer[1], x, y, w/2, (h/2)+1);
659 #endif
660 } else {
661 gr_init_sub_canvas( &VR_render_sub_buffer[0], &VR_render_buffer[0], x, y, w, h );
662 gr_init_sub_canvas( &VR_render_sub_buffer[1], &VR_render_buffer[1], x, y, w, h );
663 }
664
665 #ifdef MACINTOSH
666 #ifdef POLY_ACC
667 if ( PAEnabled )
668 {
669 TQARect newBounds;
670
671 newBounds.left = x;
672 newBounds.right = x + w;
673 newBounds.top = y;
674 newBounds.bottom = y + h;
675
676 pa_set_context(kGamePlayDrawContextID, &newBounds); // must resize/create new context
677 }
678 #endif
679 #endif
680
681 #ifdef WINDOWS
682 VR_render_sub_buffer[0].cv_bitmap.bm_x = 0;
683 VR_render_sub_buffer[0].cv_bitmap.bm_y = 0;
684 VR_render_sub_buffer[1].cv_bitmap.bm_x = 0;
685 VR_render_sub_buffer[1].cv_bitmap.bm_y = 0;
686 #endif
687 }
688
689
690 #ifdef WINDOWS
691 // Sets up the canvases we will be rendering to (WIN95)
game_init_render_buffers(int screen_mode,int render_w,int render_h,int render_method,int flags)692 void game_init_render_buffers(int screen_mode, int render_w, int render_h, int render_method, int flags )
693 {
694 // Hack for switching to higher that 640x480 modes (DDraw doesn't allow
695 // creating surfaces greater than the current resolution
696
697 if (GRMODEINFO(rw) < render_w || GRMODEINFO(rh) < render_h) {
698 render_w = GRMODEINFO(rw);
699 render_h = GRMODEINFO(rh);
700 }
701
702 VR_screen_mode = screen_mode;
703
704 VR_screen_flags = flags;
705
706 VR_reset_params();
707 VR_render_mode = render_method;
708
709 Game_window_w = render_w;
710 Game_window_h = render_h;
711
712 if (dd_VR_offscreen_buffer && dd_VR_offscreen_buffer != dd_grd_backcanv) {
713 dd_gr_free_canvas(dd_VR_offscreen_buffer);
714 }
715
716 if ( (VR_render_mode==VR_AREA_DET) || (VR_render_mode==VR_INTERLACED ) ) {
717 if ( render_h*2 < 200 ) {
718 Int3(); // Not Supported yet!!!
719 // VR_offscreen_buffer = gr_create_canvas( render_w, 200 );
720 }
721 else {
722 Int3(); // Not Supported yet!!!
723 // VR_offscreen_buffer = gr_create_canvas( render_w, render_h*2 );
724 }
725
726 Int3(); // Not Supported yet!!!
727 // gr_init_sub_canvas( &VR_render_buffer[0], VR_offscreen_buffer, 0, 0, render_w, render_h );
728 // gr_init_sub_canvas( &VR_render_buffer[1], VR_offscreen_buffer, 0, render_h, render_w, render_h );
729 }
730 else if (GRMODEINFO(paged) && !GRMODEINFO(dbuf)) {
731 // Here we will make the VR_offscreen_buffer the 2nd page and hopefully
732 // we can just flip it, saving a blt.
733
734 dd_VR_offscreen_buffer = dd_grd_backcanv;
735 VR_offscreen_buffer = & dd_grd_backcanv->canvas;
736 }
737 else if (GRMODEINFO(dbuf)||GRMODEINFO(emul)) {
738 // The offscreen buffer will be created. We will just blt this
739 // to the screen (which may be blted to the primary surface)
740 if ( render_h < 200 ) {
741 dd_VR_offscreen_buffer = dd_gr_create_canvas(render_w, 200);
742 VR_offscreen_buffer = &dd_VR_offscreen_buffer->canvas;
743 }
744 else {
745 dd_VR_offscreen_buffer = dd_gr_create_canvas(render_w, render_h);
746 VR_offscreen_buffer = &dd_VR_offscreen_buffer->canvas;
747 }
748 }
749
750 dd_gr_init_sub_canvas( &dd_VR_render_buffer[0], dd_VR_offscreen_buffer, 0, 0, render_w, render_h );
751 dd_gr_init_sub_canvas( &dd_VR_render_buffer[1], dd_VR_offscreen_buffer, 0, 0, render_w, render_h );
752 gr_init_sub_canvas( &VR_render_buffer[0], VR_offscreen_buffer, 0, 0, render_w, render_h );
753 gr_init_sub_canvas( &VR_render_buffer[1], VR_offscreen_buffer, 0, 0, render_w, render_h );
754
755 game_init_render_sub_buffers( 0, 0, render_w, render_h );
756 }
757
758 #else
759
760 // Sets up the canvases we will be rendering to (NORMAL VERSION)
game_init_render_buffers(int screen_mode,int render_w,int render_h,int render_method,int flags)761 void game_init_render_buffers(int screen_mode, int render_w, int render_h, int render_method, int flags )
762 {
763 // if (vga_check_mode(screen_mode) != 0)
764 // Error("Cannot set requested video mode");
765
766 VR_screen_mode = screen_mode;
767
768 VR_screen_flags = flags;
769
770 //NEWVR
771 VR_reset_params();
772 VR_render_mode = render_method;
773
774 Game_window_w = render_w;
775 Game_window_h = render_h;
776
777 if (VR_offscreen_buffer) {
778 gr_free_canvas(VR_offscreen_buffer);
779 }
780
781 if ( (VR_render_mode==VR_AREA_DET) || (VR_render_mode==VR_INTERLACED ) ) {
782 if ( render_h*2 < 200 ) {
783 VR_offscreen_buffer = gr_create_canvas( render_w, 200 );
784 }
785 else {
786 VR_offscreen_buffer = gr_create_canvas( render_w, render_h*2 );
787 }
788
789 gr_init_sub_canvas( &VR_render_buffer[0], VR_offscreen_buffer, 0, 0, render_w, render_h );
790 gr_init_sub_canvas( &VR_render_buffer[1], VR_offscreen_buffer, 0, render_h, render_w, render_h );
791 }
792 else {
793 if ( render_h < 200 ) {
794 VR_offscreen_buffer = gr_create_canvas( render_w, 200 );
795 }
796 else {
797 #if defined(POLY_ACC)
798 #ifndef MACINTOSH
799 VR_offscreen_buffer = gr_create_canvas( render_w, render_h );
800 d_free(VR_offscreen_buffer->cv_bitmap.bm_data);
801 gr_init_canvas(VR_offscreen_buffer, pa_get_buffer_address(1), BM_LINEAR15, render_w, render_h);
802 #else
803 if ( PAEnabled || gConfigInfo.mAcceleration ) {
804 Cockpit_mode=CM_FULL_SCREEN; // HACK HACK HACK HACK HACK!!!!
805 VR_offscreen_buffer = gr_create_canvas2(render_w, render_h, BM_LINEAR15);
806 } else
807 VR_offscreen_buffer = gr_create_canvas( render_w, render_h );
808 #endif
809 #else
810 VR_offscreen_buffer = gr_create_canvas( render_w, render_h );
811 #endif
812 }
813
814 #ifdef OGL
815 VR_offscreen_buffer->cv_bitmap.bm_type = BM_OGL;
816 #endif
817
818 gr_init_sub_canvas( &VR_render_buffer[0], VR_offscreen_buffer, 0, 0, render_w, render_h );
819 gr_init_sub_canvas( &VR_render_buffer[1], VR_offscreen_buffer, 0, 0, render_w, render_h );
820 }
821
822 game_init_render_sub_buffers( 0, 0, render_w, render_h );
823 }
824 #endif
825
826 //called to get the screen in a mode compatible with popup menus.
827 //if we can't have popups over the game screen, switch to menu mode.
set_popup_screen(void)828 void set_popup_screen(void)
829 {
830 //WIN(LoadCursorWin(MOUSE_DEFAULT_CURSOR));
831
832 if (! (VR_screen_flags & VRF_COMPATIBLE_MENUS))
833 set_screen_mode(SCREEN_MENU); //must switch to menu mode
834 }
835
836
837 //called to change the screen mode. Parameter sm is the new mode, one of
838 //SMODE_GAME or SMODE_EDITOR. returns mode acutally set (could be other
839 //mode if cannot init requested mode)
set_screen_mode(int sm)840 int set_screen_mode(int sm)
841 {
842 WIN(static int force_mode_change=0);
843 WIN(static int saved_window_w);
844 WIN(static int saved_window_h);
845
846 #ifdef EDITOR
847 if ( (sm==SCREEN_MENU) && (Screen_mode==SCREEN_EDITOR) ) {
848 gr_set_current_canvas( Canv_editor );
849 return 1;
850 }
851 #endif
852
853 #ifdef WINDOWS
854 if ( Screen_mode == sm && W95DisplayMode == VR_screen_mode) {
855 dd_gr_set_current_canvas( &dd_VR_screen_pages[VR_current_page] );
856 return 1;
857 }
858 #else
859 if ( Screen_mode == sm && VGA_current_mode == VR_screen_mode) {
860 gr_set_current_canvas( &VR_screen_pages[VR_current_page] );
861 return 1;
862 }
863 #endif
864
865 #ifdef OGL
866 if ((Screen_mode == sm) && !((sm==SCREEN_GAME) && (grd_curscreen->sc_mode != VR_screen_mode) && (Screen_mode == SCREEN_GAME))) {
867
868 gr_set_current_canvas( &VR_screen_pages[VR_current_page] );
869 ogl_set_screen_mode();
870 return 1;
871 }
872 #endif
873
874 #ifdef EDITOR
875 Canv_editor = NULL;
876 #endif
877
878 Screen_mode = sm;
879
880 switch( Screen_mode )
881 {
882 case SCREEN_MENU:
883 #ifdef WINDOWS
884 //mouse_set_mode(0);
885 //ShowCursorW();
886 if (!(VR_screen_flags & VRF_COMPATIBLE_MENUS)) {
887 // HACK!!! Meant to save window size when switching from
888 // non-compat menu mode to menu mode.
889 saved_window_w = Game_window_w;
890 saved_window_h = Game_window_h;
891 force_mode_change = 1;
892 }
893 if (W95DisplayMode != SM95_640x480x8) {
894 //@@ piggy_bitmap_page_out_all_w(); // 2D GFX Flush cache.
895 DDSETDISPLAYMODE(SM95_640x480x8);
896 dd_gr_init_screen();
897 if (!gr_palette_faded_out) gr_palette_load(gr_palette);
898 }
899
900 dd_gr_init_sub_canvas(&dd_VR_screen_pages[0], dd_grd_screencanv,
901 0,0,
902 dd_grd_screencanv->canvas.cv_bitmap.bm_w,
903 dd_grd_screencanv->canvas.cv_bitmap.bm_h);
904 dd_gr_init_sub_canvas(&dd_VR_screen_pages[1], dd_grd_screencanv,
905 0,0,
906 dd_grd_screencanv->canvas.cv_bitmap.bm_w,
907 dd_grd_screencanv->canvas.cv_bitmap.bm_h);
908 MenuHires = 1;
909 FontHires = FontHiresAvailable;
910
911 #else
912 {
913 int menu_mode;
914
915 MenuHires = MenuHiresAvailable; //do highres if we can
916
917 #if defined(POLY_ACC)
918 #ifndef MACINTOSH
919 menu_mode = MenuHires?SM(640,480):SM(320,200);
920 #else
921 menu_mode = PAEnabled?SM_640x480x15xPA:SM_640x480V;
922 #endif
923 #else
924 menu_mode = MenuHires?SM(640,480):SM(320,200);
925 #endif
926
927 if (VGA_current_mode != menu_mode) {
928 if (gr_set_mode(menu_mode))
929 Error("Cannot set screen mode for menu");
930 if (!gr_palette_faded_out)
931 gr_palette_load(gr_palette);
932 }
933
934 gr_init_sub_canvas( &VR_screen_pages[0], &grd_curscreen->sc_canvas, 0, 0, grd_curscreen->sc_w, grd_curscreen->sc_h );
935 gr_init_sub_canvas( &VR_screen_pages[1], &grd_curscreen->sc_canvas, 0, 0, grd_curscreen->sc_w, grd_curscreen->sc_h );
936
937 FontHires = FontHiresAvailable && MenuHires;
938
939 }
940 #endif
941 break;
942
943 case SCREEN_GAME:
944 #ifdef WINDOWS
945 //mouse_set_mode(1);
946 HideCursorW();
947 if (force_mode_change || (W95DisplayMode != VR_screen_mode)) {
948
949 DDSETDISPLAYMODE(VR_screen_mode);
950 //@@ piggy_bitmap_page_out_all_w(); // 2D GFX Flush cache.
951 dd_gr_init_screen();
952 mprintf((0, "Reinitializing render buffers due to display mode change.\n"));
953 game_init_render_buffers(W95DisplayMode,
954 GRMODEINFO(rw), GRMODEINFO(rh),
955 VR_render_mode, VR_screen_flags);
956
957 reset_cockpit();
958 }
959 #else
960 if (VGA_current_mode != VR_screen_mode) {
961 if (gr_set_mode(VR_screen_mode)) {
962 Error("Cannot set desired screen mode for game!");
963 //we probably should do something else here, like select a standard mode
964 }
965 #ifdef MACINTOSH
966 if ( (Config_control_type == 1) && (Function_mode == FMODE_GAME) )
967 joydefs_calibrate();
968 #endif
969 reset_cockpit();
970 }
971 #endif
972
973 if ( VR_render_mode == VR_NONE )
974 {
975 max_window_w = grd_curscreen->sc_w;
976 max_window_h = grd_curscreen->sc_h;
977
978 if (VR_screen_flags & VRF_ALLOW_COCKPIT) {
979 if (Cockpit_mode == CM_STATUS_BAR)
980 max_window_h = grd_curscreen->sc_h - GameBitmaps[cockpit_bitmap[CM_STATUS_BAR+(Current_display_mode?(Num_cockpits/2):0)].index].bm_h;
981 }
982 else if (Cockpit_mode != CM_LETTERBOX)
983 Cockpit_mode = CM_FULL_SCREEN;
984
985 if (Game_window_h==0 || Game_window_h > max_window_h || Game_window_w==0 || Game_window_w > max_window_w) {
986 Game_window_w = max_window_w;
987 Game_window_h = max_window_h;
988 }
989
990 }
991 else
992 Cockpit_mode = CM_FULL_SCREEN;
993
994 #ifdef WINDOWS
995 // Super hack. If we are switching from a 320x200 game to 640x480.
996 // and we were in a menumode when switching, we don't
997 // restore Game_window vals
998 if (force_mode_change && (W95DisplayMode == SM95_320x200x8X)) {
999 Game_window_w = saved_window_w;
1000 Game_window_h = saved_window_h;
1001 force_mode_change = 0;
1002 }
1003 #endif
1004
1005
1006 // Define screen pages for game mode
1007 // If we designate through screen_flags to use paging, then do so.
1008 WINDOS(
1009 dd_gr_init_sub_canvas( &dd_VR_screen_pages[0], dd_grd_screencanv, 0, 0, grd_curscreen->sc_w, grd_curscreen->sc_h ),
1010 gr_init_sub_canvas( &VR_screen_pages[0], &grd_curscreen->sc_canvas, 0, 0, grd_curscreen->sc_w, grd_curscreen->sc_h )
1011 );
1012
1013 if ( VR_screen_flags&VRF_USE_PAGING ) {
1014 WINDOS(
1015 dd_gr_init_sub_canvas( &dd_VR_screen_pages[1], dd_grd_backcanv, 0, 0, grd_curscreen->sc_w, grd_curscreen->sc_h ),
1016 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 )
1017 );
1018 }
1019 else {
1020 WINDOS (
1021 dd_gr_init_sub_canvas( &dd_VR_screen_pages[1], dd_grd_screencanv, 0, 0, grd_curscreen->sc_w, grd_curscreen->sc_h ),
1022 gr_init_sub_canvas( &VR_screen_pages[1], &grd_curscreen->sc_canvas, 0, 0, grd_curscreen->sc_w, grd_curscreen->sc_h )
1023 );
1024 }
1025
1026 init_cockpit();
1027
1028 #ifdef WINDOWS
1029 FontHires = FontHiresAvailable && (Current_display_mode != 0);
1030 MenuHires = 1;
1031 #else
1032 FontHires = FontHiresAvailable && (MenuHires = ((Current_display_mode != 0) && (Current_display_mode != 2)));
1033 #endif
1034
1035 if ( VR_render_mode != VR_NONE ) {
1036 // for 640x480 or higher, use hires font.
1037 if (FontHiresAvailable && (grd_curscreen->sc_h > 400))
1038 FontHires = 1;
1039 else
1040 FontHires = 0;
1041 }
1042
1043 break;
1044 #ifdef EDITOR
1045 case SCREEN_EDITOR:
1046 if (grd_curscreen->sc_mode != SM(800,600)) {
1047 int gr_error;
1048 if ((gr_error=gr_set_mode(SM(800,600)))!=0) { //force into game scrren
1049 Warning("Cannot init editor screen (error=%d)",gr_error);
1050 return 0;
1051 }
1052 }
1053 gr_palette_load( gr_palette );
1054
1055 gr_init_sub_canvas( &VR_editor_canvas, &grd_curscreen->sc_canvas, 0, 0, grd_curscreen->sc_w, grd_curscreen->sc_h );
1056 Canv_editor = &VR_editor_canvas;
1057 gr_init_sub_canvas( &VR_screen_pages[0], Canv_editor, 0, 0, Canv_editor->cv_w, Canv_editor->cv_h );
1058 gr_init_sub_canvas( &VR_screen_pages[1], Canv_editor, 0, 0, Canv_editor->cv_w, Canv_editor->cv_h );
1059 gr_set_current_canvas( Canv_editor );
1060 init_editor_screen(); //setup other editor stuff
1061 break;
1062 #endif
1063 default:
1064 Error("Invalid screen mode %d",sm);
1065 }
1066
1067 VR_current_page = 0;
1068
1069 WINDOS(
1070 dd_gr_set_current_canvas(&dd_VR_screen_pages[VR_current_page]),
1071 gr_set_current_canvas( &VR_screen_pages[VR_current_page] )
1072 );
1073
1074 if ( VR_screen_flags&VRF_USE_PAGING ) {
1075 WINDOS(
1076 dd_gr_flip(),
1077 gr_show_canvas( &VR_screen_pages[VR_current_page] )
1078 );
1079 }
1080 #ifdef OGL
1081 ogl_set_screen_mode();
1082 #endif
1083
1084 return 1;
1085 }
1086
gr_toggle_fullscreen_game(void)1087 int gr_toggle_fullscreen_game(void){
1088 #ifdef GR_SUPPORTS_FULLSCREEN_TOGGLE
1089 int i;
1090 hud_message(MSGC_GAME_FEEDBACK, "toggling fullscreen mode %s",(i=gr_toggle_fullscreen())?"on":"off" );
1091 //added 2000/06/19 Matthew Mueller - hack to fix "infinite toggle" problem
1092 //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.
1093 // generic_key_handler(KEY_PADENTER,0);
1094 key_flush();
1095 //end addition -MM
1096 return i;
1097 #else
1098 hud_message(MSGC_GAME_FEEDBACK, "fullscreen toggle not supported by this target");
1099 return -1;
1100 #endif
1101 }
1102
1103 int arch_toggle_fullscreen_menu(void);
1104
gr_toggle_fullscreen_menu(void)1105 int gr_toggle_fullscreen_menu(void){
1106 #ifdef GR_SUPPORTS_FULLSCREEN_MENU_TOGGLE
1107 int i;
1108 i=arch_toggle_fullscreen_menu();
1109
1110 // generic_key_handler(KEY_PADENTER,0);
1111 key_flush();
1112
1113 return i;
1114 #else
1115 return -1;
1116 #endif
1117 }
1118
1119 static int timer_paused=0;
1120
stop_time()1121 void stop_time()
1122 {
1123 if (timer_paused==0) {
1124 fix time;
1125 time = timer_get_fixed_seconds();
1126 last_timer_value = time - last_timer_value;
1127 if (last_timer_value < 0) {
1128 #if defined(TIMER_TEST) && !defined(NDEBUG)
1129 Int3(); //get Matt!!!!
1130 #endif
1131 last_timer_value = 0;
1132 }
1133 #if defined(TIMER_TEST) && !defined(NDEBUG)
1134 time_stopped = time;
1135 #endif
1136 }
1137 timer_paused++;
1138
1139 #if defined(TIMER_TEST) && !defined(NDEBUG)
1140 stop_count++;
1141 #endif
1142 }
1143
start_time()1144 void start_time()
1145 {
1146 timer_paused--;
1147 Assert(timer_paused >= 0);
1148 if (timer_paused==0) {
1149 fix time;
1150 time = timer_get_fixed_seconds();
1151 #if defined(TIMER_TEST) && !defined(NDEBUG)
1152 if (last_timer_value < 0)
1153 Int3(); //get Matt!!!!
1154 }
1155 #endif
1156 last_timer_value = time - last_timer_value;
1157 #if defined(TIMER_TEST) && !defined(NDEBUG)
1158 time_started = time;
1159 #endif
1160 }
1161
1162 #if defined(TIMER_TEST) && !defined(NDEBUG)
1163 start_count++;
1164 #endif
1165 }
1166
1167 MAC(extern ubyte joydefs_calibrating;)
1168
1169 void game_flush_inputs()
1170 {
1171 int dx,dy;
1172 key_flush();
1173 joy_flush();
1174 mouse_flush();
1175 #ifdef MACINTOSH
1176 if ( (Function_mode != FMODE_MENU) && !joydefs_calibrating ) // only reset mouse when not in menu or not calibrating
1177 #endif
1178 mouse_get_delta( &dx, &dy ); // Read mouse
1179 memset(&Controls,0,sizeof(control_info));
1180 }
1181
1182 void reset_time()
1183 {
1184 last_timer_value = timer_get_fixed_seconds();
1185
1186 }
1187
1188 #ifndef RELEASE
1189 extern int Saving_movie_frames;
1190 int Movie_fixed_frametime;
1191 #else
1192 #define Saving_movie_frames 0
1193 #define Movie_fixed_frametime 0
1194 #endif
1195
1196 //added on 8/18/98 by Victor Rachels to add maximum framerate
1197 int maxfps = 80;
1198 //end this section
1199
1200 void calc_frame_time()
1201 {
1202 fix timer_value,last_frametime = FrameTime;
1203
1204 #if defined(TIMER_TEST) && !defined(NDEBUG)
1205 _last_frametime = last_frametime;
1206 #endif
1207
1208 timer_value = timer_get_fixed_seconds();
1209 FrameTime = timer_value - last_timer_value;
1210
1211 do {
1212 timer_value = timer_get_fixed_seconds();
1213 FrameTime = timer_value - last_timer_value;
1214 if (FrameTime < f1_0/maxfps);
1215 timer_delay(1);
1216 } while (FrameTime < f1_0/maxfps);
1217
1218 #if defined(TIMER_TEST) && !defined(NDEBUG)
1219 _timer_value = timer_value;
1220 #endif
1221
1222 #ifndef NDEBUG
1223 if (!(((FrameTime > 0) && (FrameTime <= F1_0)) || (Function_mode == FMODE_EDITOR) || (Newdemo_state == ND_STATE_PLAYBACK))) {
1224 mprintf((1,"Bad FrameTime - value = %x\n",FrameTime));
1225 if (FrameTime == 0)
1226 Int3(); // Call Mike or Matt or John! Your interrupts are probably trashed!
1227 // if ( !dpmi_virtual_memory )
1228 // Int3(); //Get MATT if hit this!
1229 }
1230 #endif
1231
1232 #if defined(TIMER_TEST) && !defined(NDEBUG)
1233 actual_last_timer_value = last_timer_value;
1234 #endif
1235
1236 if ( Game_turbo_mode )
1237 FrameTime *= 2;
1238
1239 // Limit frametime to be between 5 and 150 fps.
1240 RealFrameTime = FrameTime;
1241 if ( FrameTime < F1_0/150 ) FrameTime = F1_0/150;
1242 if ( FrameTime > F1_0/5 ) FrameTime = F1_0/5;
1243
1244 last_timer_value = timer_value;
1245
1246 if (FrameTime < 0) //if bogus frametime...
1247 FrameTime = last_frametime; //...then use time from last frame
1248
1249 #ifndef NDEBUG
1250 if (fixed_frametime) FrameTime = fixed_frametime;
1251 #endif
1252
1253 #ifndef NDEBUG
1254 // Pause here!!!
1255 if ( Debug_pause ) {
1256 int c;
1257 c = 0;
1258 while( c==0 )
1259 c = key_peekkey();
1260
1261 if ( c == KEY_P ) {
1262 Debug_pause = 0;
1263 c = key_inkey();
1264 }
1265 last_timer_value = timer_get_fixed_seconds();
1266 }
1267 #endif
1268
1269 #if Arcade_mode
1270 FrameTime /= 2;
1271 #endif
1272
1273 #if defined(TIMER_TEST) && !defined(NDEBUG)
1274 stop_count = start_count = 0;
1275 #endif
1276
1277 // Set value to determine whether homing missile can see target.
1278 // The lower frametime is, the more likely that it can see its target.
1279 if (FrameTime <= F1_0/64)
1280 Min_trackable_dot = MIN_TRACKABLE_DOT; // -- 3*(F1_0 - MIN_TRACKABLE_DOT)/4 + MIN_TRACKABLE_DOT;
1281 else if (FrameTime < F1_0/32)
1282 Min_trackable_dot = MIN_TRACKABLE_DOT + F1_0/64 - 2*FrameTime; // -- fixmul(F1_0 - MIN_TRACKABLE_DOT, F1_0-4*FrameTime) + MIN_TRACKABLE_DOT;
1283 else if (FrameTime < F1_0/4)
1284 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;
1285 else
1286 Min_trackable_dot = MIN_TRACKABLE_DOT + F1_0/64 - F1_0/8;
1287
1288 }
1289
1290 //--unused-- int Auto_flythrough=0; //if set, start flythough automatically
1291
1292 void move_player_2_segment(segment *seg,int side)
1293 {
1294 vms_vector vp;
1295
1296 compute_segment_center(&ConsoleObject->pos,seg);
1297 compute_center_point_on_side(&vp,seg,side);
1298 vm_vec_sub2(&vp,&ConsoleObject->pos);
1299 vm_vector_2_matrix(&ConsoleObject->orient,&vp,NULL,NULL);
1300
1301 obj_relink( ConsoleObject-Objects, SEG_PTR_2_NUM(seg) );
1302
1303 }
1304
1305 #ifdef NETWORK
1306 void game_draw_time_left()
1307 {
1308 char temp_string[30];
1309 fix timevar;
1310 int i;
1311
1312 gr_set_curfont( GAME_FONT ); //GAME_FONT
1313 gr_set_fontcolor(gr_getcolor(0,63,0), -1 );
1314
1315 timevar=i2f (Netgame.PlayTimeAllowed*5*60);
1316 i=f2i(timevar-ThisLevelTime);
1317 i++;
1318
1319 sprintf( temp_string, "Time left: %d secs", i );
1320
1321 if (i>=0)
1322 gr_string(0, 32, temp_string );
1323 }
1324 #endif
1325
1326
1327 extern int Game_pause;
1328
1329 void do_photos();
1330 void level_with_floor();
1331
1332 void modex_clear_box(int x,int y,int w,int h)
1333 {
1334 grs_canvas *temp_canv,*save_canv;
1335
1336 save_canv = grd_curcanv;
1337 temp_canv = gr_create_canvas(w,h);
1338 gr_set_current_canvas(temp_canv);
1339 gr_clear_canvas(BM_XRGB(0,0,0));
1340 gr_set_current_canvas(save_canv);
1341 gr_bitmapm(x,y,&temp_canv->cv_bitmap);
1342 gr_free_canvas(temp_canv);
1343
1344 }
1345
1346 extern void modex_printf(int x,int y,char *s,grs_font *font,int color);
1347
1348 // mac routine to drop contents of screen to a pict file using copybits
1349 // save a PICT to a file
1350 #ifdef MACINTOSH
1351
1352 void SavePictScreen(int multiplayer)
1353 {
1354 OSErr err;
1355 int parid, i, count;
1356 char *pfilename, filename[50], buf[512], cwd[FILENAME_MAX];
1357 short fd;
1358 FSSpec spec;
1359 PicHandle pict_handle;
1360 static int multi_count = 0;
1361 StandardFileReply sf_reply;
1362
1363 // dump the contents of the GameWindow into a picture using copybits
1364
1365 pict_handle = OpenPicture(&GameWindow->portRect);
1366 if (pict_handle == NULL)
1367 return;
1368
1369 CopyBits(&GameWindow->portBits, &GameWindow->portBits, &GameWindow->portRect, &GameWindow->portRect, srcBic, NULL);
1370 ClosePicture();
1371
1372 // get the cwd to restore with chdir when done -- this keeps the mac world sane
1373 if (!getcwd(cwd, FILENAME_MAX))
1374 Int3();
1375 // create the fsspec
1376
1377 sprintf(filename, "screen%d", multi_count++);
1378 pfilename = c2pstr(filename);
1379 if (!multiplayer) {
1380 show_cursor();
1381 StandardPutFile("\pSave PICT as:", pfilename, &sf_reply);
1382 if (!sf_reply.sfGood)
1383 goto end;
1384 memcpy( &spec, &(sf_reply.sfFile), sizeof(FSSpec) );
1385 if (sf_reply.sfReplacing)
1386 FSpDelete(&spec);
1387 err = FSpCreate( &spec, 'ttxt', 'PICT', smSystemScript );
1388 if (err)
1389 goto end;
1390 } else {
1391 // parid = GetAppDirId();
1392 err = FSMakeFSSpec(0, 0, pfilename, &spec);
1393 if (err == nsvErr)
1394 goto end;
1395 if (err != fnfErr)
1396 FSpDelete(&spec);
1397 err = FSpCreate(&spec, 'ttxt', 'PICT', smSystemScript);
1398 if (err != 0)
1399 goto end;
1400 }
1401
1402 // write the PICT file
1403 if ( FSpOpenDF(&spec, fsRdWrPerm, &fd) )
1404 goto end;
1405 memset(buf, 0, sizeof(buf));
1406 count = 512;
1407 if ( FSWrite(fd, &count, buf) )
1408 goto end;
1409 count = GetHandleSize((Handle)pict_handle);
1410 HLock((Handle)pict_handle);
1411 if ( FSWrite(fd, &count, *pict_handle) ) {
1412 FSClose(fd);
1413 FSpDelete(&spec);
1414 }
1415
1416 end:
1417 HUnlock((Handle)pict_handle);
1418 DisposeHandle((Handle)pict_handle);
1419 FSClose(fd);
1420 hide_cursor();
1421 chdir(cwd);
1422 }
1423
1424 #endif
1425
1426 //automap_flag is now unused, since we just check if the screen we're
1427 //writing to is modex
1428 //if called from automap, current canvas is set to visible screen
1429 #ifndef OGL
1430 void save_screen_shot(int automap_flag)
1431 {
1432 #if defined(WINDOWS)
1433 mprintf((0, "Doing screen shot thing.\n"));
1434 win95_save_pcx_shot();
1435
1436 #elif !defined(MACINTOSH)
1437 fix t1;
1438 char message[100];
1439 grs_canvas *screen_canv=&grd_curscreen->sc_canvas;
1440 grs_font *save_font;
1441 static int savenum=0;
1442 static int stereo_savenum=0;
1443 grs_canvas *temp_canv,*temp_canv2,*save_canv;
1444 char savename[FILENAME_LEN],savename2[FILENAME_LEN];
1445 ubyte pal[768];
1446 int w,h,aw,x,y;
1447 int modex_flag;
1448 int stereo=0;
1449
1450 temp_canv2=NULL;
1451
1452 // // Can't do screen shots in VR modes.
1453 // if ( VR_render_mode != VR_NONE )
1454 // return;
1455
1456 stop_time();
1457
1458 save_canv = grd_curcanv;
1459
1460 if ( VR_render_mode != VR_NONE && !automap_flag && Function_mode==FMODE_GAME && Screen_mode==SCREEN_GAME)
1461 stereo = 1;
1462
1463 if ( stereo ) {
1464 temp_canv = gr_create_canvas(VR_render_buffer[0].cv_bitmap.bm_w,VR_render_buffer[0].cv_bitmap.bm_h);
1465 gr_set_current_canvas(temp_canv);
1466 gr_ubitmap(0,0,&VR_render_buffer[0].cv_bitmap);
1467
1468 temp_canv2 = gr_create_canvas(VR_render_buffer[1].cv_bitmap.bm_w,VR_render_buffer[1].cv_bitmap.bm_h);
1469 gr_set_current_canvas(temp_canv2);
1470 gr_ubitmap(0,0,&VR_render_buffer[1].cv_bitmap);
1471 }
1472 else {
1473 temp_canv = gr_create_canvas(screen_canv->cv_bitmap.bm_w,screen_canv->cv_bitmap.bm_h);
1474 gr_set_current_canvas(temp_canv);
1475 gr_ubitmap(0,0,&screen_canv->cv_bitmap);
1476 }
1477
1478 gr_set_current_canvas(save_canv);
1479
1480 if ( savenum > 99 ) savenum = 0;
1481 if ( stereo_savenum > 99 ) stereo_savenum = 0;
1482
1483 if ( stereo ) {
1484 sprintf(savename,"left%02d.pcx",stereo_savenum);
1485 sprintf(savename2,"right%02d.pcx",stereo_savenum);
1486 if (VR_eye_switch) {char t[FILENAME_LEN]; strcpy(t,savename); strcpy(savename,savename2); strcpy(savename2,t);}
1487 stereo_savenum++;
1488 sprintf( message, "%s '%s' & '%s'", TXT_DUMPING_SCREEN, savename, savename2 );
1489 }
1490 else {
1491 sprintf(savename,"screen%02d.pcx",savenum++);
1492 sprintf( message, "%s '%s'", TXT_DUMPING_SCREEN, savename );
1493 }
1494
1495 if (!automap_flag) //if from automap, curcanv is already visible canv
1496 gr_set_current_canvas(NULL);
1497 modex_flag = (grd_curcanv->cv_bitmap.bm_type==BM_MODEX);
1498 if (!automap_flag && modex_flag)
1499 gr_set_current_canvas(&VR_screen_pages[VR_current_page]);
1500
1501 save_font = grd_curcanv->cv_font;
1502 gr_set_curfont(GAME_FONT);
1503 gr_set_fontcolor(gr_find_closest_color_current(0,31,0),-1);
1504 gr_get_string_size(message,&w,&h,&aw);
1505
1506 if (modex_flag)
1507 h *= 2;
1508
1509 //I changed how these coords were calculated for the high-res automap. -MT
1510 //x = (VR_screen_pages[VR_current_page].cv_w-w)/2;
1511 //y = (VR_screen_pages[VR_current_page].cv_h-h)/2;
1512 x = (grd_curcanv->cv_w-w)/2;
1513 y = (grd_curcanv->cv_h-h)/2;
1514
1515 if (modex_flag) {
1516 modex_clear_box(x-2,y-2,w+4,h+4);
1517 modex_printf(x, y, message,GAME_FONT,gr_find_closest_color_current(0,31,0));
1518 } else {
1519 gr_setcolor(gr_find_closest_color_current(0,0,0));
1520 gr_rect(x-2,y-2,x+w+2,y+h+2);
1521 gr_printf(x,y,message);
1522 gr_set_curfont(save_font);
1523 }
1524 t1 = timer_get_fixed_seconds() + F1_0;
1525
1526 gr_palette_read(pal); //get actual palette from the hardware
1527 pcx_write_bitmap(savename,&temp_canv->cv_bitmap,pal);
1528 if ( stereo )
1529 pcx_write_bitmap(savename2,&temp_canv2->cv_bitmap,pal);
1530
1531 while ( timer_get_fixed_seconds() < t1 ); // Wait so that messag stays up at least 1 second.
1532
1533 gr_set_current_canvas(screen_canv);
1534
1535 if (grd_curcanv->cv_bitmap.bm_type!=BM_MODEX && !stereo)
1536 gr_ubitmap(0,0,&temp_canv->cv_bitmap);
1537
1538 gr_free_canvas(temp_canv);
1539 if ( stereo )
1540 gr_free_canvas(temp_canv2);
1541
1542 gr_set_current_canvas(save_canv);
1543 key_flush();
1544 start_time();
1545
1546 #else
1547
1548 grs_canvas *screen_canv = &grd_curscreen->sc_canvas;
1549 grs_canvas *temp_canv, *save_canv;
1550
1551 // Can't do screen shots in VR modes.
1552 if ( VR_render_mode != VR_NONE )
1553 return;
1554
1555 stop_time();
1556
1557 save_canv = grd_curcanv;
1558 temp_canv = gr_create_canvas( screen_canv->cv_bitmap.bm_w, screen_canv->cv_bitmap.bm_h );
1559 if (!temp_canv)
1560 goto shot_done;
1561 gr_set_current_canvas( temp_canv );
1562 gr_ubitmap( 0, 0, &screen_canv->cv_bitmap );
1563 gr_set_current_canvas( &VR_screen_pages[VR_current_page] );
1564
1565 show_cursor();
1566 key_close();
1567 if (Game_mode & GM_MULTI)
1568 SavePictScreen(1);
1569 else
1570 SavePictScreen(0);
1571 key_init();
1572 hide_cursor();
1573
1574 gr_set_current_canvas(screen_canv);
1575
1576 // if (!automap_flag)
1577 gr_ubitmap( 0, 0, &temp_canv->cv_bitmap);
1578
1579 gr_free_canvas(temp_canv);
1580 shot_done:
1581 gr_set_current_canvas(save_canv);
1582 key_flush();
1583 start_time();
1584 #endif
1585 }
1586
1587 #endif
1588
1589 //initialize flying
1590 void fly_init(object *obj)
1591 {
1592 obj->control_type = CT_FLYING;
1593 obj->movement_type = MT_PHYSICS;
1594
1595 vm_vec_zero(&obj->mtype.phys_info.velocity);
1596 vm_vec_zero(&obj->mtype.phys_info.thrust);
1597 vm_vec_zero(&obj->mtype.phys_info.rotvel);
1598 vm_vec_zero(&obj->mtype.phys_info.rotthrust);
1599 }
1600
1601 //void morph_test(), morph_step();
1602
1603
1604 // ------------------------------------------------------------------------------------
1605
1606 void test_anim_states();
1607
1608 #include "fvi.h"
1609
1610 //put up the help message
1611 void do_show_help()
1612 {
1613 show_help();
1614 }
1615
1616
1617 extern int been_in_editor;
1618
1619 // ------------------------------------------------------------------------------------
1620 void do_cloak_stuff(void)
1621 {
1622 int i;
1623 for (i = 0; i < N_players; i++)
1624 if (Players[i].flags & PLAYER_FLAGS_CLOAKED) {
1625 // mprintf(0, "Cloak time left: %7.3f\n", f2fl(CLOAK_TIME_MAX - (GameTime - Players[Player_num].cloak_time)));
1626 if (GameTime - Players[i].cloak_time > CLOAK_TIME_MAX) {
1627 Players[i].flags &= ~PLAYER_FLAGS_CLOAKED;
1628 if (i == Player_num) {
1629 digi_play_sample( SOUND_CLOAK_OFF, F1_0);
1630 #ifdef NETWORK
1631 if (Game_mode & GM_MULTI)
1632 multi_send_play_sound(SOUND_CLOAK_OFF, F1_0);
1633 maybe_drop_net_powerup(POW_CLOAK);
1634 multi_send_decloak(); // For demo recording
1635 #endif
1636 // mprintf((0, " --- You have been DE-CLOAKED! ---\n"));
1637 }
1638 }
1639 }
1640 }
1641
1642 int FakingInvul=0;
1643
1644 // ------------------------------------------------------------------------------------
1645 void do_invulnerable_stuff(void)
1646 {
1647 if (Players[Player_num].flags & PLAYER_FLAGS_INVULNERABLE) {
1648 if (GameTime - Players[Player_num].invulnerable_time > INVULNERABLE_TIME_MAX) {
1649 Players[Player_num].flags ^= PLAYER_FLAGS_INVULNERABLE;
1650 if (FakingInvul==0)
1651 {
1652 digi_play_sample( SOUND_INVULNERABILITY_OFF, F1_0);
1653 #ifdef NETWORK
1654 if (Game_mode & GM_MULTI)
1655 {
1656 multi_send_play_sound(SOUND_INVULNERABILITY_OFF, F1_0);
1657 maybe_drop_net_powerup(POW_INVULNERABILITY);
1658 }
1659 #endif
1660 mprintf((0, " --- You have been DE-INVULNERABLEIZED! ---\n"));
1661 }
1662 FakingInvul=0;
1663 }
1664 }
1665 }
1666
1667 ubyte Last_afterburner_state = 0;
1668 fix Last_afterburner_charge = 0;
1669
1670 #define AFTERBURNER_LOOP_START ((digi_sample_rate==SAMPLE_RATE_22K)?32027:(32027/2)) //20098
1671 #define AFTERBURNER_LOOP_END ((digi_sample_rate==SAMPLE_RATE_22K)?48452:(48452/2)) //25776
1672
1673 int Ab_scale = 4;
1674
1675 //@@// ------------------------------------------------------------------------------------
1676 //@@void afterburner_shake(void)
1677 //@@{
1678 //@@ int rx, rz;
1679 //@@
1680 //@@ rx = (Ab_scale * fixmul(d_rand() - 16384, F1_0/8 + (((GameTime + 0x4000)*4) & 0x3fff)))/16;
1681 //@@ rz = (Ab_scale * fixmul(d_rand() - 16384, F1_0/2 + ((GameTime*4) & 0xffff)))/16;
1682 //@@
1683 //@@ // -- mprintf((0, "AB: %8x %8x\n", rx, rz));
1684 //@@ ConsoleObject->mtype.phys_info.rotvel.x += rx;
1685 //@@ ConsoleObject->mtype.phys_info.rotvel.z += rz;
1686 //@@
1687 //@@}
1688
1689 // ------------------------------------------------------------------------------------
1690 #ifdef NETWORK
1691 extern void multi_send_sound_function (char,char);
1692 #endif
1693
1694 void do_afterburner_stuff(void)
1695 {
1696 if (!(Players[Player_num].flags & PLAYER_FLAGS_AFTERBURNER))
1697 Afterburner_charge=0;
1698
1699 if (Endlevel_sequence || Player_is_dead)
1700 {
1701 digi_kill_sound_linked_to_object( Players[Player_num].objnum);
1702 #ifdef NETWORK
1703 multi_send_sound_function (0,0);
1704 #endif
1705 }
1706
1707 if ((Controls.afterburner_state != Last_afterburner_state && Last_afterburner_charge) || (Last_afterburner_state && Last_afterburner_charge && !Afterburner_charge)) {
1708
1709 if (Afterburner_charge && Controls.afterburner_state && (Players[Player_num].flags & PLAYER_FLAGS_AFTERBURNER)) {
1710 digi_link_sound_to_object3( SOUND_AFTERBURNER_IGNITE, Players[Player_num].objnum, 1, F1_0, i2f(256), AFTERBURNER_LOOP_START, AFTERBURNER_LOOP_END );
1711 #ifdef NETWORK
1712 if (Game_mode & GM_MULTI)
1713 multi_send_sound_function (3,SOUND_AFTERBURNER_IGNITE);
1714 #endif
1715 } else {
1716 digi_kill_sound_linked_to_object( Players[Player_num].objnum);
1717 digi_link_sound_to_object2( SOUND_AFTERBURNER_PLAY, Players[Player_num].objnum, 0, F1_0, i2f(256));
1718 #ifdef NETWORK
1719 if (Game_mode & GM_MULTI)
1720 multi_send_sound_function (0,0);
1721 #endif
1722 mprintf((0,"Killing afterburner sound\n"));
1723 }
1724 }
1725
1726 //@@if (Controls.afterburner_state && Afterburner_charge)
1727 //@@ afterburner_shake();
1728
1729 Last_afterburner_state = Controls.afterburner_state;
1730 Last_afterburner_charge = Afterburner_charge;
1731 }
1732
1733 // -- // ------------------------------------------------------------------------------------
1734 // -- // if energy < F1_0/2, recharge up to F1_0/2
1735 // -- void recharge_energy_frame(void)
1736 // -- {
1737 // -- if (Players[Player_num].energy < Weapon_info[0].energy_usage) {
1738 // -- Players[Player_num].energy += FrameTime/4;
1739 // --
1740 // -- if (Players[Player_num].energy > Weapon_info[0].energy_usage)
1741 // -- Players[Player_num].energy = Weapon_info[0].energy_usage;
1742 // -- }
1743 // -- }
1744
1745 // Amount to diminish guns towards normal, per second.
1746 #define DIMINISH_RATE 16 // gots to be a power of 2, else change the code in diminish_palette_towards_normal
1747
1748 extern fix Flash_effect;
1749
1750 //adds to rgb values for palette flash
1751 void PALETTE_FLASH_ADD(int _dr,int _dg,int _db)
1752 {
1753 int maxval;
1754
1755 PaletteRedAdd += _dr;
1756 PaletteGreenAdd += _dg;
1757 PaletteBlueAdd += _db;
1758
1759 // -- mprintf((0, "Palette add: %3i %3i %3i\n", PaletteRedAdd, PaletteGreenAdd, PaletteBlueAdd));
1760
1761 if (Flash_effect)
1762 maxval = 60;
1763 else
1764 maxval = MAX_PALETTE_ADD;
1765
1766 if (PaletteRedAdd > maxval)
1767 PaletteRedAdd = maxval;
1768
1769 if (PaletteGreenAdd > maxval)
1770 PaletteGreenAdd = maxval;
1771
1772 if (PaletteBlueAdd > maxval)
1773 PaletteBlueAdd = maxval;
1774
1775 if (PaletteRedAdd < -maxval)
1776 PaletteRedAdd = -maxval;
1777
1778 if (PaletteGreenAdd < -maxval)
1779 PaletteGreenAdd = -maxval;
1780
1781 if (PaletteBlueAdd < -maxval)
1782 PaletteBlueAdd = -maxval;
1783 }
1784
1785 fix Time_flash_last_played;
1786
1787
1788 void game_palette_step_up( int r, int g, int b );
1789 // ------------------------------------------------------------------------------------
1790 // Diminish palette effects towards normal.
1791 void diminish_palette_towards_normal(void)
1792 {
1793 int dec_amount = 0;
1794
1795 // Diminish at DIMINISH_RATE units/second.
1796 // For frame rates > DIMINISH_RATE Hz, use randomness to achieve this.
1797 if (FrameTime < F1_0/DIMINISH_RATE) {
1798 if (d_rand() < FrameTime*DIMINISH_RATE/2) // Note: d_rand() is in 0..32767, and 8 Hz means decrement every frame
1799 dec_amount = 1;
1800 } else {
1801 dec_amount = f2i(FrameTime*DIMINISH_RATE); // one second = DIMINISH_RATE counts
1802 if (dec_amount == 0)
1803 dec_amount++; // make sure we decrement by something
1804 }
1805
1806 if (Flash_effect) {
1807 int force_do = 0;
1808
1809 // Part of hack system to force update of palette after exiting a menu.
1810 if (Time_flash_last_played) {
1811 force_do = 1;
1812 PaletteRedAdd ^= 1; // Very Tricky! In gr_palette_step_up, if all stepups same as last time, won't do anything!
1813 }
1814
1815 if ((Time_flash_last_played + F1_0/8 < GameTime) || (Time_flash_last_played > GameTime)) {
1816 digi_play_sample( SOUND_CLOAK_OFF, Flash_effect/4);
1817 Time_flash_last_played = GameTime;
1818 }
1819
1820 Flash_effect -= FrameTime;
1821 if (Flash_effect < 0)
1822 Flash_effect = 0;
1823
1824 if (force_do || (d_rand() > 4096 )) {
1825 if ( (Newdemo_state==ND_STATE_RECORDING) && (PaletteRedAdd || PaletteGreenAdd || PaletteBlueAdd) )
1826 newdemo_record_palette_effect(PaletteRedAdd, PaletteGreenAdd, PaletteBlueAdd);
1827
1828 game_palette_step_up( PaletteRedAdd, PaletteGreenAdd, PaletteBlueAdd );
1829
1830 return;
1831 }
1832
1833 }
1834
1835 if (PaletteRedAdd > 0 ) { PaletteRedAdd -= dec_amount; if (PaletteRedAdd < 0 ) PaletteRedAdd = 0; }
1836 if (PaletteRedAdd < 0 ) { PaletteRedAdd += dec_amount; if (PaletteRedAdd > 0 ) PaletteRedAdd = 0; }
1837
1838 if (PaletteGreenAdd > 0 ) { PaletteGreenAdd -= dec_amount; if (PaletteGreenAdd < 0 ) PaletteGreenAdd = 0; }
1839 if (PaletteGreenAdd < 0 ) { PaletteGreenAdd += dec_amount; if (PaletteGreenAdd > 0 ) PaletteGreenAdd = 0; }
1840
1841 if (PaletteBlueAdd > 0 ) { PaletteBlueAdd -= dec_amount; if (PaletteBlueAdd < 0 ) PaletteBlueAdd = 0; }
1842 if (PaletteBlueAdd < 0 ) { PaletteBlueAdd += dec_amount; if (PaletteBlueAdd > 0 ) PaletteBlueAdd = 0; }
1843
1844 if ( (Newdemo_state==ND_STATE_RECORDING) && (PaletteRedAdd || PaletteGreenAdd || PaletteBlueAdd) )
1845 newdemo_record_palette_effect(PaletteRedAdd, PaletteGreenAdd, PaletteBlueAdd);
1846
1847 game_palette_step_up( PaletteRedAdd, PaletteGreenAdd, PaletteBlueAdd );
1848
1849 //mprintf(0, "%2i %2i %2i\n", PaletteRedAdd, PaletteGreenAdd, PaletteBlueAdd);
1850 }
1851
1852 int Redsave, Bluesave, Greensave;
1853
1854 void palette_save(void)
1855 {
1856 Redsave = PaletteRedAdd; Bluesave = PaletteBlueAdd; Greensave = PaletteGreenAdd;
1857 }
1858
1859 extern void gr_palette_step_up_vr( int r, int g, int b, int white, int black );
1860
1861 void game_palette_step_up( int r, int g, int b )
1862 {
1863 if ( VR_use_reg_code ) {
1864 #ifndef WINDOWS
1865 // gr_palette_step_up_vr( r, g, b, VR_WHITE_INDEX, VR_BLACK_INDEX );
1866 #endif
1867 } else {
1868 gr_palette_step_up( r, g, b );
1869 }
1870 }
1871
1872 void palette_restore(void)
1873 {
1874 PaletteRedAdd = Redsave; PaletteBlueAdd = Bluesave; PaletteGreenAdd = Greensave;
1875 game_palette_step_up( PaletteRedAdd, PaletteGreenAdd, PaletteBlueAdd );
1876
1877 // Forces flash effect to fixup palette next frame.
1878 Time_flash_last_played = 0;
1879 }
1880
1881 extern void dead_player_frame(void);
1882
1883
1884 // --------------------------------------------------------------------------------------------------
1885 int allowed_to_fire_laser(void)
1886 {
1887 if (Player_is_dead) {
1888 Global_missile_firing_count = 0;
1889 return 0;
1890 }
1891
1892 // Make sure enough time has elapsed to fire laser, but if it looks like it will
1893 // be a long while before laser can be fired, then there must be some mistake!
1894 if (Next_laser_fire_time > GameTime)
1895 if (Next_laser_fire_time < GameTime + 2*F1_0)
1896 return 0;
1897
1898 return 1;
1899 }
1900
1901 fix Next_flare_fire_time = 0;
1902 #define FLARE_BIG_DELAY (F1_0*2)
1903
1904 int allowed_to_fire_flare(void)
1905 {
1906 if (Next_flare_fire_time > GameTime)
1907 if (Next_flare_fire_time < GameTime + FLARE_BIG_DELAY) // In case time is bogus, never wait > 1 second.
1908 return 0;
1909
1910 if (Players[Player_num].energy >= Weapon_info[FLARE_ID].energy_usage)
1911 Next_flare_fire_time = GameTime + F1_0/4;
1912 else
1913 Next_flare_fire_time = GameTime + FLARE_BIG_DELAY;
1914
1915 return 1;
1916 }
1917
1918 int allowed_to_fire_missile(void)
1919 {
1920 // mprintf(0, "Next fire = %7.3f, Cur time = %7.3f\n", f2fl(Next_missile_fire_time), f2fl(GameTime));
1921 // Make sure enough time has elapsed to fire missile, but if it looks like it will
1922 // be a long while before missile can be fired, then there must be some mistake!
1923 if (Next_missile_fire_time > GameTime)
1924 if (Next_missile_fire_time < GameTime + 5*F1_0)
1925 return 0;
1926
1927 return 1;
1928 }
1929
1930 void full_palette_save(void)
1931 {
1932 palette_save();
1933 apply_modified_palette();
1934 reset_palette_add();
1935 gr_palette_load( gr_palette );
1936 }
1937
1938 extern int Death_sequence_aborted;
1939 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) );
1940
1941 void show_help()
1942 {
1943 int nitems;
1944 newmenu_item m[25];
1945 #ifdef MACINTOSH
1946 char command_help[64], pixel_double_help[64], save_help[64], restore_help[64];
1947 #endif
1948
1949 m[ 0].type = NM_TYPE_TEXT; m[ 0].text = TXT_HELP_ESC;
1950 #ifndef MACINTOSH
1951 m[ 1].type = NM_TYPE_TEXT; m[ 1].text = TXT_HELP_ALT_F2;
1952 m[ 2].type = NM_TYPE_TEXT; m[ 2].text = TXT_HELP_ALT_F3;
1953 #else
1954 sprintf(save_help, "OPT-F2 (%c-s)\t Save Game", 133);
1955 sprintf(restore_help, "OPT-F3 (%c-o)\t Load Game", 133);
1956 m[ 1].type = NM_TYPE_TEXT; m[1].text = save_help;
1957 m[ 2].type = NM_TYPE_TEXT; m[2].text = restore_help;
1958 #endif
1959 m[ 3].type = NM_TYPE_TEXT; m[ 3].text = TXT_HELP_F2;
1960 m[ 4].type = NM_TYPE_TEXT; m[ 4].text = TXT_HELP_F3;
1961 m[ 5].type = NM_TYPE_TEXT; m[ 5].text = TXT_HELP_F4;
1962 m[ 6].type = NM_TYPE_TEXT; m[ 6].text = TXT_HELP_F5;
1963 #ifndef MACINTOSH
1964 m[ 7].type = NM_TYPE_TEXT; m[ 7].text = TXT_HELP_PAUSE;
1965 #else
1966 m[ 7].type = NM_TYPE_TEXT; m[ 7].text = "Pause (F15)\t Pause";
1967 #endif
1968 m[ 8].type = NM_TYPE_TEXT; m[ 8].text = TXT_HELP_MINUSPLUS;
1969 #ifndef MACINTOSH
1970 m[ 9].type = NM_TYPE_TEXT; m[ 9].text = TXT_HELP_PRTSCN;
1971 #else
1972 m[ 9].type = NM_TYPE_TEXT; m[ 9].text = "printscrn (F13)\t save screen shot";
1973 #endif
1974 m[10].type = NM_TYPE_TEXT; m[10].text = TXT_HELP_1TO5;
1975 m[11].type = NM_TYPE_TEXT; m[11].text = TXT_HELP_6TO10;
1976 m[12].type = NM_TYPE_TEXT; m[12].text = "Shift-F1\t Cycle left window";
1977 m[13].type = NM_TYPE_TEXT; m[13].text = "Shift-F2\t Cycle right window";
1978 m[14].type = NM_TYPE_TEXT; m[14].text = "Shift-F4\t GuideBot menu";
1979 #ifndef MACINTOSH
1980 m[15].type = NM_TYPE_TEXT; m[15].text = "Alt-Shift-F4\t Rename GuideBot";
1981 #else
1982 m[15].type = NM_TYPE_TEXT; m[15].text = "Opt-Shift-F4\t Rename GuideBot";
1983 #endif
1984 m[16].type = NM_TYPE_TEXT; m[16].text = "Shift-F5\t Drop primary";
1985 m[17].type = NM_TYPE_TEXT; m[17].text = "Shift-F6\t Drop secondary";
1986 m[18].type = NM_TYPE_TEXT; m[18].text = "Shift-F7\t Calibrate joystick";
1987 m[19].type = NM_TYPE_TEXT; m[19].text = "Shift-number\t GuideBot commands";
1988 nitems = 20;
1989 #ifdef MACINTOSH
1990 sprintf(pixel_double_help, "%c-D\t Toggle Pixel Double Mode", 133);
1991 m[20].type = NM_TYPE_TEXT; m[20].text = pixel_double_help;
1992 m[21].type = NM_TYPE_TEXT; m[21].text = "";
1993 sprintf(command_help, "(Use %c-# for F#. i.e. %c-1 for F1)", 133, 133);
1994 m[22].type = NM_TYPE_TEXT; m[22].text = command_help;
1995 nitems = 23;
1996 #endif
1997
1998 full_palette_save();
1999
2000 newmenu_dotiny2( NULL, TXT_KEYS, nitems, m, NULL );
2001
2002 palette_restore();
2003 }
2004
2005 //temp function until Matt cleans up game sequencing
2006 extern void temp_reset_stuff_on_level();
2007
2008 //deal with rear view - switch it on, or off, or whatever
2009 void check_rear_view()
2010 {
2011
2012 #define LEAVE_TIME 0x1000 //how long until we decide key is down (Used to be 0x4000)
2013
2014 static int leave_mode;
2015 static fix entry_time;
2016
2017 if ( Controls.rear_view_down_count ) { //key/button has gone down
2018
2019 if (Rear_view) {
2020 Rear_view = 0;
2021 if (Cockpit_mode==CM_REAR_VIEW) {
2022 select_cockpit(Cockpit_mode_save);
2023 Cockpit_mode_save = -1;
2024 }
2025 if (Newdemo_state == ND_STATE_RECORDING)
2026 newdemo_record_restore_rearview();
2027 }
2028 else {
2029 Rear_view = 1;
2030 leave_mode = 0; //means wait for another key
2031 entry_time = timer_get_fixed_seconds();
2032 if (Cockpit_mode == CM_FULL_COCKPIT) {
2033 Cockpit_mode_save = Cockpit_mode;
2034 select_cockpit(CM_REAR_VIEW);
2035 }
2036 if (Newdemo_state == ND_STATE_RECORDING)
2037 newdemo_record_rearview();
2038 }
2039 }
2040 else
2041 if (Controls.rear_view_down_state) {
2042
2043 if (leave_mode==0 && (timer_get_fixed_seconds()-entry_time)>LEAVE_TIME)
2044 leave_mode = 1;
2045 }
2046 else {
2047
2048 //@@if (leave_mode==1 && Cockpit_mode==CM_REAR_VIEW) {
2049
2050 if (leave_mode==1 && Rear_view) {
2051 Rear_view = 0;
2052 if (Cockpit_mode==CM_REAR_VIEW) {
2053 select_cockpit(Cockpit_mode_save);
2054 Cockpit_mode_save = -1;
2055 }
2056 if (Newdemo_state == ND_STATE_RECORDING)
2057 newdemo_record_restore_rearview();
2058 }
2059 }
2060 }
2061
2062 void reset_rear_view(void)
2063 {
2064 if (Rear_view) {
2065 if (Newdemo_state == ND_STATE_RECORDING)
2066 newdemo_record_restore_rearview();
2067 }
2068
2069 Rear_view = 0;
2070
2071 if (!(Cockpit_mode == CM_FULL_COCKPIT || Cockpit_mode == CM_STATUS_BAR || Cockpit_mode == CM_FULL_SCREEN)) {
2072 if (!(Cockpit_mode_save == CM_FULL_COCKPIT || Cockpit_mode_save == CM_STATUS_BAR || Cockpit_mode_save == CM_FULL_SCREEN))
2073 Cockpit_mode_save = CM_FULL_COCKPIT;
2074 select_cockpit(Cockpit_mode_save);
2075 Cockpit_mode_save = -1;
2076 }
2077
2078 }
2079
2080 int Automap_flag;
2081 int Config_menu_flag;
2082
2083 jmp_buf LeaveGame;
2084
2085 int Cheats_enabled=0;
2086
2087 extern int Laser_rapid_fire;
2088 extern void do_lunacy_on(), do_lunacy_off();
2089
2090 extern int Physics_cheat_flag,Robots_kill_robots_cheat;
2091 extern char BounceCheat,HomingCheat,OldHomingState[20];
2092 extern char AcidCheatOn,old_IntMethod, Monster_mode;
2093 extern int Buddy_dude_cheat;
2094
2095 //turns off active cheats
2096 void turn_cheats_off()
2097 {
2098 int i;
2099
2100 if (HomingCheat)
2101 for (i=0;i<20;i++)
2102 Weapon_info[i].homing_flag=OldHomingState[i];
2103
2104 if (AcidCheatOn)
2105 {
2106 AcidCheatOn=0;
2107 Interpolation_method=old_IntMethod;
2108 }
2109
2110 Buddy_dude_cheat = 0;
2111 BounceCheat=0;
2112 HomingCheat=0;
2113 do_lunacy_off();
2114 Laser_rapid_fire = 0;
2115 Physics_cheat_flag = 0;
2116 Monster_mode = 0;
2117 Robots_kill_robots_cheat=0;
2118 Robot_firing_enabled = 1;
2119 }
2120
2121 //turns off all cheats & resets cheater flag
2122 void game_disable_cheats()
2123 {
2124 turn_cheats_off();
2125 Cheats_enabled=0;
2126 }
2127
2128
2129 // game_setup()
2130 // ----------------------------------------------------------------------------
2131
2132 void game_setup(void)
2133 {
2134 //@@int demo_playing=0;
2135 //@@int multi_game=0;
2136
2137 do_lunacy_on(); // Copy values for insane into copy buffer in ai.c
2138 do_lunacy_off(); // Restore true insane mode.
2139
2140 Game_aborted = 0;
2141 last_drawn_cockpit[0] = -1; // Force cockpit to redraw next time a frame renders.
2142 last_drawn_cockpit[1] = -1; // Force cockpit to redraw next time a frame renders.
2143 Endlevel_sequence = 0;
2144
2145 //@@if ( Newdemo_state == ND_STATE_PLAYBACK )
2146 //@@ demo_playing = 1;
2147 //@@if ( Game_mode & GM_MULTI )
2148 //@@ multi_game = 1;
2149
2150 set_screen_mode(SCREEN_GAME);
2151 reset_palette_add();
2152
2153 set_warn_func(game_show_warning);
2154
2155 init_cockpit();
2156 init_gauges();
2157 //digi_init_sounds();
2158
2159 //keyd_repeat = 0; // Don't allow repeat in game
2160 keyd_repeat = 1; // Do allow repeat in game
2161
2162 #if !defined(WINDOWS) && !defined(MACINTOSH)
2163 //_MARK_("start of game");
2164 #endif
2165
2166 #ifdef EDITOR
2167 if (Segments[ConsoleObject->segnum].segnum == -1) //segment no longer exists
2168 obj_relink( ConsoleObject-Objects, SEG_PTR_2_NUM(Cursegp) );
2169
2170 if (!check_obj_seg(ConsoleObject))
2171 move_player_2_segment(Cursegp,Curside);
2172 #endif
2173
2174 Viewer = ConsoleObject;
2175 fly_init(ConsoleObject);
2176
2177 Game_suspended = 0;
2178
2179 reset_time();
2180 FrameTime = 0; //make first frame zero
2181
2182 #ifdef EDITOR
2183 if (Current_level_num == 0) { //not a real level
2184 init_player_stats_game();
2185 init_ai_objects();
2186 }
2187 #endif
2188
2189 fix_object_segs();
2190
2191 game_flush_inputs();
2192
2193 }
2194
2195
2196 #ifdef NETWORK
2197 extern char IWasKicked;
2198 #endif
2199
2200
2201 // ------------------------------------------------------------------------------------
2202 //this function is the game. called when game mode selected. runs until
2203 //editor mode or exit selected
2204 void game()
2205 {
2206 game_setup(); // Replaces what was here earlier.
2207 // Good for Windows Sake.
2208
2209 #ifdef MWPROFILE
2210 ProfilerSetStatus(1);
2211 #endif
2212
2213 if ( setjmp(LeaveGame)==0 ) {
2214 while (1) {
2215 int player_shields;
2216
2217 // GAME LOOP!
2218 Automap_flag = 0;
2219 Config_menu_flag = 0;
2220
2221 if ( ConsoleObject != &Objects[Players[Player_num].objnum] )
2222 {
2223 mprintf ((0,"Player_num=%d objnum=%d",Player_num,Players[Player_num].objnum));
2224 //Assert( ConsoleObject == &Objects[Players[Player_num].objnum] );
2225 }
2226
2227 player_shields = Players[Player_num].shields;
2228
2229 #ifdef WINDOWS
2230 {
2231 MSG msg;
2232 DoMessageStuff(&msg); // Do Windows event handling.
2233 if (_RedrawScreen) {
2234 _RedrawScreen = FALSE;
2235 load_palette(Current_level_palette,1,1);
2236 gr_palette_load(gr_palette);
2237 }
2238 }
2239 #endif
2240
2241 ExtGameStatus=GAMESTAT_RUNNING;
2242 GameLoop( 1, 1 ); // Do game loop with rendering and reading controls.
2243
2244 //if the player is taking damage, give up guided missile control
2245 if (Players[Player_num].shields != player_shields)
2246 release_guided_missile(Player_num);
2247
2248 //see if redbook song needs to be restarted
2249 songs_check_redbook_repeat(); // Handle RedBook Audio Repeating.
2250
2251 if (Config_menu_flag) {
2252 int double_save = Scanline_double;
2253
2254 //WIN(mouse_set_mode(0));
2255 if (!(Game_mode&GM_MULTI)) {palette_save(); reset_palette_add(); apply_modified_palette(); gr_palette_load( gr_palette ); }
2256 do_options_menu();
2257 if (Scanline_double != double_save) init_cockpit();
2258 if (!(Game_mode&GM_MULTI)) palette_restore();
2259 //WIN(mouse_set_mode(1));
2260 }
2261
2262 if (Automap_flag) {
2263 int save_w=Game_window_w,save_h=Game_window_h;
2264 do_automap(0);
2265 Screen_mode=-1; set_screen_mode(SCREEN_GAME);
2266 Game_window_w=save_w; Game_window_h=save_h;
2267 init_cockpit();
2268 last_drawn_cockpit[0] = -1;
2269 last_drawn_cockpit[1] = -1;
2270 }
2271
2272 if ( (Function_mode != FMODE_GAME) && Auto_demo && (Newdemo_state != ND_STATE_NORMAL) ) {
2273 int choice, fmode;
2274 fmode = Function_mode;
2275 Function_mode = FMODE_GAME;
2276 palette_save();
2277 apply_modified_palette();
2278 reset_palette_add();
2279 gr_palette_load( gr_palette );
2280 choice=nm_messagebox( NULL, 2, TXT_YES, TXT_NO, TXT_ABORT_AUTODEMO );
2281 palette_restore();
2282 Function_mode = fmode;
2283 if (choice==0) {
2284 Auto_demo = 0;
2285 newdemo_stop_playback();
2286 Function_mode = FMODE_MENU;
2287 } else {
2288 Function_mode = FMODE_GAME;
2289 }
2290 }
2291
2292 if ( (Function_mode != FMODE_GAME ) && (Newdemo_state != ND_STATE_PLAYBACK ) && (Function_mode!=FMODE_EDITOR)
2293 #ifdef NETWORK
2294 && !IWasKicked
2295 #endif
2296 ) {
2297 int choice, fmode;
2298 fmode = Function_mode;
2299 Function_mode = FMODE_GAME;
2300 palette_save();
2301 apply_modified_palette();
2302 reset_palette_add();
2303 gr_palette_load( gr_palette );
2304 ExtGameStatus=GAMESTAT_ABORT_GAME;
2305 choice=nm_messagebox( NULL, 2, TXT_YES, TXT_NO, TXT_ABORT_GAME );
2306 palette_restore();
2307 Function_mode = fmode;
2308 if (choice != 0)
2309 Function_mode = FMODE_GAME;
2310 }
2311
2312 #ifdef NETWORK
2313 IWasKicked=0;
2314 #endif
2315 if (Function_mode != FMODE_GAME)
2316 longjmp(LeaveGame,0);
2317
2318 #ifdef APPLE_DEMO
2319 if ( (keyd_time_when_last_pressed + (F1_0 * 60)) < timer_get_fixed_seconds() ) // idle in game for 1 minutes means exit
2320 longjmp(LeaveGame,0);
2321 #endif
2322 }
2323 }
2324
2325 #ifdef MWPROFILE
2326 ProfilerSetStatus(0);
2327 #endif
2328
2329 digi_stop_all();
2330
2331 if ( (Newdemo_state == ND_STATE_RECORDING) || (Newdemo_state == ND_STATE_PAUSED) )
2332 newdemo_stop_recording();
2333
2334 #ifdef NETWORK
2335 multi_leave_game();
2336 #endif
2337
2338 if ( Newdemo_state == ND_STATE_PLAYBACK )
2339 newdemo_stop_playback();
2340
2341 if (Cockpit_mode_save!=-1)
2342 {
2343 Cockpit_mode=Cockpit_mode_save;
2344 Cockpit_mode_save=-1;
2345 }
2346
2347 if (Function_mode != FMODE_EDITOR)
2348 gr_palette_fade_out(gr_palette,32,0); // Fade out before going to menu
2349
2350 //@@ if ( (!demo_playing) && (!multi_game) && (Function_mode != FMODE_EDITOR)) {
2351 //@@ scores_maybe_add_player(Game_aborted);
2352 //@@ }
2353
2354 #if !defined(WINDOWS) && !defined(MACINTOSH)
2355 //_MARK_("end of game");
2356 #endif
2357
2358 clear_warn_func(game_show_warning); //don't use this func anymore
2359
2360 game_disable_cheats();
2361
2362 #ifdef APPLE_DEMO
2363 Function_mode = FMODE_EXIT; // get out of game in Apple OEM version
2364 #endif
2365 }
2366
2367 //called at the end of the program
2368 void close_game()
2369 {
2370 #ifdef WINDOWS
2371 if (dd_VR_offscreen_buffer) {
2372 if (dd_grd_backcanv != dd_VR_offscreen_buffer) {
2373 dd_gr_free_canvas(dd_VR_offscreen_buffer);
2374 }
2375 dd_VR_offscreen_buffer = NULL;
2376 VR_offscreen_buffer = NULL;
2377 }
2378 #else
2379 if (VR_offscreen_buffer) {
2380 gr_free_canvas(VR_offscreen_buffer);
2381 VR_offscreen_buffer = NULL;
2382 }
2383 #endif
2384
2385 close_gauge_canvases();
2386
2387 restore_effect_bitmap_icons();
2388
2389 #if !defined(MACINTOSH) && !defined(WINDOWS)
2390 if (Game_cockpit_copy_code) {
2391 d_free(Game_cockpit_copy_code);
2392 Game_cockpit_copy_code = NULL;
2393 }
2394 #else
2395 if (Game_cockpit_copy_code)
2396 Game_cockpit_copy_code = 0;
2397 #endif
2398
2399 if (background_bitmap.bm_data)
2400 d_free(background_bitmap.bm_data);
2401
2402 clear_warn_func(game_show_warning); //don't use this func anymore
2403 }
2404
2405 #ifdef WINDOWS
2406 dd_grs_canvas * get_current_game_screen()
2407 {
2408 return &dd_VR_screen_pages[VR_current_page];
2409 }
2410
2411 #else
2412
2413 grs_canvas * get_current_game_screen()
2414 {
2415 return &VR_screen_pages[VR_current_page];
2416 }
2417 #endif
2418
2419
2420 extern void kconfig_center_headset();
2421
2422
2423 #ifndef NDEBUG
2424 void speedtest_frame(void);
2425 int Debug_slowdown=0;
2426 #endif
2427
2428 #ifdef EDITOR
2429 extern void player_follow_path(object *objp);
2430 extern void check_create_player_path(void);
2431
2432 #endif
2433
2434 extern int Do_appearance_effect;
2435
2436 object *Missile_viewer=NULL;
2437
2438 int Missile_view_enabled = 1;
2439
2440 int Marker_viewer_num[2]={-1,-1};
2441 int Coop_view_player[2]={-1,-1};
2442 int Cockpit_3d_view[2]={CV_NONE,CV_NONE};
2443
2444 //returns ptr to escort robot, or NULL
2445 object *find_escort()
2446 {
2447 int i;
2448
2449 for (i=0; i<=Highest_object_index; i++)
2450 if (Objects[i].type == OBJ_ROBOT)
2451 if (Robot_info[Objects[i].id].companion)
2452 return &Objects[i];
2453
2454 return NULL;
2455 }
2456
2457 extern void process_super_mines_frame(void);
2458 extern void do_seismic_stuff(void);
2459
2460 #ifndef RELEASE
2461 int Saving_movie_frames=0;
2462 int __Movie_frame_num=0;
2463
2464 #define MAX_MOVIE_BUFFER_FRAMES 250
2465 #define MOVIE_FRAME_SIZE (320 * 200)
2466
2467 ubyte *Movie_frame_buffer;
2468 int Movie_frame_counter;
2469 ubyte Movie_pal[768];
2470 char movie_path[50] = ".\\";
2471
2472 grs_bitmap Movie_bm;
2473
2474 void flush_movie_buffer()
2475 {
2476 char savename[128];
2477 int f;
2478
2479 stop_time();
2480
2481 mprintf((0,"Flushing movie buffer..."));
2482
2483 Movie_bm.bm_data = Movie_frame_buffer;
2484
2485 for (f=0;f<Movie_frame_counter;f++) {
2486 sprintf(savename, "%sfrm%04d.pcx",movie_path,__Movie_frame_num);
2487 __Movie_frame_num++;
2488 pcx_write_bitmap(savename,&Movie_bm,Movie_pal);
2489 Movie_bm.bm_data += MOVIE_FRAME_SIZE;
2490
2491 if (f % 5 == 0)
2492 mprintf((0,"%3d/%3d\10\10\10\10\10\10\10",f,Movie_frame_counter));
2493 }
2494
2495 Movie_frame_counter=0;
2496
2497 mprintf((0,"done \n"));
2498
2499 start_time();
2500 }
2501
2502 void toggle_movie_saving()
2503 {
2504 int exit;
2505
2506 Saving_movie_frames = !Saving_movie_frames;
2507
2508 if (Saving_movie_frames) {
2509 newmenu_item m[1];
2510
2511 m[0].type=NM_TYPE_INPUT; m[0].text_len = 50; m[0].text = movie_path;
2512 exit = newmenu_do( NULL, "Directory for movie frames?" , 1, &(m[0]), NULL );
2513
2514 if (exit==-1) {
2515 Saving_movie_frames = 0;
2516 return;
2517 }
2518
2519 while (isspace(movie_path[strlen(movie_path)-1]))
2520 movie_path[strlen(movie_path)-1] = 0;
2521 if (movie_path[strlen(movie_path)-1]!='\\' && movie_path[strlen(movie_path)-1]!=':')
2522 strcat(movie_path,"\\");
2523
2524
2525 if (!Movie_frame_buffer) {
2526 Movie_frame_buffer = d_malloc(MAX_MOVIE_BUFFER_FRAMES * MOVIE_FRAME_SIZE);
2527 if (!Movie_frame_buffer) {
2528 Int3();
2529 Saving_movie_frames=0;
2530 }
2531
2532 Movie_frame_counter=0;
2533
2534 Movie_bm.bm_x = Movie_bm.bm_y = 0;
2535 Movie_bm.bm_w = 320;
2536 Movie_bm.bm_h = 200;
2537 Movie_bm.bm_type = BM_LINEAR;
2538 Movie_bm.bm_flags = 0;
2539 Movie_bm.bm_rowsize = 320;
2540 Movie_bm.bm_handle = 0;
2541
2542 gr_palette_read(Movie_pal); //get actual palette from the hardware
2543
2544 if (Newdemo_state == ND_STATE_PLAYBACK)
2545 Newdemo_do_interpolate = 0;
2546 }
2547 }
2548 else {
2549 flush_movie_buffer();
2550
2551 if (Newdemo_state == ND_STATE_PLAYBACK)
2552 Newdemo_do_interpolate = 1;
2553 }
2554
2555 }
2556
2557 void save_movie_frame()
2558 {
2559 memcpy(Movie_frame_buffer+Movie_frame_counter*MOVIE_FRAME_SIZE,grd_curscreen->sc_canvas.cv_bitmap.bm_data,MOVIE_FRAME_SIZE);
2560
2561 Movie_frame_counter++;
2562
2563 if (Movie_frame_counter == MAX_MOVIE_BUFFER_FRAMES)
2564 flush_movie_buffer();
2565
2566 }
2567
2568 #endif
2569
2570 extern int Level_shake_duration;
2571
2572 //if water or fire level, make occasional sound
2573 void do_ambient_sounds()
2574 {
2575 int has_water,has_lava;
2576 int sound;
2577
2578 has_lava = (Segment2s[ConsoleObject->segnum].s2_flags & S2F_AMBIENT_LAVA);
2579 has_water = (Segment2s[ConsoleObject->segnum].s2_flags & S2F_AMBIENT_WATER);
2580
2581 if (has_lava) { //has lava
2582 sound = SOUND_AMBIENT_LAVA;
2583 if (has_water && (d_rand() & 1)) //both, pick one
2584 sound = SOUND_AMBIENT_WATER;
2585 }
2586 else if (has_water) //just water
2587 sound = SOUND_AMBIENT_WATER;
2588 else
2589 return;
2590
2591 if (((d_rand() << 3) < FrameTime)) { //play the sound
2592 fix volume = d_rand() + f1_0/2;
2593 digi_play_sample(sound,volume);
2594 }
2595 }
2596
2597 // -- extern void lightning_frame(void);
2598
2599 void game_render_frame();
2600 extern void omega_charge_frame(void);
2601
2602 extern time_t t_current_time, t_saved_time;
2603
2604 void flicker_lights();
2605
2606 void GameLoop(int RenderFlag, int ReadControlsFlag )
2607 {
2608 #ifdef CONSOLE
2609 con_update();
2610 #endif
2611 #ifndef NDEBUG
2612 // Used to slow down frame rate for testing things.
2613 // RenderFlag = 1; // DEBUG
2614 if (Debug_slowdown) {
2615 int h, i, j=0;
2616
2617 for (h=0; h<Debug_slowdown; h++)
2618 for (i=0; i<1000; i++)
2619 j += i;
2620 }
2621 #endif
2622
2623 #ifdef WINDOWS
2624 {
2625 static int desc_dead_countdown=100; /* used if player shouldn't be playing */
2626
2627 if (desc_id_exit_num) { // are we supposed to be checking
2628 if (!(--desc_dead_countdown)) {// if so, at zero, then pull the plug
2629 char time_str[32], time_str2[32];
2630
2631 _ctime(&t_saved_time, time_str);
2632 _ctime(&t_current_time, time_str2);
2633
2634 Error ("EXPIRES %s. YOUR TIME %s.\n", time_str, time_str2);
2635 Error ("Loading overlay -- error number: %d\n", (int)desc_id_exit_num);
2636 }
2637 }
2638 }
2639 #endif
2640
2641 #ifndef RELEASE
2642 if (FindArg("-invulnerability"))
2643 Players[Player_num].flags |= PLAYER_FLAGS_INVULNERABLE;
2644 #endif
2645
2646
2647 update_player_stats();
2648 diminish_palette_towards_normal(); // Should leave palette effect up for as long as possible by putting right before render.
2649 do_afterburner_stuff();
2650 do_cloak_stuff();
2651 do_invulnerable_stuff();
2652 remove_obsolete_stuck_objects();
2653 init_ai_frame();
2654 do_final_boss_frame();
2655 // -- lightning_frame();
2656 // -- recharge_energy_frame();
2657
2658 if ((Players[Player_num].flags & PLAYER_FLAGS_HEADLIGHT) && (Players[Player_num].flags & PLAYER_FLAGS_HEADLIGHT_ON)) {
2659 static int turned_off=0;
2660 Players[Player_num].energy -= (FrameTime*3/8);
2661 if (Players[Player_num].energy < i2f(10)) {
2662 if (!turned_off) {
2663 Players[Player_num].flags &= ~PLAYER_FLAGS_HEADLIGHT_ON;
2664 turned_off = 1;
2665 #ifdef NETWORK
2666 if (Game_mode & GM_MULTI)
2667 multi_send_flags(Player_num);
2668 #endif
2669 }
2670 }
2671 else
2672 turned_off = 0;
2673
2674 if (Players[Player_num].energy <= 0) {
2675 Players[Player_num].energy = 0;
2676 Players[Player_num].flags &= ~PLAYER_FLAGS_HEADLIGHT_ON;
2677 #ifdef NETWORK
2678 if (Game_mode & GM_MULTI)
2679 multi_send_flags(Player_num);
2680 #endif
2681 }
2682 }
2683
2684
2685 #ifdef EDITOR
2686 check_create_player_path();
2687 player_follow_path(ConsoleObject);
2688 #endif
2689
2690 #ifdef NETWORK
2691 if (Game_mode & GM_MULTI)
2692 {
2693 multi_do_frame();
2694 if (Netgame.PlayTimeAllowed && ThisLevelTime>=i2f((Netgame.PlayTimeAllowed*5*60)))
2695 multi_check_for_killgoal_winner();
2696 }
2697
2698 #endif
2699
2700 if (RenderFlag) {
2701 if (force_cockpit_redraw) { //screen need redrawing?
2702 init_cockpit();
2703 force_cockpit_redraw=0;
2704 }
2705 game_render_frame();
2706 //show_extra_views(); //missile view, buddy bot, etc.
2707
2708 #ifndef RELEASE
2709 if (Saving_movie_frames)
2710 save_movie_frame();
2711 #endif
2712
2713 }
2714
2715
2716 //mprintf(0,"Velocity %2.2f\n", f2fl(vm_vec_mag(&ConsoleObject->phys_info.velocity)));
2717
2718 calc_frame_time();
2719
2720 dead_player_frame();
2721 if (Newdemo_state != ND_STATE_PLAYBACK)
2722 do_controlcen_dead_frame();
2723
2724 process_super_mines_frame();
2725 do_seismic_stuff();
2726 do_ambient_sounds();
2727
2728 #ifndef NDEBUG
2729 if (Speedtest_on)
2730 speedtest_frame();
2731 #endif
2732
2733 if (ReadControlsFlag)
2734 ReadControls();
2735 else
2736 memset(&Controls, 0, sizeof(Controls));
2737
2738 GameTime += FrameTime;
2739
2740 if (f2i(GameTime)/10 != f2i(GameTime-FrameTime)/10)
2741 mprintf((0,"Gametime = %d secs\n",f2i(GameTime)));
2742
2743 if (GameTime < 0 || GameTime > i2f(0x7fff - 600)) {
2744 GameTime = FrameTime; //wrap when goes negative, or gets within 10 minutes
2745 mprintf((0,"GameTime reset to 0\n"));
2746 }
2747
2748 #ifndef NDEBUG
2749 if (FindArg("-checktime") != 0)
2750 if (GameTime >= i2f(600)) //wrap after 10 minutes
2751 GameTime = FrameTime;
2752 #endif
2753
2754 #ifdef NETWORK
2755 if ((Game_mode & GM_MULTI) && Netgame.PlayTimeAllowed)
2756 ThisLevelTime +=FrameTime;
2757 #endif
2758
2759 digi_sync_sounds();
2760
2761 if (Endlevel_sequence) {
2762 do_endlevel_frame();
2763 powerup_grab_cheat_all();
2764 do_special_effects();
2765 return; //skip everything else
2766 }
2767
2768 if (Newdemo_state != ND_STATE_PLAYBACK)
2769 do_exploding_wall_frame();
2770 if ((Newdemo_state != ND_STATE_PLAYBACK) || (Newdemo_vcr_state != ND_STATE_PAUSED)) {
2771 do_special_effects();
2772 wall_frame_process();
2773 triggers_frame_process();
2774 }
2775
2776
2777 if (Control_center_destroyed) {
2778 if (Newdemo_state==ND_STATE_RECORDING )
2779 newdemo_record_control_center_destroyed();
2780 }
2781
2782 flash_frame();
2783
2784 if ( Newdemo_state == ND_STATE_PLAYBACK ) {
2785 newdemo_playback_one_frame();
2786 if ( Newdemo_state != ND_STATE_PLAYBACK ) {
2787 longjmp( LeaveGame, 0 ); // Go back to menu
2788 }
2789 } else
2790 { // Note the link to above!
2791
2792 Players[Player_num].homing_object_dist = -1; // Assume not being tracked. Laser_do_weapon_sequence modifies this.
2793
2794 object_move_all();
2795 powerup_grab_cheat_all();
2796
2797 if (Endlevel_sequence) //might have been started during move
2798 return;
2799
2800 fuelcen_update_all();
2801
2802 do_ai_frame_all();
2803
2804 if (allowed_to_fire_laser())
2805 FireLaser(); // Fire Laser!
2806
2807 if (Auto_fire_fusion_cannon_time) {
2808 if (Primary_weapon != FUSION_INDEX)
2809 Auto_fire_fusion_cannon_time = 0;
2810 else if (GameTime + FrameTime/2 >= Auto_fire_fusion_cannon_time) {
2811 Auto_fire_fusion_cannon_time = 0;
2812 Global_laser_firing_count = 1;
2813 } else {
2814 vms_vector rand_vec;
2815 fix bump_amount;
2816
2817 Global_laser_firing_count = 0;
2818
2819 ConsoleObject->mtype.phys_info.rotvel.x += (d_rand() - 16384)/8;
2820 ConsoleObject->mtype.phys_info.rotvel.z += (d_rand() - 16384)/8;
2821 make_random_vector(&rand_vec);
2822
2823 bump_amount = F1_0*4;
2824
2825 if (Fusion_charge > F1_0*2)
2826 bump_amount = Fusion_charge*4;
2827
2828 bump_one_object(ConsoleObject, &rand_vec, bump_amount);
2829 }
2830 }
2831
2832 if (Global_laser_firing_count) {
2833 // Don't cap here, gets capped in Laser_create_new and is based on whether in multiplayer mode, MK, 3/27/95
2834 // if (Fusion_charge > F1_0*2)
2835 // Fusion_charge = F1_0*2;
2836 Global_laser_firing_count -= do_laser_firing_player(); //do_laser_firing(Players[Player_num].objnum, Primary_weapon);
2837 }
2838
2839 if (Global_laser_firing_count < 0)
2840 Global_laser_firing_count = 0;
2841 }
2842
2843 if (Do_appearance_effect) {
2844 create_player_appearance_effect(ConsoleObject);
2845 Do_appearance_effect = 0;
2846 #ifdef NETWORK
2847 if ((Game_mode & GM_MULTI) && Netgame.invul)
2848 {
2849 Players[Player_num].flags |= PLAYER_FLAGS_INVULNERABLE;
2850 Players[Player_num].invulnerable_time = GameTime-i2f(27);
2851 FakingInvul=1;
2852 }
2853 #endif
2854
2855 }
2856
2857 omega_charge_frame();
2858 slide_textures();
2859 flicker_lights();
2860
2861 //!!hoard_light_pulse(); //do cool hoard light pulsing
2862
2863 }
2864
2865 //!!extern int Goal_blue_segnum,Goal_red_segnum;
2866 //!!extern int Hoard_goal_eclip;
2867 //!!
2868 //!!//do cool pulsing lights in hoard goals
2869 //!!hoard_light_pulse()
2870 //!!{
2871 //!! if (Game_mode & GM_HOARD) {
2872 //!! fix light;
2873 //!! int frame;
2874 //!!
2875 //!! frame = Effects[Hoard_goal_eclip].frame_count;
2876 //!!
2877 //!! frame++;
2878 //!!
2879 //!! if (frame >= Effects[Hoard_goal_eclip].vc.num_frames)
2880 //!! frame = 0;
2881 //!!
2882 //!! light = abs(frame - 5) * f1_0 / 5;
2883 //!!
2884 //!! Segment2s[Goal_red_segnum].static_light = Segment2s[Goal_blue_segnum].static_light = light;
2885 //!! }
2886 //!!}
2887
2888
2889 ubyte Slide_segs[MAX_SEGMENTS];
2890 int Slide_segs_computed;
2891
2892 void compute_slide_segs(void)
2893 {
2894 int segnum, sidenum;
2895
2896 for (segnum=0;segnum<=Highest_segment_index;segnum++) {
2897 Slide_segs[segnum] = 0;
2898 for (sidenum=0;sidenum<6;sidenum++) {
2899 int tmn = Segments[segnum].sides[sidenum].tmap_num;
2900 if (TmapInfo[tmn].slide_u != 0 || TmapInfo[tmn].slide_v != 0)
2901 Slide_segs[segnum] |= 1 << sidenum;
2902 }
2903 }
2904
2905 Slide_segs_computed = 1;
2906 }
2907
2908 // -----------------------------------------------------------------------------
2909 void slide_textures(void)
2910 {
2911 int segnum,sidenum,i;
2912
2913 if (!Slide_segs_computed)
2914 compute_slide_segs();
2915
2916 for (segnum=0;segnum<=Highest_segment_index;segnum++) {
2917 if (Slide_segs[segnum]) {
2918 for (sidenum=0;sidenum<6;sidenum++) {
2919 if (Slide_segs[segnum] & (1 << sidenum)) {
2920 int tmn = Segments[segnum].sides[sidenum].tmap_num;
2921 if (TmapInfo[tmn].slide_u != 0 || TmapInfo[tmn].slide_v != 0) {
2922 for (i=0;i<4;i++) {
2923 Segments[segnum].sides[sidenum].uvls[i].u += fixmul(FrameTime,TmapInfo[tmn].slide_u<<8);
2924 Segments[segnum].sides[sidenum].uvls[i].v += fixmul(FrameTime,TmapInfo[tmn].slide_v<<8);
2925 if (Segments[segnum].sides[sidenum].uvls[i].u > f2_0) {
2926 int j;
2927 for (j=0;j<4;j++)
2928 Segments[segnum].sides[sidenum].uvls[j].u -= f1_0;
2929 }
2930 if (Segments[segnum].sides[sidenum].uvls[i].v > f2_0) {
2931 int j;
2932 for (j=0;j<4;j++)
2933 Segments[segnum].sides[sidenum].uvls[j].v -= f1_0;
2934 }
2935 if (Segments[segnum].sides[sidenum].uvls[i].u < -f2_0) {
2936 int j;
2937 for (j=0;j<4;j++)
2938 Segments[segnum].sides[sidenum].uvls[j].u += f1_0;
2939 }
2940 if (Segments[segnum].sides[sidenum].uvls[i].v < -f2_0) {
2941 int j;
2942 for (j=0;j<4;j++)
2943 Segments[segnum].sides[sidenum].uvls[j].v += f1_0;
2944 }
2945 }
2946 }
2947 }
2948 }
2949 }
2950 }
2951 }
2952
2953 flickering_light Flickering_lights[MAX_FLICKERING_LIGHTS];
2954
2955 int Num_flickering_lights=0;
2956
2957 void flicker_lights()
2958 {
2959 int l;
2960 flickering_light *f;
2961
2962 f = Flickering_lights;
2963
2964 for (l=0;l<Num_flickering_lights;l++,f++) {
2965 segment *segp = &Segments[f->segnum];
2966
2967 //make sure this is actually a light
2968 if (! (WALL_IS_DOORWAY(segp, f->sidenum) & WID_RENDER_FLAG))
2969 continue;
2970 if (! (TmapInfo[segp->sides[f->sidenum].tmap_num].lighting | TmapInfo[segp->sides[f->sidenum].tmap_num2 & 0x3fff].lighting))
2971 continue;
2972
2973 if (f->timer == 0x80000000) //disabled
2974 continue;
2975
2976 if ((f->timer -= FrameTime) < 0) {
2977
2978 while (f->timer < 0)
2979 f->timer += f->delay;
2980
2981 f->mask = ((f->mask&0x80000000)?1:0) + (f->mask<<1);
2982
2983 if (f->mask & 1)
2984 add_light(f->segnum,f->sidenum);
2985 else
2986 subtract_light(f->segnum,f->sidenum);
2987 }
2988 }
2989 }
2990
2991 //returns ptr to flickering light structure, or NULL if can't find
2992 flickering_light *find_flicker(int segnum,int sidenum)
2993 {
2994 int l;
2995 flickering_light *f;
2996
2997 //see if there's already an entry for this seg/side
2998
2999 f = Flickering_lights;
3000
3001 for (l=0;l<Num_flickering_lights;l++,f++)
3002 if (f->segnum == segnum && f->sidenum == sidenum) //found it!
3003 return f;
3004
3005 return NULL;
3006 }
3007
3008 //turn flickering off (because light has been turned off)
3009 void disable_flicker(int segnum,int sidenum)
3010 {
3011 flickering_light *f;
3012
3013 if ((f=find_flicker(segnum,sidenum)) != NULL)
3014 f->timer = 0x80000000;
3015 }
3016
3017 //turn flickering off (because light has been turned on)
3018 void enable_flicker(int segnum,int sidenum)
3019 {
3020 flickering_light *f;
3021
3022 if ((f=find_flicker(segnum,sidenum)) != NULL)
3023 f->timer = 0;
3024 }
3025
3026
3027 #ifdef EDITOR
3028
3029 //returns 1 if ok, 0 if error
3030 int add_flicker(int segnum,int sidenum,fix delay,ulong mask)
3031 {
3032 int l;
3033 flickering_light *f;
3034
3035 mprintf((0,"add_flicker: %d:%d %x %x\n",segnum,sidenum,delay,mask));
3036
3037 //see if there's already an entry for this seg/side
3038
3039 f = Flickering_lights;
3040
3041 for (l=0;l<Num_flickering_lights;l++,f++)
3042 if (f->segnum == segnum && f->sidenum == sidenum) //found it!
3043 break;
3044
3045 if (mask==0) { //clearing entry
3046 if (l == Num_flickering_lights)
3047 return 0;
3048 else {
3049 int i;
3050 for (i=l;i<Num_flickering_lights-1;i++)
3051 Flickering_lights[i] = Flickering_lights[i+1];
3052 Num_flickering_lights--;
3053 return 1;
3054 }
3055 }
3056
3057 if (l == Num_flickering_lights) {
3058 if (Num_flickering_lights == MAX_FLICKERING_LIGHTS)
3059 return 0;
3060 else
3061 Num_flickering_lights++;
3062 }
3063
3064 f->segnum = segnum;
3065 f->sidenum = sidenum;
3066 f->delay = f->timer = delay;
3067 f->mask = mask;
3068
3069 return 1;
3070 }
3071
3072 #endif
3073
3074 // -----------------------------------------------------------------------------
3075 // Fire Laser: Registers a laser fire, and performs special stuff for the fusion
3076 // cannon.
3077 void FireLaser()
3078 {
3079
3080 Global_laser_firing_count += Weapon_info[Primary_weapon_to_weapon_info[Primary_weapon]].fire_count * (Controls.fire_primary_state || Controls.fire_primary_down_count);
3081
3082 if ((Primary_weapon == FUSION_INDEX) && (Global_laser_firing_count)) {
3083 if ((Players[Player_num].energy < F1_0*2) && (Auto_fire_fusion_cannon_time == 0)) {
3084 Global_laser_firing_count = 0;
3085 } else {
3086 if (Fusion_charge == 0)
3087 Players[Player_num].energy -= F1_0*2;
3088
3089 Fusion_charge += FrameTime;
3090 Players[Player_num].energy -= FrameTime;
3091
3092 if (Players[Player_num].energy <= 0) {
3093 Players[Player_num].energy = 0;
3094 Auto_fire_fusion_cannon_time = GameTime -1; // Fire now!
3095 } else
3096 Auto_fire_fusion_cannon_time = GameTime + FrameTime/2 + 1;
3097 // Fire the fusion cannon at this time in the future.
3098
3099 if (Fusion_charge < F1_0*2)
3100 PALETTE_FLASH_ADD(Fusion_charge >> 11, 0, Fusion_charge >> 11);
3101 else
3102 PALETTE_FLASH_ADD(Fusion_charge >> 11, Fusion_charge >> 11, 0);
3103
3104 if (GameTime < Fusion_last_sound_time) //gametime has wrapped
3105 Fusion_next_sound_time = Fusion_last_sound_time = GameTime;
3106
3107 if (Fusion_next_sound_time < GameTime) {
3108 if (Fusion_charge > F1_0*2) {
3109 digi_play_sample( 11, F1_0 );
3110 apply_damage_to_player(ConsoleObject, ConsoleObject, d_rand() * 4);
3111 } else {
3112 create_awareness_event(ConsoleObject, PA_WEAPON_ROBOT_COLLISION);
3113 digi_play_sample( SOUND_FUSION_WARMUP, F1_0 );
3114 #ifdef NETWORK
3115 if (Game_mode & GM_MULTI)
3116 multi_send_play_sound(SOUND_FUSION_WARMUP, F1_0);
3117 #endif
3118 }
3119 Fusion_last_sound_time = GameTime;
3120 Fusion_next_sound_time = GameTime + F1_0/8 + d_rand()/4;
3121 }
3122 }
3123 }
3124
3125 }
3126
3127
3128 // -------------------------------------------------------------------------------------------------------
3129 // If player is close enough to objnum, which ought to be a powerup, pick it up!
3130 // This could easily be made difficulty level dependent.
3131 void powerup_grab_cheat(object *player, int objnum)
3132 {
3133 fix powerup_size;
3134 fix player_size;
3135 fix dist;
3136
3137 Assert(Objects[objnum].type == OBJ_POWERUP);
3138
3139 powerup_size = Objects[objnum].size;
3140 player_size = player->size;
3141
3142 dist = vm_vec_dist_quick(&Objects[objnum].pos, &player->pos);
3143
3144 if ((dist < 2*(powerup_size + player_size)) && !(Objects[objnum].flags & OF_SHOULD_BE_DEAD)) {
3145 vms_vector collision_point;
3146
3147 vm_vec_avg(&collision_point, &Objects[objnum].pos, &player->pos);
3148 collide_player_and_powerup(player, &Objects[objnum], &collision_point);
3149 }
3150 }
3151
3152 // -------------------------------------------------------------------------------------------------------
3153 // Make it easier to pick up powerups.
3154 // For all powerups in this segment, pick them up at up to twice pickuppable distance based on dot product
3155 // from player to powerup and player's forward vector.
3156 // This has the effect of picking them up more easily left/right and up/down, but not making them disappear
3157 // way before the player gets there.
3158 void powerup_grab_cheat_all(void)
3159 {
3160 segment *segp;
3161 int objnum;
3162
3163 segp = &Segments[ConsoleObject->segnum];
3164 objnum = segp->objects;
3165
3166 while (objnum != -1) {
3167 if (Objects[objnum].type == OBJ_POWERUP)
3168 powerup_grab_cheat(ConsoleObject, objnum);
3169 objnum = Objects[objnum].next;
3170 }
3171
3172 }
3173
3174 int Last_level_path_created = -1;
3175
3176 #ifdef SHOW_EXIT_PATH
3177
3178 // ------------------------------------------------------------------------------------------------------------------
3179 // Create path for player from current segment to goal segment.
3180 // Return true if path created, else return false.
3181 int mark_player_path_to_segment(int segnum)
3182 {
3183 int i;
3184 object *objp = ConsoleObject;
3185 short player_path_length=0;
3186 int player_hide_index=-1;
3187
3188 if (Last_level_path_created == Current_level_num) {
3189 return 0;
3190 }
3191
3192 Last_level_path_created = Current_level_num;
3193
3194 if (create_path_points(objp, objp->segnum, segnum, Point_segs_free_ptr, &player_path_length, 100, 0, 0, -1) == -1) {
3195 mprintf((0, "Unable to form path of length %i for myself\n", 100));
3196 return 0;
3197 }
3198
3199 player_hide_index = Point_segs_free_ptr - Point_segs;
3200 Point_segs_free_ptr += player_path_length;
3201
3202 if (Point_segs_free_ptr - Point_segs + MAX_PATH_LENGTH*2 > MAX_POINT_SEGS) {
3203 mprintf((1, "Can't create path. Not enough point_segs.\n"));
3204 ai_reset_all_paths();
3205 return 0;
3206 }
3207
3208 for (i=1; i<player_path_length; i++) {
3209 int segnum, objnum;
3210 vms_vector seg_center;
3211 object *obj;
3212
3213 segnum = Point_segs[player_hide_index+i].segnum;
3214 mprintf((0, "%3i ", segnum));
3215 seg_center = Point_segs[player_hide_index+i].point;
3216
3217 objnum = obj_create( OBJ_POWERUP, POW_ENERGY, segnum, &seg_center, &vmd_identity_matrix, Powerup_info[POW_ENERGY].size, CT_POWERUP, MT_NONE, RT_POWERUP);
3218 if (objnum == -1) {
3219 Int3(); // Unable to drop energy powerup for path
3220 return 1;
3221 }
3222
3223 obj = &Objects[objnum];
3224 obj->rtype.vclip_info.vclip_num = Powerup_info[obj->id].vclip_num;
3225 obj->rtype.vclip_info.frametime = Vclip[obj->rtype.vclip_info.vclip_num].frame_time;
3226 obj->rtype.vclip_info.framenum = 0;
3227 obj->lifeleft = F1_0*100 + d_rand() * 4;
3228 }
3229
3230 mprintf((0, "\n"));
3231 return 1;
3232 }
3233
3234 // Return true if it happened, else return false.
3235 int create_special_path(void)
3236 {
3237 int i,j;
3238
3239 // ---------- Find exit doors ----------
3240 for (i=0; i<=Highest_segment_index; i++)
3241 for (j=0; j<MAX_SIDES_PER_SEGMENT; j++)
3242 if (Segments[i].children[j] == -2) {
3243 mprintf((0, "Exit at segment %i\n", i));
3244 return mark_player_path_to_segment(i);
3245 }
3246
3247 return 0;
3248 }
3249
3250 #endif
3251
3252
3253 #ifndef RELEASE
3254 int Max_obj_count_mike = 0;
3255
3256 // Shows current number of used objects.
3257 void show_free_objects(void)
3258 {
3259 if (!(FrameCount & 8)) {
3260 int i;
3261 int count=0;
3262
3263 mprintf((0, "Highest_object_index = %3i, MAX_OBJECTS = %3i, now used = ", Highest_object_index, MAX_OBJECTS));
3264
3265 for (i=0; i<=Highest_object_index; i++)
3266 if (Objects[i].type != OBJ_NONE)
3267 count++;
3268
3269 mprintf((0, "%3i", count));
3270
3271 if (count > Max_obj_count_mike) {
3272 Max_obj_count_mike = count;
3273 mprintf((0, " ***"));
3274 }
3275
3276 mprintf((0, "\n"));
3277 }
3278
3279 }
3280
3281 #endif
3282
3283 #ifdef WINDOWS
3284 void game_win_init_cockpit_mask(int sram)
3285 {
3286 if (dd_VR_offscreen_buffer && dd_VR_offscreen_buffer != dd_grd_backcanv) {
3287 dd_gr_free_canvas(dd_VR_offscreen_buffer);
3288 }
3289
3290 if (GRMODEINFO(paged) && !GRMODEINFO(dbuf)) {
3291 // Here we will make the VR_offscreen_buffer the 2nd page and hopefully
3292 // we can just flip it, saving a blt.
3293 Int3();
3294 }
3295 else if (GRMODEINFO(dbuf)||GRMODEINFO(emul)) {
3296 // The offscreen buffer will be created. We will just blt this
3297 // to the screen (which may be blted to the primary surface)
3298 if ( grd_curscreen->sc_h < 200 ) {
3299 dd_VR_offscreen_buffer = dd_gr_create_canvas(grd_curscreen->sc_w, 200);
3300 VR_offscreen_buffer = &dd_VR_offscreen_buffer->canvas;
3301 if (sram) {
3302 DDFreeSurface(dd_VR_offscreen_buffer->lpdds);
3303 dd_VR_offscreen_buffer->lpdds = DDCreateSysMemSurface(grd_curscreen->sc_w, 200);
3304 dd_VR_offscreen_buffer->sram = 1;
3305 }
3306 }
3307 else {
3308 dd_VR_offscreen_buffer = dd_gr_create_canvas(grd_curscreen->sc_w, grd_curscreen->sc_h);
3309 VR_offscreen_buffer = &dd_VR_offscreen_buffer->canvas;
3310 if (sram) {
3311 DDFreeSurface(dd_VR_offscreen_buffer->lpdds);
3312 dd_VR_offscreen_buffer->lpdds = DDCreateSysMemSurface(grd_curscreen->sc_w, grd_curscreen->sc_h);
3313 dd_VR_offscreen_buffer->sram = 1;
3314 }
3315 }
3316 }
3317
3318 dd_gr_init_sub_canvas( &dd_VR_render_buffer[0], dd_VR_offscreen_buffer, 0, 0, grd_curscreen->sc_w, grd_curscreen->sc_h );
3319 dd_gr_init_sub_canvas( &dd_VR_render_buffer[1], dd_VR_offscreen_buffer, 0, 0, grd_curscreen->sc_w, grd_curscreen->sc_h );
3320 gr_init_sub_canvas( &VR_render_buffer[0], VR_offscreen_buffer, 0, 0, grd_curscreen->sc_w, grd_curscreen->sc_h );
3321 gr_init_sub_canvas( &VR_render_buffer[1], VR_offscreen_buffer, 0, 0, grd_curscreen->sc_w, grd_curscreen->sc_h );
3322
3323 game_init_render_sub_buffers( 0, 0, grd_curscreen->sc_w, grd_curscreen->sc_h );
3324 }
3325
3326 //@@void game_win_init_cockpit_mask()
3327 //@@{
3328 //@@ char title_pal[768];
3329 //@@ dd_grs_canvas ccanv;
3330 //@@ int pcx_error;
3331 //@@ LPDIRECTDRAWSURFACE dds;
3332 //@@
3333 //@@ dds = DDCreateSurface(GRMODEINFO(w), GRMODEINFO(h), 1);
3334 //@@ Assert(dds != NULL);
3335 //@@
3336 //@@ _lpDDSMask = dds;
3337 //@@ ccanv.lpdds = dds;
3338 //@@ dd_gr_reinit_canvas(&ccanv);
3339 //@@
3340 //@@ dd_gr_set_current_canvas(&ccanv);
3341 //@@ DDGRLOCK(dd_grd_curcanv)
3342 //@@ {
3343 //@@ if (W95DisplayMode == SM95_640x480x8) {
3344 //@@ pcx_error=pcx_read_bitmap( "MASKB.PCX", &grd_curcanv->cv_bitmap,
3345 //@@ grd_curcanv->cv_bitmap.bm_type,
3346 //@@ title_pal );
3347 //@@ }
3348 //@@ else {
3349 //@@ pcx_error=pcx_read_bitmap( "MASK.PCX", &grd_curcanv->cv_bitmap,
3350 //@@ grd_curcanv->cv_bitmap.bm_type,
3351 //@@ title_pal );
3352 //@@ }
3353 //@@ }
3354 //@@ DDGRUNLOCK(dd_grd_curcanv);
3355 //@@
3356 //@@ Assert(pcx_error == PCX_ERROR_NONE);
3357 //@@ Game_cockpit_copy_code = (ubyte *)(0xABADC0DE);
3358 //@@}
3359
3360 #endif
3361
3362 /*
3363 * reads a flickering_light structure from a CFILE
3364 */
3365 void flickering_light_read(flickering_light *fl, CFILE *fp)
3366 {
3367 fl->segnum = cfile_read_short(fp);
3368 fl->sidenum = cfile_read_short(fp);
3369 fl->mask = cfile_read_int(fp);
3370 fl->timer = cfile_read_fix(fp);
3371 fl->delay = cfile_read_fix(fp);
3372 }
3373