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Amiga ACS 1998 #6
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amigaacscoverdisc1998-061998.iso
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games
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descent
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source
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main
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tempgame.c
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C/C++ Source or Header
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1998-06-08
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/*
THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX
SOFTWARE CORPORATION ("PARALLAX"). PARALLAX, IN DISTRIBUTING THE CODE TO
END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A
ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS
IN USING, DISPLAYING, AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS
SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE
FREE PURPOSES. IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE
CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES. THE END-USER UNDERSTANDS
AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE.
COPYRIGHT 1993-1998 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
*/
/*
* $Source: f:/miner/source/main/rcs/tempgame.c $
* $Revision: 2.0 $
* $Author: john $
* $Date: 1995/02/27 11:28:06 $
*
* Game loop for Inferno
*
* $Log: tempgame.c $
* Revision 2.0 1995/02/27 11:28:06 john
* New version 2.0, which has no anonymous unions, builds with
* Watcom 10.0, and doesn't require parsing BITMAPS.TBL.
*
* Revision 1.747 1995/02/06 12:24:45 allender
* force Endlevel_sequence in game() to fix rare bug
*
* Revision 1.745 1995/02/02 15:57:52 john
* Added turbo mode cheat.
*
* Revision 1.744 1995/02/02 14:43:39 john
* Uppped frametime limit to 150 Hz.
*
* Revision 1.743 1995/02/02 13:37:16 mike
* move T-?? message down in certain modes.
*
* Revision 1.742 1995/02/02 01:26:59 john
* Took out no key repeating.
*
* Revision 1.741 1995/01/29 21:36:44 mike
* make fusion cannon not make pitching slow.
*
* Revision 1.740 1995/01/28 15:57:57 john
* Made joystick calibration be only when wrong detected in
* menu or joystick axis changed.
*
* Revision 1.739 1995/01/28 15:21:03 yuan
* Added X-tra life cheat.
*
* Revision 1.738 1995/01/27 14:08:31 rob
* Fixed a bug.
*
* Revision 1.737 1995/01/27 14:04:59 rob
* Its not my fault, Mark told me to do it!
*
* Revision 1.736 1995/01/27 13:12:18 rob
* Added charging noises to play across net.
*
* Revision 1.735 1995/01/27 11:48:28 allender
* check for newdemo_state to be paused and stop recording. We might be
* in between levels
*
* Revision 1.734 1995/01/26 22:11:41 mike
* Purple chromo-blaster (ie, fusion cannon) spruce up (chromification)
*
* Revision 1.733 1995/01/26 17:03:04 mike
* make fusion cannon have more chrome, make fusion, mega rock you!
*
* Revision 1.732 1995/01/25 14:37:25 john
* Made joystick only prompt for calibration once...
*
* Revision 1.731 1995/01/24 15:49:14 john
* Made typeing in long net messages wrap on
* small screen sizes.
*
* Revision 1.730 1995/01/24 15:23:42 mike
* network message tweaking.
*
* Revision 1.729 1995/01/24 12:00:47 john
* Fixed bug with defing macro passing keys to controls.
*
* Revision 1.728 1995/01/24 11:53:35 john
* Added better macro defining code.
*
* Revision 1.727 1995/01/23 22:17:15 john
* Fixed bug with not clearing key buffer when leaving f8.
*
* Revision 1.726 1995/01/23 22:07:09 john
* Added flush to game inputs during F8.
*
*/
#pragma off (unreferenced)
static char rcsid[] = "$Id: tempgame.c 2.0 1995/02/27 11:28:06 john Exp $";
#pragma on (unreferenced)
#include <stdio.h>
#include <malloc.h>
#include <stdlib.h>
#include <string.h>
#include <conio.h>
#include <stdarg.h>
#include "inferno.h"
#include "game.h"
#include "key.h"
#include "object.h"
#include "physics.h"
#include "error.h"
#include "joy.h"
#include "mono.h"
#include "iff.h"
#include "pcx.h"
#include "timer.h"
#include "render.h"
#include "laser.h"
#include "screens.h"
#include "textures.h"
#include "slew.h"
#include "gauges.h"
#include "texmap.h"
#include "3d.h"
#include "effects.h"
#include "effect2d.h"
#include "menu.h"
#include "gameseg.h"
#include "wall.h"
#include "ai.h"
#include "hostage.h"
#include "fuelcen.h"
#include "switch.h"
#include "digi.h"
#include "gamesave.h"
#include "scores.h"
#include "ibitblt.h"
#include "mem.h"
#include "palette.h"
#include "morph.h"
#include "lighting.h"
#include "newdemo.h"
#include "titles.h"
#include "collide.h"
#include "weapon.h"
#include "sounds.h"
#include "args.h"
#include "gameseq.h"
#include "automap.h"
#include "text.h"
#include "powerup.h"
#include "fireball.h"
#include "controls.h"
#include "newmenu.h"
#include "network.h"
#include "gamefont.h"
#include "endlevel.h"
#include "joydefs.h"
#include "kconfig.h"
#include "mouse.h"
#include "coindev.h"
#include "multi.h"
#include "desc_id.h"
#include "cntrlcen.h"
#include "pcx.h"
#include "dpmi.h"
#include "state.h"
#include "piggy.h"
#include "multibot.h"
//#define TEST_TIMER 1 //if this is set, do checking on timer
#define FINAL_CHEATS 1
#ifdef ARCADE
#include "arcade.h"
#else
#define Arcade_mode 0
#endif
#define VICTOR 1
#ifdef VICTOR
#include "victor.h"
#endif
#define VFX 1
#ifdef VFX
#include "vfx.h"
#endif
#ifdef EDITOR
#include "editor\editor.h"
#endif
//#define _MARK_ON 1
//#include <wsample.h> //should come after inferno.h to get mark setting//disabled by KRB
#ifndef NDEBUG
int Mark_count = 0; // number of debugging marks set
int Speedtest_on = 0;
int Speedtest_start_time;
int Speedtest_segnum;
int Speedtest_sidenum;
int Speedtest_frame_start;
int Speedtest_count=0; // number of times to do the debug test.
#endif
static fix last_timer_value=0;
#if defined(TIMER_TEST) && !defined(NDEBUG)
fix _timer_value,actual_last_timer_value,_last_frametime;
int stop_count,start_count;
int time_stopped,time_started;
#endif
ubyte * Game_cockpit_copy_code = NULL;
//these are instances of canvases, pointed to by variables below
grs_canvas _canv_3d; //the 3d window, on screen
grs_canvas _canv_3d_offscrn; //the 3d window, off screen
//these are pointers to our canvases
grs_canvas *Canv_game=NULL; //what you acutally see on screen
grs_canvas *Canv_game_offscrn=NULL; //off-screen buffer the size of the screen
grs_canvas *Canv_3d=&_canv_3d; //the 3d window, on screen
grs_canvas *Canv_3d_offscrn=NULL; //the 3d window, off screen
#ifdef VFX
grs_canvas *Canv_vfx[2][2]; // Eye, buffer
#endif
#ifdef VICTOR
grs_canvas *Canv_victor[2] = { NULL, NULL }; // Eye pages
grs_canvas Canv_victor_3d[2] ; // Eye pages
ubyte Victor_eye_switch=0;
#endif
int Debug_pause=0; //John's debugging pause system
int Cockpit_mode=CM_FULL_COCKPIT; //set game.h for values
int old_cockpit_mode=-1;
int force_cockpit_redraw=0;
int framerate_on=0;
int PaletteRedAdd, PaletteGreenAdd, PaletteBlueAdd;
// Toggle_var points at a variable which gets !ed on ctrl-alt-T press.
int Dummy_var;
int *Toggle_var = &Dummy_var;
#ifdef EDITOR
//flag for whether initial fade-in has been done
char faded_in;
#endif
#ifndef NDEBUG //these only exist if debugging
int Game_double_buffer = 1; //double buffer by default
fix fixed_frametime=0; //if non-zero, set frametime to this
#endif
int Game_suspended=0; //if non-zero, nothing moves but player
#ifdef VFX
int Game_vfx_flag = 0;
#endif
#ifdef VICTOR
int Game_victor_flag = 0;
#endif
fix RealFrameTime;
fix Auto_fire_fusion_cannon_time = 0;
fix Fusion_charge = 0;
fix Fusion_next_sound_time = 0;
int Debug_spew = 1;
int Game_turbo_mode = 0;
int Game_mode = GM_GAME_OVER;
int Global_laser_firing_count = 0;
int Global_missile_firing_count = 0;
grs_bitmap background_bitmap;
int Game_aborted;
#define BACKGROUND_NAME "statback.pcx"
// ==============================================================================================
#ifndef NDEBUG
void speedtest_init(void)
{
Speedtest_start_time = timer_get_fixed_seconds();
Speedtest_on = 1;
Speedtest_segnum = 0;
Speedtest_sidenum = 0;
Speedtest_frame_start = FrameCount;
mprintf((0, "Starting speedtest. Will be %i frames. Each . = 10 frames.\n", Highest_segment_index+1));
}
void speedtest_frame(void)
{
vms_vector view_dir, center_point;
Speedtest_sidenum=Speedtest_segnum % MAX_SIDES_PER_SEGMENT;
compute_segment_center(&Viewer->pos, &Segments[Speedtest_segnum]);
Viewer->pos.x += 0x10; Viewer->pos.y -= 0x10; Viewer->pos.z += 0x17;
obj_relink(Viewer-Objects, Speedtest_segnum);
compute_center_point_on_side(¢er_point, &Segments[Speedtest_segnum], Speedtest_sidenum);
vm_vec_normalized_dir_quick(&view_dir, ¢er_point, &Viewer->pos);
vm_vector_2_matrix(&Viewer->orient, &view_dir, NULL, NULL);
if (((FrameCount - Speedtest_frame_start) % 10) == 0)
mprintf((0, "."));
Speedtest_segnum++;
if (Speedtest_segnum > Highest_segment_index) {
mprintf((0, "\nSpeedtest done: %i frames, %7.3f seconds, %7.3f frames/second.\n",
FrameCount-Speedtest_frame_start,
f2fl(timer_get_fixed_seconds() - Speedtest_start_time),
(float) (FrameCount-Speedtest_frame_start) / f2fl(timer_get_fixed_seconds() - Speedtest_start_time)));
Speedtest_count--;
if (Speedtest_count == 0)
Speedtest_on = 0;
else
speedtest_init();
}
}
#endif
//this is called once per game
void init_game()
{
ubyte pal[256*3];
int pcx_error;
atexit(close_game); //for cleanup
#ifdef VFX
if ( FindArg( "-vfx" ) )
Game_vfx_flag = 1;
#endif
#ifdef VICTOR
if ( FindArg( "-cybermaxx" ) )
Game_victor_flag = 1;
#endif
init_objects();
hostage_init();
init_special_effects();
init_ai_system();
init_gauge_canvases();
init_exploding_walls();
background_bitmap.bm_data=NULL;
pcx_error = pcx_read_bitmap(BACKGROUND_NAME,&background_bitmap,BM_LINEAR,pal);
if (pcx_error != PCX_ERROR_NONE)
Error("File %s - PCX error: %s",BACKGROUND_NAME,pcx_errormsg(pcx_error));
gr_remap_bitmap_good( &background_bitmap, pal, -1, -1 );
Clear_window = 2; // do portal only window clear.
}
void reset_palette_add()
{
PaletteRedAdd = 0;
PaletteGreenAdd = 0;
PaletteBlueAdd = 0;
//gr_palette_step_up( PaletteRedAdd, PaletteGreenAdd, PaletteBlueAdd );
}
game_show_warning(char *s)
{
if (!((Game_mode & GM_MULTI) && (Function_mode == FMODE_GAME)))
stop_time();
nm_messagebox( TXT_WARNING, 1, TXT_OK, s );
if (!((Game_mode & GM_MULTI) && (Function_mode == FMODE_GAME)))
start_time();
}
//these should be in gr.h
#define cv_w cv_bitmap.bm_w
#define cv_h cv_bitmap.bm_h
#define LETTERBOX_HEIGHT 140
int Game_window_w,Game_window_h,max_window_h;
#ifdef VFX
int special_halfsize_window=0;
#endif
int last_drawn_cockpit = -1;
extern int Rear_view;
// This actually renders the new cockpit onto the screen.
void update_cockpits(int force_redraw)
{
int x, y, w, h;
if (Cockpit_mode != last_drawn_cockpit || force_redraw )
last_drawn_cockpit = Cockpit_mode;
else
return;
//Redraw the on-screen cockpit bitmaps
if (Screen_mode != SCREEN_GAME ) return;
switch( Cockpit_mode ) {
case CM_FULL_COCKPIT:
case CM_REAR_VIEW:
gr_set_current_canvas(Canv_game);
PIGGY_PAGE_IN(cockpit_bitmap[Cockpit_mode]);
gr_ubitmapm(0,0, cockpit_bitmap[Cockpit_mode]);
break;
case CM_FULL_SCREEN:
break;
case CM_STATUS_BAR:
gr_set_current_canvas(Canv_game);
PIGGY_PAGE_IN(cockpit_bitmap[Cockpit_mode]);
gr_ubitmapm(0,max_window_h,cockpit_bitmap[Cockpit_mode]);
w = Game_window_w;
h = Game_window_h;
x = (Canv_game->cv_bitmap.bm_w - w)/2;
y = (max_window_h - h)/2;
fill_background(x,y,w,h,x,y);
break;
case CM_LETTERBOX:
gr_set_current_canvas(Canv_game);
gr_clear_canvas( BM_XRGB(0,0,0) );
break;
}
gr_set_current_canvas(Canv_game);
if (Cockpit_mode==CM_FULL_COCKPIT || Cockpit_mode==CM_STATUS_BAR)
init_gauges();
}
//initialize the various canvases on the game screen
//called every time the screen mode or cockpit changes
void init_game_screen()
{
int minx, maxx, miny, maxy;
grs_bitmap *bmp;
//Initialize the on-screen canvases
Canv_game->cv_font = GAME_FONT;
switch( Screen_mode ) {
case SCREEN_GAME:
if (Game_cockpit_copy_code)
free(Game_cockpit_copy_code);
Game_cockpit_copy_code = NULL;
if (Cockpit_mode==CM_FULL_COCKPIT || Cockpit_mode==CM_REAR_VIEW) {
grs_bitmap *bm = cockpit_bitmap[Cockpit_mode];
PIGGY_PAGE_IN(bm);
//calculate copy code for current cockpit
gr_set_current_canvas(Canv_game_offscrn);
gr_bitmap( 0, 0, bm );
bm = &Canv_game_offscrn->cv_bitmap;
bm->bm_flags = BM_FLAG_TRANSPARENT;
gr_ibitblt_find_hole_size ( bm, &minx, &miny, &maxx, &maxy );
Game_cockpit_copy_code = gr_ibitblt_create_mask( bm, minx, miny, maxx-minx+1, maxy-miny+1, Canv_game_offscrn->cv_bitmap.bm_rowsize );
bm->bm_flags = 0; // Clear all flags for offscreen canvas
gr_init_sub_canvas(&_canv_3d_offscrn, Canv_game_offscrn, minx, miny, maxx-minx+1, maxy-miny+1 );
}
else if (Cockpit_mode == CM_FULL_SCREEN) {
minx = miny = 0;
maxx = Canv_game->cv_w-1;
maxy = Canv_game->cv_h-1;
#ifdef VFX
if (special_halfsize_window) {
maxx /= 2;
maxy /= 2;
}
#endif
gr_init_sub_canvas(&_canv_3d_offscrn, Canv_game_offscrn, minx, miny, maxx-minx+1, maxy-miny+1 );
Game_window_w = maxx-minx+1;
Game_window_h = maxy-miny+1;
}
else if (Cockpit_mode == CM_STATUS_BAR) {
int x,y,w,h;
if (Game_window_h > max_window_h) {
Game_window_h = max_window_h;
Game_window_w = Canv_game->cv_w;
}
w = Game_window_w;
h = Game_window_h;
x = (Canv_game->cv_bitmap.bm_w - w)/2;
y = (max_window_h - h)/2;
gr_init_sub_canvas(&_canv_3d_offscrn, Canv_game_offscrn, x, y, w, h );
}
else if (Cockpit_mode == CM_LETTERBOX) {
int x,y,w,h;
x = 0; w = Canv_game->cv_bitmap.bm_w;
h = LETTERBOX_HEIGHT;
y = (Canv_game->cv_bitmap.bm_h-h)/2;
gr_init_sub_canvas(&_canv_3d_offscrn, Canv_game_offscrn, x, y, w, h );
}
bmp = &_canv_3d_offscrn.cv_bitmap;
gr_init_sub_canvas( &_canv_3d, Canv_game, bmp->bm_x, bmp->bm_y, bmp->bm_w, bmp->bm_h );
Canv_3d = &_canv_3d;
Canv_3d_offscrn = &_canv_3d_offscrn;
//@@if (Cockpit_mode==CM_FULL_SCREEN || Cockpit_mode==CM_STATUS_BAR)
//@@ init_reticle();
gr_set_current_canvas(Canv_game);
break;
#ifdef VFX
case SCREEN_VFX: {
#ifdef ARCADE
int i;
// Use different lighting with VFX
i = FindArg( "-vfxlight" );
if ( i ) {
fix beam = fl2f(atof(Args[i+1]));
if (beam < 0)
Lighting_on = 0;
else
Beam_brightness = beam;
}
else
#endif
//NOTE LINK TO ABOVE!!
Beam_brightness=0x38000;
Cockpit_mode = CM_FULL_SCREEN;
if ( Game_vfx_flag == 1 ) {
minx = 0; miny = 0;
maxx = 159; maxy = 119;
} else {
minx = 0; miny = 0;
maxx = 159; maxy = 239;
}
gr_init_sub_canvas(&_canv_3d_offscrn, Canv_game_offscrn, minx, miny, maxx-minx+1, maxy-miny+1 );
Game_cockpit_copy_code = NULL;
bmp = &_canv_3d_offscrn.cv_bitmap;
gr_init_sub_canvas( &_canv_3d, Canv_game, bmp->bm_x, bmp->bm_y, bmp->bm_w, bmp->bm_h );
gr_set_current_canvas(Canv_game);
Canv_3d = &_canv_3d;
Canv_3d_offscrn = &_canv_3d_offscrn;
break;
}
#endif
#ifdef VICTOR
case SCREEN_VICTOR:
//minx = (Canv_game->cv_bitmap.bm_w - Game_window_w)/2;
//miny = (max_window_h - Game_window_h)/2;
//maxx = minx + Game_window_w - 1;
//maxy = miny + Game_window_h - 1;
minx = 0; miny = 0;
maxx = 319; maxy = 199;
gr_init_sub_canvas(&_canv_3d_offscrn, Canv_game_offscrn, minx, miny, maxx-minx+1, maxy-miny+1 );
Game_cockpit_copy_code = NULL;
gr_set_current_canvas(Canv_game);
bmp = &Canv_game->cv_bitmap;
gr_init_sub_canvas( &_canv_3d, Canv_game, bmp->bm_x, bmp->bm_y, bmp->bm_w, bmp->bm_h );
Canv_3d = &_canv_3d;
Canv_3d_offscrn = &_canv_3d_offscrn;
if (Canv_victor[0]==NULL)
Canv_victor[0] = gr_create_canvas( 320,100 );
if (Canv_victor[1]==NULL)
Canv_victor[1] = gr_create_canvas( 320,100 );
gr_init_sub_canvas(&Canv_victor_3d[0], Canv_victor[0], 0, 0, maxx-minx+1, (maxy-miny+1)/2 );
gr_init_sub_canvas(&Canv_victor_3d[1], Canv_victor[1], 0, 0, maxx-minx+1, (maxy-miny+1)/2 );
Assert( Canv_victor[0] != NULL );
Assert( Canv_victor[1] != NULL );
break;
#endif
case SCREEN_EDITOR:
Canv_3d = Canv_game;
Canv_3d_offscrn = Canv_game_offscrn;
break;
default:
Error( "Invalid screen type in game.c" );
}
}
//selects a given cockpit (or lack of one). See types in game.h
void select_cockpit(int mode)
{
if (mode != Cockpit_mode) { //new mode
Cockpit_mode=mode;
init_game_screen();
}
}
//force cockpit redraw next time. call this if you've trashed the screen
void reset_cockpit()
{
force_cockpit_redraw=1;
}
void HUD_clear_messages();
toggle_cockpit()
{
int new_mode;
switch (Cockpit_mode) {
case CM_FULL_COCKPIT:
if (Game_window_h > max_window_h) //too big for scalable
new_mode = CM_FULL_SCREEN;
else
new_mode = CM_STATUS_BAR;
break;
case CM_STATUS_BAR:
case CM_FULL_SCREEN:
if (Rear_view)
return;
new_mode = CM_FULL_COCKPIT;
break;
case CM_REAR_VIEW:
case CM_LETTERBOX:
return; //do nothing
break;
}
select_cockpit(new_mode);
HUD_clear_messages();
}
#define WINDOW_W_DELTA 24 //20
#define WINDOW_H_DELTA 12 //10
#define WINDOW_MIN_W 160
grow_window()
{
if (Cockpit_mode == CM_FULL_COCKPIT) {
Game_window_h = max_window_h;
Game_window_w = Canv_game->cv_w;
toggle_cockpit();
grow_window();
HUD_init_message("Press F3 to return to Cockpit mode");
return;
}
if (Cockpit_mode != CM_STATUS_BAR)
return;
if (Canv_3d->cv_bitmap.bm_h == max_window_h) {
//select_cockpit(CM_FULL_COCKPIT);
select_cockpit(CM_FULL_SCREEN);
}
else {
int x,y,w,h;
w = Canv_3d->cv_bitmap.bm_w + WINDOW_W_DELTA;
h = Canv_3d->cv_bitmap.bm_h + WINDOW_H_DELTA;
if (w > Canv_game->cv_bitmap.bm_w)
w = Canv_game->cv_bitmap.bm_w;
if (h > max_window_h)
h = max_window_h;
x = (Canv_game->cv_bitmap.bm_w - w)/2;
y = (max_window_h - h)/2;
gr_init_sub_canvas( &_canv_3d, Canv_game, x, y, w,h );
gr_init_sub_canvas(&_canv_3d_offscrn, Canv_game_offscrn, x, y, w, h );
Game_window_w = w;
Game_window_h = h;
//@@init_reticle();
}
HUD_clear_messages(); // @mk, 11/11/94
}
grs_bitmap background_bitmap;
copy_background_rect(int left,int top,int right,int bot)
{
grs_bitmap *bm = &background_bitmap;
int x,y;
int tile_left,tile_right,tile_top,tile_bot;
int ofs_x,ofs_y;
int dest_x,dest_y;
tile_left = left / bm->bm_w;
tile_right = right / bm->bm_w;
tile_top = top / bm->bm_h;
tile_bot = bot / bm->bm_h;
ofs_y = top % bm->bm_h;
dest_y = top;
for (y=tile_top;y<=tile_bot;y++) {
int w,h;
ofs_x = left % bm->bm_w;
dest_x = left;
//h = (bot < dest_y+bm->bm_h)?(bot-dest_y+1):(bm->bm_h-ofs_y);
h = min(bot-dest_y+1,bm->bm_h-ofs_y);
for (x=tile_left;x<=tile_right;x++) {
//w = (right < dest_x+bm->bm_w)?(right-dest_x+1):(bm->bm_w-ofs_x);
w = min(right-dest_x+1,bm->bm_w-ofs_x);
gr_bm_ubitblt(w,h,dest_x,dest_y,ofs_x,ofs_y,
&background_bitmap,&grd_curcanv->cv_bitmap);
ofs_x = 0;
dest_x += w;
}
ofs_y = 0;
dest_y += h;
}
}
fill_background(int x,int y,int w,int h,int dx,int dy)
{
gr_set_current_canvas(Canv_game);
copy_background_rect(x-dx,y-dy,x-1,y+h+dy-1);
copy_background_rect(x+w,y-dy,x+w+dx-1,y+h+dy-1);
copy_background_rect(x,y-dy,x+w-1,y-1);
copy_background_rect(x,y+h,x+w-1,y+h+dy-1);
}
shrink_window()
{
if (Cockpit_mode == CM_FULL_COCKPIT) {
Game_window_h = max_window_h;
Game_window_w = Canv_game->cv_w;
toggle_cockpit();
shrink_window();
shrink_window();
HUD_init_message("Press F3 to return to Cockpit mode");
return;
}
if (Cockpit_mode == CM_FULL_SCREEN ) {
Game_window_h = max_window_h;
select_cockpit(CM_STATUS_BAR);
return;
}
if (Cockpit_mode != CM_STATUS_BAR)
return;
if (Canv_3d->cv_bitmap.bm_w > WINDOW_MIN_W) {
int x,y,w,h,dx,dy;
dx = WINDOW_W_DELTA/2;
dy = WINDOW_H_DELTA/2;
w = Canv_3d->cv_bitmap.bm_w - WINDOW_W_DELTA;
h = Canv_3d->cv_bitmap.bm_h - WINDOW_H_DELTA;
x = (Canv_game->cv_bitmap.bm_w - w)/2;
y = (max_window_h - h)/2;
fill_background(x,y,w,h,dx,dy);
gr_init_sub_canvas( &_canv_3d, Canv_game, x, y, w,h );
gr_init_sub_canvas(&_canv_3d_offscrn, Canv_game_offscrn, x, y, w, h );
Game_window_w = w;
Game_window_h = h;
//@@init_reticle();
}
HUD_clear_messages();
}
//called to change the screen mode. Parameter sm is the new mode, one of
//SMODE_GAME or SMODE_EDITOR. returns mode acutally set (could be other
//mode if cannot init requested mode)
int set_screen_mode(int sm)
{
#ifdef VFX
if ( (sm==SCREEN_GAME) && (Game_vfx_flag) )
sm=SCREEN_VFX;
#endif
#ifdef VICTOR
if ( (sm==SCREEN_GAME) && (Game_victor_flag) )
sm=SCREEN_VICTOR;
#endif
if (Screen_mode == sm) return Screen_mode; //already set
//create our off-screen buffer
if (Canv_game_offscrn == NULL ) {
#ifdef VFX
if ( Game_vfx_flag )
Canv_game_offscrn = gr_create_canvas(320,240);
else
#endif
Canv_game_offscrn = gr_create_canvas(GAMESCREEN_MAX_W,GAMESCREEN_MAX_H);
}
Screen_mode = sm;
switch( sm ) {
case SCREEN_GAME:
if (grd_curscreen->sc_mode != GRMODE_GAME )
if (gr_set_mode(GRMODE_GAME)) Error(TXT_CANNOT_SET_SCREEN);
Canv_game = &grd_curscreen->sc_canvas;
Game_window_w = Canv_game->cv_w;
max_window_h = Game_window_h = Canv_game->cv_h - cockpit_bitmap[CM_STATUS_BAR]->bm_h;
#ifdef EDITOR
Canv_editor = NULL;
#endif
set_warn_func(game_show_warning);
break;
#ifdef VFX
case SCREEN_VFX:
if (grd_curscreen->sc_mode != GRMODE_VFX)
if (gr_set_mode(GRMODE_VFX)) Error("Cannot set screen mode for vfx mode");
Cockpit_mode = CM_FULL_SCREEN;
Canv_vfx[0][0] = gr_create_sub_canvas(grd_curcanv,0,0,320,240);
Canv_vfx[0][0]->cv_bitmap.bm_rowsize *= 2;
Canv_vfx[0][1] = gr_create_sub_canvas(grd_curcanv,0,1,320,240);
Canv_vfx[0][1]->cv_bitmap.bm_rowsize *= 2;
Canv_vfx[1][0] = gr_create_sub_canvas(grd_curcanv,320,0,320,240);
Canv_vfx[1][0]->cv_bitmap.bm_rowsize *= 2;
Canv_vfx[1][1] = gr_create_sub_canvas(grd_curcanv,320,1,320,240);
Canv_vfx[1][1]->cv_bitmap.bm_rowsize *= 2;
vfx_init_graphics();
Canv_game = &grd_curscreen->sc_canvas;
Canv_game->cv_bitmap.bm_rowsize *= 2;
#ifdef EDITOR
Canv_editor = NULL;
#endif
set_warn_func(game_show_warning);
break;
#endif
#ifdef VICTOR
case SCREEN_VICTOR:
if (grd_curscreen->sc_mode != GRMODE_VICTOR)
if (gr_set_mode(GRMODE_VICTOR)) Error("Cannot set screen mode for victor mode");
Cockpit_mode = CM_FULL_SCREEN;
//victor_init_graphics();
{
char *vswitch = getenv( "CYBERMAXX" );
if ( vswitch ) {
char *p = strstr( vswitch, "/E:R" );
if ( p ) {
Victor_eye_switch = 1;
} else
Victor_eye_switch = 0;
} else {
Victor_eye_switch = 0;
}
}
Canv_game = &grd_curscreen->sc_canvas;
#ifdef EDITOR
Canv_editor = NULL;
#endif
set_warn_func(game_show_warning);
break;
#endif
#ifdef EDITOR
case SCREEN_EDITOR: {
int gr_error;
if (grd_curscreen->sc_mode != GRMODE_EDITOR)
if ((gr_error=gr_set_mode(GRMODE_EDITOR))!=0) { //force into game scrren
Warning("Cannot init editor screen (error=%d)",gr_error);
return set_screen_mode(SCREEN_GAME);
}
gr_palette_load( gr_palette );
Canv_editor = &grd_curscreen->sc_canvas;
init_editor_screen(); //setup other editor stuff
}
break;
#endif
default:
Error("Invalid screen mode %d",sm);
}
init_game_screen(); //reinitialize canvases for new screen
return Screen_mode;
}
#ifndef RELEASE
fix frame_time_list[8] = {0,0,0,0,0,0,0,0};
fix frame_time_total=0;
int frame_time_cntr=0;
show_framerate()
{
float rate;
frame_time_total += RealFrameTime - frame_time_list[frame_time_cntr];
frame_time_list[frame_time_cntr] = RealFrameTime;
frame_time_cntr = (frame_time_cntr+1)%8;
rate = f2fl(fixdiv(f1_0*8,frame_time_total));
gr_set_curfont( GAME_FONT );
gr_set_fontcolor(gr_getcolor(0,31,0),-1 );
gr_printf(grd_curcanv->cv_w-50,grd_curcanv->cv_h-20,"FPS: %2.2f ",rate);
}
#endif
static timer_paused=0;
void stop_time()
{
if (timer_paused==0) {
fix time;
time = timer_get_fixed_seconds();
last_timer_value = time - last_timer_value;
if (last_timer_value < 0) {
#if defined(TIMER_TEST) && !defined(NDEBUG)
Int3(); //get Matt!!!!
#endif
last_timer_value = 0;
}
#if defined(TIMER_TEST) && !defined(NDEBUG)
time_stopped = time;
#endif
}
timer_paused++;
#if defined(TIMER_TEST) && !defined(NDEBUG)
stop_count++;
#endif
}
void start_time()
{
timer_paused--;
Assert(timer_paused >= 0);
if (timer_paused==0) {
fix time;
time = timer_get_fixed_seconds();
#if defined(TIMER_TEST) && !defined(NDEBUG)
if (last_timer_value < 0)
Int3(); //get Matt!!!!
}
#endif
last_timer_value = time - last_timer_value;
#if defined(TIMER_TEST) && !defined(NDEBUG)
time_started = time;
#endif
}
#if defined(TIMER_TEST) && !defined(NDEBUG)
start_count++;
#endif
}
void game_flush_inputs()
{
int dx,dy;
key_flush();
joy_flush();
mouse_flush();
mouse_get_delta( &dx, &dy ); // Read mouse
memset(&Controls,0,sizeof(control_info));
}
void reset_time()
{
last_timer_value = timer_get_fixed_seconds();
}
void calc_frame_time()
{
fix timer_value,last_frametime = FrameTime;
#if defined(TIMER_TEST) && !defined(NDEBUG)
_last_frametime = last_frametime;
#endif
timer_value = timer_get_fixed_seconds();
FrameTime = timer_value - last_timer_value;
#if defined(TIMER_TEST) && !defined(NDEBUG)
_timer_value = timer_value;
#endif
#ifndef NDEBUG
if (!(((FrameTime > 0) && (FrameTime <= F1_0)) || (Function_mode == FMODE_EDITOR) || (Newdemo_state == ND_STATE_PLAYBACK))) {
mprintf((1,"Bad FrameTime - value = %x\n",FrameTime));
if (FrameTime == 0)
Int3(); // Call Mike or Matt or John! Your interrupts are probably trashed!
// if ( !dpmi_virtual_memory )
// Int3(); //Get MATT if hit this!
}
#endif
#if defined(TIMER_TEST) && !defined(NDEBUG)
actual_last_timer_value = last_timer_value;
#endif
if ( Game_turbo_mode )
FrameTime *= 2;
// Limit frametime to be between 5 and 150 fps.
RealFrameTime = FrameTime;
if ( FrameTime < F1_0/150 ) FrameTime = F1_0/150;
if ( FrameTime > F1_0/5 ) FrameTime = F1_0/5;
last_timer_value = timer_value;
if (FrameTime < 0) //if bogus frametime...
FrameTime = last_frametime; //...then use time from last frame
#ifndef NDEBUG
if (fixed_frametime) FrameTime = fixed_frametime;
#endif
#ifndef NDEBUG
// Pause here!!!
if ( Debug_pause ) {
int c;
c = 0;
while( c==0 )
c = key_peekkey();
if ( c == KEY_P ) {
Debug_pause = 0;
c = key_inkey();
}
last_timer_value = timer_get_fixed_seconds();
}
#endif
#if Arcade_mode
FrameTime /= 2;
#endif
#if defined(TIMER_TEST) && !defined(NDEBUG)
stop_count = start_count = 0;
#endif
// Set value to determine whether homing missile can see target.
// The lower frametime is, the more likely that it can see its target.
if (FrameTime <= F1_0/16)
Min_trackable_dot = 3*(F1_0 - MIN_TRACKABLE_DOT)/4 + MIN_TRACKABLE_DOT;
else if (FrameTime < F1_0/4)
Min_trackable_dot = fixmul(F1_0 - MIN_TRACKABLE_DOT, F1_0-4*FrameTime) + MIN_TRACKABLE_DOT;
else
Min_trackable_dot = MIN_TRACKABLE_DOT;
}
//--unused-- int Auto_flythrough=0; //if set, start flythough automatically
void move_player_2_segment(segment *seg,int side)
{
vms_vector vp;
compute_segment_center(&ConsoleObject->pos,seg);
compute_center_point_on_side(&vp,seg,side);
vm_vec_sub2(&vp,&ConsoleObject->pos);
vm_vector_2_matrix(&ConsoleObject->orient,&vp,NULL,NULL);
obj_relink( ConsoleObject-Objects, SEG_PTR_2_NUM(seg) );
}
fix Show_view_text_timer = -1;
#ifndef NDEBUG
draw_window_label()
{
if ( Show_view_text_timer > 0 )
{
char *viewer_name,*control_name;
Show_view_text_timer -= FrameTime;
gr_set_curfont( GAME_FONT );
switch( Viewer->type )
{
case OBJ_FIREBALL: viewer_name = "Fireball"; break;
case OBJ_ROBOT: viewer_name = "Robot"; break;
case OBJ_HOSTAGE: viewer_name = "Hostage"; break;
case OBJ_PLAYER: viewer_name = "Player"; break;
case OBJ_WEAPON: viewer_name = "Weapon"; break;
case OBJ_CAMERA: viewer_name = "Camera"; break;
case OBJ_POWERUP: viewer_name = "Powerup"; break;
case OBJ_DEBRIS: viewer_name = "Debris"; break;
case OBJ_CNTRLCEN: viewer_name = "Control Center"; break;
default: viewer_name = "Unknown"; break;
}
switch ( Viewer->control_type) {
case CT_NONE: control_name = "Stopped"; break;
case CT_AI: control_name = "AI"; break;
case CT_FLYING: control_name = "Flying"; break;
case CT_SLEW: control_name = "Slew"; break;
case CT_FLYTHROUGH: control_name = "Flythrough"; break;
case CT_MORPH: control_name = "Morphing"; break;
default: control_name = "Unknown"; break;
}
gr_set_fontcolor( gr_getcolor(31, 0, 0), -1 );
gr_printf( 0x8000, 45, "%s View - %s",viewer_name,control_name );
}
}
#endif
#ifdef VFX
int vfx_page=0;
extern void gr_bm_ubitblt02_2x(short w, short h, short dx, short dy, short sx, short sy, grs_bitmap * src, grs_bitmap * dest);
extern void gr_bm_ubitblt00_2x(short w, short h, short dx, short dy, short sx, short sy, grs_bitmap * src, grs_bitmap * dest);
fix eye_offset = F1_0/2;
//render a frame for the game in stereo
game_render_frame_stereo_vfx()
{
int i,w,h,y;
fix save_aspect;
if (grd_curscreen->sc_mode != GRMODE_VFX ) {
gr_set_mode( GRMODE_VFX );
vfx_init_graphics();
}
save_aspect = grd_curscreen->sc_aspect;
if ( Game_vfx_flag == 2 )
grd_curscreen->sc_aspect /= 2; //Muck with aspect ratio
vfx_page ^= 1;
for ( i=0; i<2; i++ ) {
// if ( keyd_pressed[KEY_F11]) eye_offset -= F1_0/100;
// if ( keyd_pressed[KEY_F12]) eye_offset += F1_0/100;
// if ( keyd_pressed[KEY_F11] || keyd_pressed[KEY_F12] ) {
// mprintf( 0, "Eye offset is %.8f\n", f2fl(eye_offset) );
// }
gr_set_current_canvas(Canv_3d_offscrn);
if (i==0)
render_frame(-eye_offset); // Left eye
else
render_frame(eye_offset); // Right eye
#ifdef ARCADE
arcade_frame_info();
#endif
Canv_3d = Canv_vfx[i][vfx_page];
w = Canv_3d_offscrn->cv_bitmap.bm_w;
h = Canv_3d_offscrn->cv_bitmap.bm_h;
if ( Game_vfx_flag == 1 ) {
for (y=0; y<h; y++ ) {
gr_bm_ubitblt02_2x( w*2, 1, 0, y*2, 0, y, &Canv_3d_offscrn->cv_bitmap, &Canv_3d->cv_bitmap);
gr_bm_ubitblt02_2x( w*2, 1, 0, y*2+1, 0, y, &Canv_3d_offscrn->cv_bitmap, &Canv_3d->cv_bitmap);
}
} else {
for (y=0; y<h; y++ ) {
gr_bm_ubitblt02_2x( w*2, 1, 0, y, 0, y, &Canv_3d_offscrn->cv_bitmap, &Canv_3d->cv_bitmap);
}
//gr_bm_ubitblt( w, h, 0, 0, 0, 0, &Canv_3d_offscrn->cv_bitmap, &Canv_3d->cv_bitmap);
}
}
vfx_set_page(vfx_page); // 0 or 1
grd_curscreen->sc_aspect = save_aspect; //restore aspect
}
#endif
#ifdef VICTOR
//render a frame for the game in stereo
game_render_frame_stereo_victor()
{
int i,w,h,y;
fix save_aspect;
save_aspect = grd_curscreen->sc_aspect;
grd_curscreen->sc_aspect *= 2; //Muck with aspect ratio
for ( i=0; i<2; i++ ) {
gr_set_current_canvas(&Canv_victor_3d[i]);
if (i==0)
render_frame(-F1_0); // Left eye
else
render_frame(F1_0); // Right eye
}
//Canv_3d = &grd_curscreen->sc_canvas;
w = Canv_3d->cv_bitmap.bm_w;
h = Canv_3d->cv_bitmap.bm_h;
if (!Victor_eye_switch) {
for (y=0; y<h/2; y++ ) {
gr_bm_ubitblt( w, 1, 0, y*2+0, 0, y, &Canv_victor_3d[1].cv_bitmap, &Canv_3d->cv_bitmap);
gr_bm_ubitblt( w, 1, 0, y*2+1, 0, y, &Canv_victor_3d[0].cv_bitmap, &Canv_3d->cv_bitmap);
}
} else { // switch l/r eyes
for (y=0; y<h/2; y++ ) {
gr_bm_ubitblt( w, 1, 0, y*2+0, 0, y, &Canv_victor_3d[0].cv_bitmap, &Canv_3d->cv_bitmap);
gr_bm_ubitblt( w, 1, 0, y*2+1, 0, y, &Canv_victor_3d[1].cv_bitmap, &Canv_3d->cv_bitmap);
}
}
grd_curscreen->sc_aspect=save_aspect;
}
#endif
extern fix Cruise_speed;
// Returns the length of the first 'n' characters of a string.
int string_width( char * s, int n )
{
int w,h,aw;
char p;
p = s[n];
s[n] = 0;
gr_get_string_size( s, &w, &h, &aw );
s[n] = p;
return w;
}
// Draw string 's' centered on a canvas... if wider than
// canvas, then wrap it.
void draw_centered_text( int y, char * s )
{
int i, l;
char p;
l = strlen(s);
if ( string_width( s, l ) < grd_curcanv->cv_bitmap.bm_w ) {
gr_string( 0x8000, y, s );
return;
}
for (i=0; i<l; i++ ) {
if ( string_width(s,i) > (grd_curcanv->cv_bitmap.bm_w - 16) ) {
p = s[i];
s[i] = 0;
gr_string( 0x8000, y, s );
s[i] = p;
gr_string( 0x8000, y+grd_curcanv->cv_font->ft_h+1, &s[i] );
return;
}
}
}
//render a frame for the game
void game_render_frame_mono(void)
{
char temp_string[MAX_MULTI_MESSAGE_LEN+25];
#ifdef EDITOR
fix save_aspect;
if (Screen_mode == SCREEN_EDITOR) {
save_aspect = grd_curscreen->sc_aspect;
#ifndef NDEBUG
Game_double_buffer=1; //can't tmap to VESA screen
#endif
grd_curscreen->sc_aspect = 0x13333; //make like 320x200 screen
}
#endif
gr_set_current_canvas(Game_double_buffer?Canv_3d_offscrn:Canv_3d);
render_frame(0);
//NEW CODE BY JOHN
#ifndef NDEBUG
if (Debug_pause) {
gr_set_curfont( HELP_FONT );
gr_set_fontcolor( gr_getcolor(31, 31, 31), -1 ); // gr_getcolor(31,0,0));
gr_ustring( 0x8000, 85/2, "Debug Pause - Press P to exit" );
}
#endif
//--repair-- if (RepairObj) {
//--repair-- gr_set_curfont( HELP_FONT );
//--repair-- gr_set_fontcolor( gr_getcolor(31, 31, 31), -1 );
//--repair-- gr_ustring( 124, 10, "Repairing");
//--repair-- gr_ustring( 0x8000, 20, "Press SHIFT-Q to abort" );
//--repair-- }
#ifdef CROSSHAIR
if ( Viewer->type == OBJ_PLAYER )
laser_do_crosshair(Viewer);
#endif
#ifndef NDEBUG
draw_window_label();
#endif
if ( (Game_mode&GM_MULTI) && (multi_sending_message)) {
gr_set_curfont( GAME_FONT ); //GAME_FONT );
gr_set_fontcolor(gr_getcolor(0,63,0), -1 );
sprintf( temp_string, "Message: %s_", Network_message );
draw_centered_text(grd_curcanv->cv_bitmap.bm_h/2-16, temp_string );
}
if ( (Game_mode&GM_MULTI) && (multi_defining_message)) {
gr_set_curfont( GAME_FONT ); //GAME_FONT );
gr_set_fontcolor(gr_getcolor(0,63,0), -1 );
sprintf( temp_string, "Macro #%d: %s_", multi_defining_message, Network_message );
draw_centered_text(grd_curcanv->cv_bitmap.bm_h/2-16, temp_string );
}
if ((Newdemo_state == ND_STATE_PLAYBACK) || (Newdemo_state == ND_STATE_RECORDING)) {
char message[128];
int h,w,aw;
if (Newdemo_state == ND_STATE_PLAYBACK) {
if (Newdemo_vcr_state != ND_STATE_PRINTSCREEN) {
sprintf(message, "%s (%d%%%% %s)", TXT_DEMO_PLAYBACK, newdemo_get_percent_done(), TXT_DONE);
} else {
sprintf (message, "");
}
} else
sprintf (message, TXT_DEMO_RECORDING);
gr_set_curfont( GAME_FONT ); //GAME_FONT );
gr_set_fontcolor(gr_getcolor(27,0,0), -1 );
gr_get_string_size(message, &w, &h, &aw );
if (Cockpit_mode == CM_FULL_COCKPIT)
h += 15;
else if ( Cockpit_mode == CM_LETTERBOX )
h += 7;
if (Cockpit_mode != CM_REAR_VIEW)
gr_printf((grd_curcanv->cv_bitmap.bm_w-w)/2, grd_curcanv->cv_bitmap.bm_h - h - 2, message );
}
if (!Endlevel_sequence && Fuelcen_control_center_destroyed && (Fuelcen_seconds_left>-1) && (Fuelcen_seconds_left<127)) {
int y;
gr_set_curfont( Gamefonts[4] ); //GAME_FONT );
gr_set_fontcolor(gr_getcolor(0,63,0), -1 );
y = 20;
if (!((Cockpit_mode == CM_STATUS_BAR) && (Canv_3d->cv_bitmap.bm_y >= 19)))
y += 5;
gr_printf(0x8000, y, "T-%d s", Fuelcen_seconds_left );
}
if ( Player_num > -1 && Viewer->type==OBJ_PLAYER && Viewer->id==Player_num ) {
int x = 3;
int y = grd_curcanv->cv_bitmap.bm_h;
gr_set_curfont( GAME_FONT );
gr_set_fontcolor( gr_getcolor(0, 31, 0), -1 );
if (Cruise_speed > 0)
if (Cockpit_mode==CM_FULL_SCREEN) {
if (Game_mode & GM_MULTI)
y -= 64;
else
y -= 24;
} else if (Cockpit_mode == CM_STATUS_BAR) {
if (Game_mode & GM_MULTI)
y -= 48;
else
y -= 24;
} else {
y = 12;
x = 20;
}
gr_printf( x, y, "%s %2d%%", TXT_CRUISE, f2i(Cruise_speed) );
// gr_printf( 3, y-20, "Laser: %2d", Players[Player_num].laser_level+1 );
// gr_printf( 3, y-10, "Missiles: %2d", Players[Player_num].secondary_ammo[CONCUSSION_INDEX] );
}
#ifdef ARCADE
arcade_frame_info();
#endif
#ifndef RELEASE
if (framerate_on)
show_framerate();
#endif
#ifndef SHAREWARE
if ( (Newdemo_state == ND_STATE_PLAYBACK) )
Game_mode = Newdemo_game_mode;
#endif
draw_hud();
#ifndef SHAREWARE
if ( (Newdemo_state == ND_STATE_PLAYBACK) )
Game_mode = GM_NORMAL;
#endif
if ( Player_is_dead )
player_dead_message();
#ifdef VFX
if (Cockpit_mode==CM_FULL_SCREEN && special_halfsize_window) {
int y,w,h;
w = Canv_3d_offscrn->cv_bitmap.bm_w;
h = Canv_3d_offscrn->cv_bitmap.bm_h;
for (y=0; y<h; y++ ) {
gr_bm_ubitblt00_2x( w*2, 1, 0, y*2, 0, y, &Canv_3d_offscrn->cv_bitmap, &Canv_game->cv_bitmap);
gr_bm_ubitblt00_2x( w*2, 1, 0, y*2+1, 0, y, &Canv_3d_offscrn->cv_bitmap, &Canv_game->cv_bitmap);
}
return;
}
#endif
if (Game_double_buffer) { //copy to visible screen
if ( (Screen_mode == SCREEN_EDITOR) || (Game_cockpit_copy_code==NULL) )
gr_bm_ubitblt( Canv_3d->cv_bitmap.bm_w, Canv_3d->cv_bitmap.bm_h, 0, 0, 0, 0, &Canv_3d_offscrn->cv_bitmap, &Canv_3d->cv_bitmap);
else
if (Cockpit_mode==CM_FULL_SCREEN || Cockpit_mode==CM_STATUS_BAR) {
Int3(); //this case can't happen, can it? Get Matt if it does.
gr_ibitblt( &Canv_3d_offscrn->cv_bitmap, &Canv_3d->cv_bitmap, Game_cockpit_copy_code );
}
else
gr_ibitblt( &Canv_3d_offscrn->cv_bitmap, &Canv_game->cv_bitmap, Game_cockpit_copy_code );
}
#ifdef EDITOR
if (Screen_mode == SCREEN_EDITOR) {
grd_curscreen->sc_aspect = save_aspect; //restore aspect
}
#endif
play_homing_warning();
if (Cockpit_mode==CM_FULL_COCKPIT || Cockpit_mode==CM_STATUS_BAR) {
#ifndef SHAREWARE
if ( (Newdemo_state == ND_STATE_PLAYBACK) )
Game_mode = Newdemo_game_mode;
#endif
render_gauges();
#ifndef SHAREWARE
if ( (Newdemo_state == ND_STATE_PLAYBACK) )
Game_mode = GM_NORMAL;
#endif
}
}
void game_render_frame()
{
//--repair-- if (!check_lsegments_validity()) {
//--repair-- mprintf(1, "Oops, Lsegments array appears to be bogus. Recomputing.\n");
//--repair-- create_local_segment_data();
//--repair-- }
update_cockpits(0);
#ifdef VFX
if (Screen_mode == SCREEN_VFX)
game_render_frame_stereo_vfx();
#endif
#ifdef VICTOR
if (Screen_mode == SCREEN_VICTOR)
game_render_frame_stereo_victor();
#endif
if (Screen_mode == SCREEN_GAME )
game_render_frame_mono();
#ifdef EDITOR
if (Screen_mode == SCREEN_EDITOR )
game_render_frame_mono();
#endif
// Make sure palette is faded in
stop_time();
gr_palette_fade_in( gr_palette, 32, 0 );
start_time();
}
void do_photos();
void level_with_floor();
void save_screen_shot(int automap_flag)
{
fix t1;
char message[100];
grs_canvas *screen_canv=&grd_curscreen->sc_canvas;
grs_font *save_font;
static savenum=0;
grs_canvas *temp_canv,*save_canv;
char savename[13];
ubyte pal[768];
int w,h,aw,x,y;
stop_time();
save_canv = grd_curcanv;
temp_canv = gr_create_canvas(screen_canv->cv_bitmap.bm_w,screen_canv->cv_bitmap.bm_h);
gr_set_current_canvas(temp_canv);
gr_ubitmap(0,0,&screen_canv->cv_bitmap);
if ( savenum > 99 ) savenum = 0;
sprintf(savename,"screen%02d.pcx",savenum++);
sprintf( message, "%s '%s'", TXT_DUMPING_SCREEN, savename );
gr_set_current_canvas(Canv_game);
save_font = grd_curcanv->cv_font;
gr_set_curfont(GAME_FONT);
gr_set_fontcolor(gr_find_closest_color_current(0,31,0),-1);
gr_get_string_size(message,&w,&h,&aw);
x = (grd_curcanv->cv_bitmap.bm_w-w)/2;
y = (grd_curcanv->cv_bitmap.bm_h-h)/2;
if (automap_flag) {
modex_print_message(32, y, message);
} else {
gr_setcolor(gr_find_closest_color_current(0,0,0));
gr_rect(x-2,y-2,x+w+2,y+h+2);
gr_printf(x,y,message);
gr_set_curfont(save_font);
}
t1 = timer_get_fixed_seconds() + F1_0;
gr_palette_read(pal); //get actual palette from the hardware
pcx_write_bitmap(savename,&temp_canv->cv_bitmap,pal);
while ( timer_get_fixed_seconds() < t1 ); // Wait so that messag stays up at least 1 second.
gr_set_current_canvas(screen_canv);
if (!automap_flag)
gr_ubitmap(0,0,&temp_canv->cv_bitmap);
gr_free_canvas(temp_canv);
gr_set_current_canvas(save_canv);
key_flush();
start_time();
}
//initialize flying
fly_init(object *obj)
{
obj->control_type = CT_FLYING;
obj->movement_type = MT_PHYSICS;
vm_vec_zero(&obj->phys_info.velocity);
vm_vec_zero(&obj->phys_info.thrust);
vm_vec_zero(&obj->phys_info.rotvel);
vm_vec_zero(&obj->phys_info.rotthrust);
}
//void morph_test(), morph_step();
int sound_nums[] = {10,11,20,21,30,31,32,33,40,41,50,51,60,61,62,70,80,81,82,83,90,91};
#define N_TEST_SOUNDS (sizeof(sound_nums) / sizeof(*sound_nums))
int test_sound_num=0;
play_test_sound()
{
digi_play_sample(sound_nums[test_sound_num], F1_0);
}
// ------------------------------------------------------------------------------------
advance_sound()
{
if (++test_sound_num == N_TEST_SOUNDS)
test_sound_num=0;
}
test_anim_states();
#include "fvi.h"
//put up the help message
void do_show_help()
{
// if (!((Game_mode & GM_MULTI) && (Function_mode == FMODE_GAME)))
// stop_time();
show_help();
// if (!((Game_mode & GM_MULTI) && (Function_mode == FMODE_GAME)))
// start_time();
}
//--unused-- int save_newdemo_state;
extern int been_in_editor;
//--killed--// ------------------------------------------------------------------------------------
//--killed--// Return 1 if toggled, else return 0.
//--killed--// Might not be able to toggle if off and not allowed to turn on.
//--killed--int toggle_afterburner_status(void)
//--killed--{
//--killed-- player *pp = &Players[Player_num];
//--killed--
//--killed-- if (!(pp->flags & PLAYER_FLAGS_AFTERBURNER)) {
//--killed-- // Was off, try to turn on.
//--killed-- if ((pp->afterburner_time > AFTERBURNER_MAX_TIME/4) && (pp->energy > 0)) {
//--killed-- pp->flags |= PLAYER_FLAGS_AFTERBURNER;
//--killed-- } else {
//--killed-- mprintf(0, "Cannot turn on afterburner due to energy or recharge.\n");
//--killed-- return 0;
//--killed-- }
//--killed-- return 1;
//--killed-- } else {
//--killed-- pp->flags ^= PLAYER_FLAGS_AFTERBURNER;
//--killed-- return 1;
//--killed-- }
//--killed--}
// ------------------------------------------------------------------------------------
void do_cloak_stuff(void)
{
int i;
for (i = 0; i < N_players; i++)
if (Players[i].flags & PLAYER_FLAGS_CLOAKED) {
// mprintf(0, "Cloak time left: %7.3f\n", f2fl(CLOAK_TIME_MAX - (GameTime - Players[Player_num].cloak_time)));
if (GameTime - Players[i].cloak_time > CLOAK_TIME_MAX) {
Players[i].flags &= ~PLAYER_FLAGS_CLOAKED;
if (i == Player_num) {
digi_play_sample( SOUND_CLOAK_OFF, F1_0);
if (Game_mode & GM_MULTI)
multi_send_play_sound(SOUND_CLOAK_OFF, F1_0);
maybe_drop_net_powerup(POW_CLOAK);
multi_send_decloak(); // For demo recording
// mprintf((0, " --- You have been DE-CLOAKED! ---\n"));
}
}
}
}
// ------------------------------------------------------------------------------------
void do_invulnerable_stuff(void)
{
if (Players[Player_num].flags & PLAYER_FLAGS_INVULNERABLE) {
if (GameTime - Players[Player_num].invulnerable_time > INVULNERABLE_TIME_MAX) {
Players[Player_num].flags ^= PLAYER_FLAGS_INVULNERABLE;
maybe_drop_net_powerup(POW_INVULNERABILITY);
digi_play_sample( SOUND_INVULNERABILITY_OFF, F1_0);
if (Game_mode & GM_MULTI)
multi_send_play_sound(SOUND_INVULNERABILITY_OFF, F1_0);
mprintf((0, " --- You have been DE-INVULNERABLEIZED! ---\n"));
}
}
}
//--killed--// ------------------------------------------------------------------------------------
//--killed--void do_afterburner_stuff(void)
//--killed--{
//--killed-- player *pp = &Players[Player_num];
//--killed--
//--killed--// mprintf(0, "[Afterburner] Time: %7.3f, status = %i\n", f2fl(pp->afterburner_time), pp->flags & PLAYER_FLAGS_AFTERBURNER);
//--killed--
//--killed-- if (pp->flags & PLAYER_FLAGS_AFTERBURNER) {
//--killed-- if (pp->afterburner_time > 0) {
//--killed-- pp->afterburner_time -= FrameTime;
//--killed-- pp->energy -= FrameTime/2;
//--killed-- if (pp->afterburner_time <= 0) {
//--killed-- pp->afterburner_time = 0;
//--killed-- pp->flags &= ~PLAYER_FLAGS_AFTERBURNER;
//--killed-- say_afterburner_status();
//--killed-- }
//--killed-- if (pp->energy <= 0) {
//--killed-- pp->energy = 0;
//--killed-- pp->flags &= ~PLAYER_FLAGS_AFTERBURNER;
//--killed-- say_afterburner_status();
//--killed-- }
//--killed-- }
//--killed-- } else {
//--killed-- // Since afterburner is probably almost always max, do the check, we save time.
//--killed-- if (pp->afterburner_time < AFTERBURNER_MAX_TIME) {
//--killed-- pp->afterburner_time += FrameTime/2;
//--killed-- if (pp->afterburner_time > AFTERBURNER_MAX_TIME)
//--killed-- pp->afterburner_time = AFTERBURNER_MAX_TIME;
//--killed-- }
//--killed-- }
//--killed--
//--killed--}
// Amount to diminish guns towards normal, per second.
#define DIMINISH_RATE 16 // gots to be a power of 2, else change the code in diminish_palette_towards_normal
// ------------------------------------------------------------------------------------
// Diminish palette effects towards normal.
void diminish_palette_towards_normal(void)
{
int dec_amount = 0;
// Diminish at DIMINISH_RATE units/second.
// For frame rates > DIMINISH_RATE Hz, use randomness to achieve this.
if (FrameTime < F1_0/DIMINISH_RATE) {
if (rand() < FrameTime*DIMINISH_RATE/2) // Note: rand() is in 0..32767, and 8 Hz means decrement every frame
dec_amount = 1;
} else {
dec_amount = f2i(FrameTime*DIMINISH_RATE); // one second = DIMINISH_RATE counts
if (dec_amount == 0)
dec_amount++; // make sure we decrement by something
}
if (PaletteRedAdd > 0 ) { PaletteRedAdd -= dec_amount; if (PaletteRedAdd < 0 ) PaletteRedAdd = 0; }
if (PaletteRedAdd < 0 ) { PaletteRedAdd += dec_amount; if (PaletteRedAdd > 0 ) PaletteRedAdd = 0; }
if (PaletteGreenAdd > 0 ) { PaletteGreenAdd -= dec_amount; if (PaletteGreenAdd < 0 ) PaletteGreenAdd = 0; }
if (PaletteGreenAdd < 0 ) { PaletteGreenAdd += dec_amount; if (PaletteGreenAdd > 0 ) PaletteGreenAdd = 0; }
if (PaletteBlueAdd > 0 ) { PaletteBlueAdd -= dec_amount; if (PaletteBlueAdd < 0 ) PaletteBlueAdd = 0; }
if (PaletteBlueAdd < 0 ) { PaletteBlueAdd += dec_amount; if (PaletteBlueAdd > 0 ) PaletteBlueAdd = 0; }
if ( (Newdemo_state==ND_STATE_RECORDING) && (PaletteRedAdd || PaletteGreenAdd || PaletteBlueAdd) )
newdemo_record_palette_effect(PaletteRedAdd, PaletteGreenAdd, PaletteBlueAdd);
gr_palette_step_up( PaletteRedAdd, PaletteGreenAdd, PaletteBlueAdd );
//mprintf(0, "%2i %2i %2i\n", PaletteRedAdd, PaletteGreenAdd, PaletteBlueAdd);
}
int Redsave, Bluesave, Greensave;
void palette_save(void)
{
Redsave = PaletteRedAdd; Bluesave = PaletteBlueAdd; Greensave = PaletteGreenAdd;
}
void palette_restore(void)
{
PaletteRedAdd = Redsave; PaletteBlueAdd = Bluesave; PaletteGreenAdd = Greensave;
gr_palette_step_up( PaletteRedAdd, PaletteGreenAdd, PaletteBlueAdd );
}
extern void dead_player_frame(void);
#ifndef RELEASE
do_cheat_menu()
{
int mmn;
newmenu_item mm[16];
char score_text[21];
sprintf( score_text, "%d", Players[Player_num].score );
mm[0].type=NM_TYPE_CHECK; mm[0].value=Players[Player_num].flags & PLAYER_FLAGS_INVULNERABLE; mm[0].text="Invulnerability";
mm[1].type=NM_TYPE_CHECK; mm[1].value=Players[Player_num].flags & PLAYER_FLAGS_IMMATERIAL; mm[1].text="Immaterial";
mm[2].type=NM_TYPE_CHECK; mm[2].value=0; mm[2].text="All keys";
mm[3].type=NM_TYPE_NUMBER; mm[3].value=f2i(Players[Player_num].energy); mm[3].text="% Energy"; mm[3].min_value=0; mm[3].max_value=200;
mm[4].type=NM_TYPE_NUMBER; mm[4].value=f2i(Players[Player_num].shields); mm[4].text="% Shields"; mm[4].min_value=0; mm[4].max_value=200;
mm[5].type=NM_TYPE_TEXT; mm[5].text = "Score:";
mm[6].type=NM_TYPE_INPUT; mm[6].text_len = 10; mm[6].text = score_text;
mm[7].type=NM_TYPE_RADIO; mm[7].value=(Players[Player_num].laser_level==0); mm[7].group=0; mm[7].text="Laser level 1";
mm[8].type=NM_TYPE_RADIO; mm[8].value=(Players[Player_num].laser_level==1); mm[8].group=0; mm[8].text="Laser level 2";
mm[9].type=NM_TYPE_RADIO; mm[9].value=(Players[Player_num].laser_level==2); mm[9].group=0; mm[9].text="Laser level 3";
mm[10].type=NM_TYPE_RADIO; mm[10].value=(Players[Player_num].laser_level==3); mm[10].group=0; mm[10].text="Laser level 4";
mm[11].type=NM_TYPE_NUMBER; mm[11].value=Players[Player_num].secondary_ammo[CONCUSSION_INDEX]; mm[11].text="Missiles"; mm[11].min_value=0; mm[11].max_value=200;
mmn = newmenu_do("Wimp Menu",NULL,12, mm, NULL );
if (mmn > -1 ) {
if ( mm[0].value ) {
Players[Player_num].flags |= PLAYER_FLAGS_INVULNERABLE;
Players[Player_num].invulnerable_time = GameTime+i2f(1000);
} else
Players[Player_num].flags &= ~PLAYER_FLAGS_INVULNERABLE;
if ( mm[1].value )
Players[Player_num].flags |= PLAYER_FLAGS_IMMATERIAL;
else
Players[Player_num].flags &= ~PLAYER_FLAGS_IMMATERIAL;
if (mm[2].value) Players[Player_num].flags |= PLAYER_FLAGS_BLUE_KEY | PLAYER_FLAGS_RED_KEY | PLAYER_FLAGS_GOLD_KEY;
Players[Player_num].energy=i2f(mm[3].value);
Players[Player_num].shields=i2f(mm[4].value);
Players[Player_num].score = atoi(mm[6].text);
if (mm[7].value) Players[Player_num].laser_level=0;
if (mm[8].value) Players[Player_num].laser_level=1;
if (mm[9].value) Players[Player_num].laser_level=2;
if (mm[10].value) Players[Player_num].laser_level=3;
Players[Player_num].secondary_ammo[CONCUSSION_INDEX] = mm[11].value;
init_gauges();
}
}
#endif
// --------------------------------------------------------------------------------------------------
int allowed_to_fire_laser(void)
{
if (Player_is_dead) {
Global_missile_firing_count = 0;
return 0;
}
// Make sure enough time has elapsed to fire laser, but if it looks like it will
// be a long while before laser can be fired, then there must be some mistake!
if (Next_laser_fire_time > GameTime)
if (Next_laser_fire_time < GameTime + 2*F1_0)
return 0;
return 1;
}
fix Next_flare_fire_time = 0;
int allowed_to_fire_flare(void)
{
if (Next_flare_fire_time > GameTime)
if (Next_flare_fire_time < GameTime + F1_0) // In case time is bogus, never wait > 1 second.
return 0;
Next_flare_fire_time = GameTime + F1_0/4;
return 1;
}
int allowed_to_fire_missile(void)
{
// mprintf(0, "Next fire = %7.3f, Cur time = %7.3f\n", f2fl(Next_missile_fire_time), f2fl(GameTime));
// Make sure enough time has elapsed to fire missile, but if it looks like it will
// be a long while before missile can be fired, then there must be some mistake!
if (Next_missile_fire_time > GameTime)
if (Next_missile_fire_time < GameTime + 5*F1_0)
return 0;
return 1;
}
typedef struct bkg {
short x, y, w, h; // The location of the menu.
grs_bitmap * bmp; // The background under the menu.
} bkg;
bkg bg = {0,0,0,0,NULL};
//show a message in a nice little box
show_boxed_message(char *msg)
{
int w,h,aw;
int x,y;
gr_set_current_canvas(Canv_game);
gr_set_curfont( HELP_FONT );
gr_get_string_size(msg,&w,&h,&aw);
x = (grd_curscreen->sc_w-w)/2;
y = (grd_curscreen->sc_h-h)/2;
if (bg.bmp) {
gr_free_bitmap(bg.bmp);
bg.bmp = NULL;
}
// Save the background of the display
bg.x=x; bg.y=y; bg.w=w; bg.h=h;
bg.bmp = gr_create_bitmap( w+30, h+30 );
gr_bm_ubitblt(w+30, h+30, 0, 0, x-15, y-15, &(grd_curscreen->sc_canvas.cv_bitmap), bg.bmp );
nm_draw_background(x-15,y-15,x+w+15-1,y+h+15-1);
gr_set_fontcolor( gr_getcolor(31, 31, 31), -1 );
gr_ustring( 0x8000, y, msg );
}
clear_boxed_message()
{
if (bg.bmp) {
gr_bitmap(bg.x-15, bg.y-15, bg.bmp);
gr_free_bitmap(bg.bmp);
bg.bmp = NULL;
}
}
extern int Death_sequence_aborted;
//Process selected keys until game unpaused. returns key that left pause (p or esc)
int do_game_pause(int allow_menu)
{
int paused;
int key;
if (Game_mode & GM_MULTI)
{
HUD_init_message(TXT_CANT_PAUSE);
return(KEY_PAUSE);
}
digi_pause_all();
stop_time();
palette_save();
reset_palette_add();
game_flush_inputs();
paused=1;
show_boxed_message(TXT_PAUSE);
while (paused) {
key = key_getch();
switch (key) {
case 0:
break;
case KEY_ESC:
if (allow_menu)
Function_mode = FMODE_MENU;
clear_boxed_message();
paused=0;
break;
case KEY_F1:
clear_boxed_message();
do_show_help();
show_boxed_message(TXT_PAUSE);
break;
case KEY_PRINT_SCREEN:
save_screen_shot(0);
break;
#ifndef RELEASE
case KEY_BACKSP: Int3(); break;
#endif
default:
clear_boxed_message();
paused=0;
break;
}
}
game_flush_inputs();
palette_restore();
start_time();
digi_resume_all();
return key;
}
void show_help()
{
newmenu_item m[14];
m[ 0].type = NM_TYPE_TEXT; m[ 0].text = TXT_HELP_ESC;
m[ 1].type = NM_TYPE_TEXT; m[ 1].text = TXT_HELP_ALT_F2;
m[ 2].type = NM_TYPE_TEXT; m[ 2].text = TXT_HELP_ALT_F3;
m[ 3].type = NM_TYPE_TEXT; m[ 3].text = TXT_HELP_F2;
m[ 4].type = NM_TYPE_TEXT; m[ 4].text = TXT_HELP_F3;
m[ 5].type = NM_TYPE_TEXT; m[ 5].text = TXT_HELP_F4;
m[ 6].type = NM_TYPE_TEXT; m[ 6].text = TXT_HELP_F5;
m[ 7].type = NM_TYPE_TEXT; m[ 7].text = TXT_HELP_PAUSE;
m[ 8].type = NM_TYPE_TEXT; m[ 8].text = TXT_HELP_MINUSPLUS;
m[ 9].type = NM_TYPE_TEXT; m[ 9].text = TXT_HELP_PRTSCN;
m[10].type = NM_TYPE_TEXT; m[10].text = TXT_HELP_1TO5;
m[11].type = NM_TYPE_TEXT; m[11].text = TXT_HELP_6TO10;
m[12].type = NM_TYPE_TEXT; m[12].text = "";
m[13].type = NM_TYPE_TEXT; m[13].text = TXT_HELP_TO_VIEW;
newmenu_do( NULL, TXT_KEYS, sizeof(m)/sizeof(*m), m, NULL );
}
#ifdef ARCADE
void arcade_frame_info()
{
if (!Arcade_mode) return;
if ( Newdemo_state == ND_STATE_PLAYBACK ) {
gr_set_curfont( GAME_FONT ); //game_font );
gr_set_fontcolor(gr_getcolor(0,31,0), -1 );
gr_printf(0x8000, 5, "Insert Coins to Play" );
return;
}
if (Arcade_timer > 0 ) {
gr_set_curfont( GAME_FONT );
gr_set_fontcolor( gr_getcolor(0, 31, 0), -1 );
gr_printf( 0x8000, 5, "%d seconds left", f2i(Arcade_timer) );
} else {
gr_set_curfont( Gamefonts[GFONT_BIG_1] ); //GAME_FONT );
gr_printf(0x8000, 40, "Game Over" );
gr_set_curfont( Gamefonts[GFONT_MEDIUM_2] ); //GAME_FONT );
gr_printf(0x8000, 60, "Insert Coins to Continue" );
gr_printf(0x8000, 75, "%d", f2i(Arcade_timer)+10 );
}
}
#endif
//temp function until Matt cleans up game sequencing
extern void temp_reset_stuff_on_level();
int old_cockpit_mode;
//deal with rear view - switch it on, or off, or whatever
check_rear_view()
{
#define LEAVE_TIME 0x4000 //how long until we decide key is down
static int leave_mode;
static fix entry_time;
if ( Controls.rear_view_down_count ) { //key/button has gone down
if (Rear_view) {
Rear_view = 0;
if (Cockpit_mode==CM_REAR_VIEW) {
select_cockpit(old_cockpit_mode);
}
if (Newdemo_state == ND_STATE_RECORDING)
newdemo_record_restore_rearview();
}
else {
Rear_view = 1;
leave_mode = 0; //means wait for another key
entry_time = timer_get_fixed_seconds();
if (Cockpit_mode == CM_FULL_COCKPIT) {
old_cockpit_mode = Cockpit_mode;
select_cockpit(CM_REAR_VIEW);
}
if (Newdemo_state == ND_STATE_RECORDING)
newdemo_record_rearview();
}
}
else
if (Controls.rear_view_down_state) {
if (leave_mode==0 && (timer_get_fixed_seconds()-entry_time)>LEAVE_TIME)
leave_mode = 1;
}
else {
//@@if (leave_mode==1 && Cockpit_mode==CM_REAR_VIEW) {
if (leave_mode==1 && Rear_view) {
Rear_view = 0;
if (Cockpit_mode==CM_REAR_VIEW) {
select_cockpit(old_cockpit_mode);
}
if (Newdemo_state == ND_STATE_RECORDING)
newdemo_record_restore_rearview();
}
}
}
void reset_rear_view(void)
{
Rear_view = 0;
if (Cockpit_mode == CM_REAR_VIEW)
select_cockpit(old_cockpit_mode);
}
#ifdef ARCADE
int keys_override;
#endif
int Automap_flag;
int Config_menu_flag;
jmp_buf LeaveGame;
#ifndef FINAL_CHEATS
ubyte cheat_enable_keys[] = {KEY_G,KEY_A,KEY_B,KEY_B,KEY_A,KEY_G,KEY_A,KEY_B,KEY_B,KEY_A,KEY_H,KEY_E,KEY_Y};
#endif
int cheat_enable_index;
#define CHEAT_ENABLE_LENGTH (sizeof(cheat_enable_keys) / sizeof(*cheat_enable_keys))
#ifdef FINAL_CHEATS
ubyte cheat_enable_keys[] = {KEY_G,KEY_A,KEY_B,KEY_B,KEY_A,KEY_G,KEY_A,KEY_B,KEY_B,KEY_A,KEY_H,KEY_E,KEY_Y};
ubyte cheat_wowie[] = {KEY_S,KEY_C,KEY_O,KEY_U,KEY_R,KEY_G,KEY_E};
ubyte cheat_allkeys[] = {KEY_M,KEY_I,KEY_T,KEY_Z,KEY_I};
ubyte cheat_invuln[] = {KEY_R,KEY_A,KEY_C,KEY_E,KEY_R,KEY_X};
ubyte cheat_cloak[] = {KEY_G,KEY_U,KEY_I,KEY_L,KEY_E};
ubyte cheat_shield[] = {KEY_T,KEY_W,KEY_I,KEY_L,KEY_I,KEY_G,KEY_H,KEY_T};
ubyte cheat_warp[] = {KEY_F,KEY_A,KEY_R,KEY_M,KEY_E,KEY_R,KEY_J,KEY_O,KEY_E};
ubyte cheat_turbomode[] = { KEY_B, KEY_U, KEY_G, KEY_G, KEY_I, KEY_N };
ubyte cheat_faster[] = { KEY_F, KEY_L, KEY_A, KEY_S, KEY_H };
#define CHEAT_WOWIE_LENGTH (sizeof(cheat_wowie) / sizeof(*cheat_wowie))
#define CHEAT_ALLKEYS_LENGTH (sizeof(cheat_allkeys) / sizeof(*cheat_allkeys))
#define CHEAT_INVULN_LENGTH (sizeof(cheat_invuln) / sizeof(*cheat_invuln))
#define CHEAT_CLOAK_LENGTH (sizeof(cheat_cloak) / sizeof(*cheat_cloak))
#define CHEAT_SHIELD_LENGTH (sizeof(cheat_shield) / sizeof(*cheat_shield))
#define CHEAT_WARP_LENGTH (sizeof(cheat_warp) / sizeof(*cheat_warp))
#define CHEAT_TURBOMODE_LENGTH (sizeof(cheat_turbomode) / sizeof(*cheat_turbomode))
#define CHEAT_FASTER_LENGTH (sizeof(cheat_faster) / sizeof(*cheat_faster))
int cheat_wowie_index;
int cheat_allkeys_index;
int cheat_invuln_index;
int cheat_cloak_index;
int cheat_shield_index;
int cheat_warp_index;
int cheat_turbomode_index;
int cheat_faster_index;
#endif
int Cheats_enabled=0;
void game_disable_cheats()
{
Game_turbo_mode = 0;
Cheats_enabled=0;
}
// ------------------------------------------------------------------------------------
//this function is the game. called when game mode selected. runs until
//editor mode or exit selected
void game()
{
//@@int demo_playing=0;
//@@int multi_game=0;
Game_aborted = 0;
last_drawn_cockpit = -1; // Force cockpit to redraw next time a frame renders.
Endlevel_sequence = 0; // force to zero to avoid being in exit sequence when starting game or demo
cheat_enable_index = 0;
#ifdef FINAL_CHEATS
cheat_wowie_index = cheat_allkeys_index = cheat_invuln_index = cheat_cloak_index = cheat_shield_index = cheat_warp_index = 0;
cheat_turbomode_index = cheat_faster_index = 0;
#endif
//@@if ( Newdemo_state == ND_STATE_PLAYBACK )
//@@ demo_playing = 1;
//@@if ( Game_mode & GM_MULTI )
//@@ multi_game = 1;
set_screen_mode(SCREEN_GAME);
reset_palette_add();
#ifdef ARCADE
keys_override = FindArg("-keys");
#endif
set_warn_func(game_show_warning);
#ifdef VFX
if ((FindArg("-vfxmono"))) {
Cockpit_mode = CM_FULL_SCREEN;
special_halfsize_window=1;
vfx_set_palette();
}
#endif
init_game_screen();
init_gauges();
//digi_init_sounds();
//keyd_repeat = 0; // Don't allow repeat in game
keyd_repeat = 1; // Do allow repeat in game
// _MARK_("start of game");//Nuked to compile -KRB
#ifdef EDITOR
if (Segments[ConsoleObject->segnum].segnum == -1) //segment no longer exists
obj_relink( ConsoleObject-Objects, SEG_PTR_2_NUM(Cursegp) );
if (!check_obj_seg(ConsoleObject))
move_player_2_segment(Cursegp,Curside);
#endif
Viewer = ConsoleObject;
fly_init(ConsoleObject);
Game_suspended = 0;
#ifdef ARCADE
if (Arcade_mode) {
NewGame(1);
newdemo_start_playback(NULL);
}
#endif
reset_time();
FrameTime = 0; //make first frame zero
#ifdef EDITOR
if (Current_level_num == 0) { //not a real level
init_player_stats_game();
init_ai_objects();
}
#endif
fix_object_segs();
game_flush_inputs();
if ( setjmp(LeaveGame)==0 ) {
while (1) {
// GAME LOOP!
Automap_flag = 0;
Config_menu_flag = 0;
GameLoop( 1, 1 ); // Do game loop with rendering and reading controls.
if (Config_menu_flag) {
if (!(Game_mode&GM_MULTI)) palette_save();
do_options_menu();
if (!(Game_mode&GM_MULTI)) palette_restore();
}
if (Automap_flag) {
int save_w=Game_window_w,save_h=Game_window_h;
do_automap(0);
Screen_mode=-1; set_screen_mode(SCREEN_GAME);
Game_window_w=save_w; Game_window_h=save_h;
init_game_screen();
last_drawn_cockpit = -1;
}
if ( (Function_mode != FMODE_GAME) && Auto_demo && (Newdemo_state != ND_STATE_NORMAL) ) {
int choice, fmode;
fmode = Function_mode;
Function_mode = FMODE_GAME;
choice=nm_messagebox( NULL, 2, TXT_YES, TXT_NO, TXT_ABORT_AUTODEMO );
Function_mode = fmode;
if (choice==0) {
Auto_demo = 0;
newdemo_stop_playback();
Function_mode = FMODE_MENU;
} else {
Function_mode = FMODE_GAME;
}
}
if ( (Function_mode != FMODE_GAME ) && (Newdemo_state != ND_STATE_PLAYBACK ) && (Function_mode!=FMODE_EDITOR) ) {
int choice, fmode;
fmode = Function_mode;
Function_mode = FMODE_GAME;
choice=nm_messagebox( NULL, 2, TXT_YES, TXT_NO, TXT_ABORT_GAME );
Function_mode = fmode;
if (choice != 0)
Function_mode = FMODE_GAME;
}
if (Function_mode != FMODE_GAME)
longjmp(LeaveGame,0);
}
}
digi_stop_all();
if ( (Newdemo_state == ND_STATE_RECORDING) || (Newdemo_state == ND_STATE_PAUSED) )
newdemo_stop_recording();
multi_leave_game();
if ( Newdemo_state == ND_STATE_PLAYBACK )
newdemo_stop_playback();
if (Function_mode != FMODE_EDITOR)
gr_palette_fade_out(gr_palette,32,0); // Fade out before going to menu
//@@if ( (!demo_playing) && (!multi_game) && (Function_mode != FMODE_EDITOR) ) {
//@@ scores_maybe_add_player(Game_aborted);
//@@}
// _MARK_("end of game");//Nuked to compile -KRB
clear_warn_func(game_show_warning); //don't use this func anymore
}
//called at the end of the program
void close_game()
{
gr_free_canvas(Canv_game_offscrn);
close_gauge_canvases();
restore_effect_bitmap_icons();
Canv_3d_offscrn = NULL;
if (Game_cockpit_copy_code) {
free(Game_cockpit_copy_code);
Game_cockpit_copy_code = NULL;
}
#ifdef VFX
if (Canv_vfx[0][0]) free( Canv_vfx[0][0] );
if (Canv_vfx[0][1]) free( Canv_vfx[0][1] );
if (Canv_vfx[1][0]) free( Canv_vfx[1][0] );
if (Canv_vfx[1][1]) free( Canv_vfx[1][1] );
#endif
#ifdef VICTOR
if (Canv_victor[0]) gr_free_canvas(Canv_victor[0]);
if (Canv_victor[1]) gr_free_canvas(Canv_victor[1]);
#endif
if (background_bitmap.bm_data)
free(background_bitmap.bm_data);
clear_warn_func(game_show_warning); //don't use this func anymore
}
grs_canvas * get_current_game_canvas()
{
switch(Screen_mode) {
case SCREEN_VFX:
vfx_set_page(vfx_page);
return Canv_vfx[0][vfx_page];
default:
return Canv_game;
}
}
ubyte exploding_flag = 0;
extern dump_used_textures_all();
void ReadControls()
{
int key;
fix key_time;
static fix newdemo_single_frame_time;
#ifdef ARCADE
if (Arcade_mode) {
int coins;
if (Newdemo_state!=ND_STATE_PLAYBACK) {
Arcade_timer -= 2*FrameTime;
if ( Arcade_timer < (-F1_0*10) ) {
newdemo_toggle_playback();
}
}
coins = coindev_count(0);
if (coins>0) {
if ( Newdemo_state==ND_STATE_PLAYBACK ) {
newdemo_toggle_playback();
Arcade_timer = F1_0 * ARCADE_FIRST_SECONDS; // Two minutes to play...
if (coins>1)
Arcade_timer += F1_0 * ARCADE_CONTINUE_SECONDS*(coins-1); // Two minutes to play...
NewGame(1);
} else {
if (Arcade_timer < 0 )
Arcade_timer = 0;
Arcade_timer += F1_0 * ARCADE_CONTINUE_SECONDS*coins; // Two minutes to play...
}
}
}
#endif
Player_fired_laser_this_frame=-1;
#ifndef NDEBUG
if (Speedtest_on)
speedtest_frame();
#endif
if (!Endlevel_sequence && !Player_is_dead) {
#ifdef ARCADE
if (Arcade_mode) {
if ( Arcade_timer > 0 )
if (Newdemo_state == ND_STATE_PLAYBACK )
memset( &Controls, 0, sizeof(control_info) );
else
controls_read_all(); //NOTE LINK TO ABOVE!!!
} else
#endiffo) );
else
controls_read_all(); //NOTE LINK TO ABOVE!!!
} else
#endif
if ( (Newdemo_state == ND_STATE_PLAYBACK) || multi_sending_message || multi_defining_message )
memset( &Controls, 0, sizeof(control_info) );
else
controls_read_all(); //NOTE LINK TO ABOVE!!!
check_rear_view();
// If automap key pressed, enable automap unless you are in network mode, control center destroyed and < 10 seconds left
if ( Controls.automap_down_count && !((Game_mode & GM_MULTI) && Fuelcen_control_center_destroyed && (Fuelcen_seconds_left < 10)))
Automap_flag = 1;
if (Controls.fire_flare_down_count)
if (allowed_to_fire_flare())
Flare_create(ConsoleObject);
if (allowed_to_fire_missile())
Global_missile_firing_count += Weapon_info[Secondary_weapon_to_weapon_info[Secondary_weapon]].fire_count * (Controls.fire_secondary_state || Controls.fire_secondary_down_count);
if (Global_missile_firing_count) {
do_missile_firing();
Global_missile_firing_count--;
}
if (Global_missile_firing_count < 0)
Global_missile_firing_count = 0;
// Drop proximity bombs.
if (Controls.drop_bomb_down_count) {
int ssw_save = Secondary_weapon;
Secondary_weapon = PROXIMITY_INDEX;
while (Controls.drop_bomb_down_count--)
do_missile_firing();
Secondary_weapon = ssw_save;
}
}
if (Player_exploded) { //Player_is_dead && (ConsoleObject->flags & OF_EXPLODING) ) {
if (exploding_flag==0) {
exploding_flag = 1; // When player starts exploding, clear all input devices...
game_flush_inputs();
} else {
int i;
if (key_down_count(KEY_BACKSP))
Int3();
if (key_down_count(KEY_PRINT_SCREEN))
save_screen_shot(0);
for (i=0; i<4; i++ )
if (joy_get_button_down_cnt(i)>0) Death_sequence_aborted = 1;
for (i=0; i<3; i++ )
if (mouse_button_down_count(i)>0) Death_sequence_aborted = 1;
for (i=0; i<256; i++ )
if (key_down_count(i)>0) Death_sequence_aborted = 1;
if (Death_sequence_aborted)
game_flush_inputs();
}
} else {
exploding_flag=0;
}
if (Newdemo_state == ND_STATE_PLAYBACK ) {
if ((keyd_pressed[KEY_LSHIFT] || keyd_pressed[KEY_RSHIFT]) && keyd_pressed[KEY_RIGHT])
Newdemo_vcr_state = ND_STATE_FASTFORWARD;
else if ((keyd_pressed[KEY_LSHIFT] || keyd_pressed[KEY_RSHIFT]) && keyd_pressed[KEY_LEFT])
Newdemo_vcr_state = ND_STATE_REWINDING;
else if (!(keyd_pressed[KEY_LCTRL] || keyd_pressed[KEY_RCTRL]) && keyd_pressed[KEY_RIGHT] && ((timer_get_fixed_seconds() - newdemo_single_frame_time) >= F1_0))
Newdemo_vcr_state = ND_STATE_ONEFRAMEFORWARD;
else if (!(keyd_pressed[KEY_LCTRL] || keyd_pressed[KEY_RCTRL]) && keyd_pressed[KEY_LEFT] && ((timer_get_fixed_seconds() - newdemo_single_frame_time) >= F1_0))
Newdemo_vcr_state = ND_STATE_ONEFRAMEBACKWARD;
else if ((Newdemo_vcr_state == ND_STATE_FASTFORWARD) || (Newdemo_vcr_state == ND_STATE_REWINDING))
Newdemo_vcr_state = ND_STATE_PLAYBACK;
}
while ((key=key_inkey_time(&key_time)) != 0) {
if ( (Game_mode&GM_MULTI) && (multi_sending_message || multi_defining_message )) {
multi_message_input_sub( key );
key = 0; // Wipe out key!
}
if (!(Game_mode&GM_MULTI) && key == cheat_enable_keys[cheat_enable_index]) {
if (++cheat_enable_index == CHEAT_ENABLE_LENGTH) {
HUD_init_message(TXT_CHEATS_ENABLED);
digi_play_sample( SOUND_CHEATER, F1_0);
Cheats_enabled = 1;
Players[Player_num].score = 0;
}
}
else
cheat_enable_index = 0;
#ifdef FINAL_CHEATS
if (Cheats_enabled) {
if (!(Game_mode&GM_MULTI) && key == cheat_wowie[cheat_wowie_index]) {
if (++cheat_wowie_index == CHEAT_WOWIE_LENGTH) {
int i;
HUD_init_message(TXT_WOWIE_ZOWIE);
digi_play_sample( SOUND_CHEATER, F1_0);
#ifndef SHAREWARE
Players[Player_num].primary_weapon_flags = 0xff;
Players[Player_num].secondary_weapon_flags = 0xff;
#else
Players[Player_num].primary_weapon_flags = 0xff ^ (HAS_PLASMA_FLAG | HAS_FUSION_FLAG);
Players[Player_num].secondary_weapon_flags = 0xff ^ (HAS_SMART_FLAG | HAS_MEGA_FLAG);
#endif
for (i=0; i<MAX_PRIMARY_WEAPONS; i++)
Players[Player_num].primary_ammo[i] = Primary_ammo_max[i];
for (i=0; i<MAX_SECONDARY_WEAPONS; i++)
Players[Player_num].secondary_ammo[i] = Secondary_ammo_max[i];
if (Newdemo_state == ND_STATE_RECORDING)
newdemo_record_laser_level(Players[Player_num].laser_level, MAX_LASER_LEVEL);
Players[Player_num].energy = MAX_ENERGY;
Players[Player_num].laser_level = MAX_LASER_LEVEL;
Players[Player_num].flags |= PLAYER_FLAGS_QUAD_LASERS;
update_laser_weapon_info();
}
}
else
cheat_wowie_index = 0;
if (!(Game_mode&GM_MULTI) && key == cheat_allkeys[cheat_allkeys_index]) {
if (++cheat_allkeys_index == CHEAT_ALLKEYS_LENGTH) {
HUD_init_message(TXT_ALL_KEYS);
digi_play_sample( SOUND_CHEATER, F1_0);
Players[Player_num].flags |= PLAYER_FLAGS_BLUE_KEY | PLAYER_FLAGS_RED_KEY | PLAYER_FLAGS_GOLD_KEY;
}
}
else
cheat_allkeys_index = 0;
if (!(Game_mode&GM_MULTI) && key == cheat_invuln[cheat_invuln_index]) {
if (++cheat_invuln_index == CHEAT_INVULN_LENGTH) {
Players[Player_num].flags ^= PLAYER_FLAGS_INVULNERABLE;
HUD_init_message("%s %s!", TXT_INVULNERABILITY, (Players[Player_num].flags&PLAYER_FLAGS_INVULNERABLE)?TXT_ON:TXT_OFF);
digi_play_sample( SOUND_CHEATER, F1_0);
Players[Player_num].invulnerable_time = GameTime+i2f(1000);
}
}
else
cheat_invuln_index = 0;
if (!(Game_mode&GM_MULTI) && key == cheat_cloak[cheat_cloak_index]) {
if (++cheat_cloak_index == CHEAT_CLOAK_LENGTH) {
Players[Player_num].flags ^= PLAYER_FLAGS_CLOAKED;
HUD_init_message("%s %s!", TXT_CLOAK, (Players[Player_num].flags&PLAYER_FLAGS_CLOAKED)?TXT_ON:TXT_OFF);
digi_play_sample( SOUND_CHEATER, F1_0);
if (Players[Player_num].flags & PLAYER_FLAGS_CLOAKED) {
ai_do_cloak_stuff();
Players[Player_num].cloak_time = GameTime;
}
}
}
else
cheat_cloak_index = 0;
if (!(Game_mode&GM_MULTI) && key == cheat_shield[cheat_shield_index]) {
if (++cheat_shield_index == CHEAT_SHIELD_LENGTH) {
HUD_init_message(TXT_FULL_SHIELDS);
digi_play_sample( SOUND_CHEATER, F1_0);
Players[Player_num].shields = MAX_SHIELDS;
}
}
else
cheat_shield_index = 0;
if (!(Game_mode&GM_MULTI) && key == cheat_warp[cheat_warp_index]) {
if (++cheat_warp_index == CHEAT_WARP_LENGTH) {
newmenu_item m;
char text[10]="";
int new_level_num;
int item;
digi_play_sample( SOUND_CHEATER, F1_0);
m.type=NM_TYPE_INPUT; m.text_len = 10; m.text = text;
item = newmenu_do( NULL, TXT_WARP_TO_LEVEL, 1, &m, NULL );
if (item != -1) {
new_level_num = atoi(m.text);
if (new_level_num!=0 && new_level_num>=0 && new_level_num<=Last_level)
StartNewLevel(new_level_num);
}
}
}
else
cheat_warp_index = 0;
if (!(Game_mode&GM_MULTI) && key == cheat_turbomode[cheat_turbomode_index]) {
if (++cheat_turbomode_index == CHEAT_TURBOMODE_LENGTH) {
Game_turbo_mode ^= 1;
HUD_init_message("%s %s!", "Turbo mode", Game_turbo_mode?TXT_ON:TXT_OFF);
digi_play_sample( SOUND_CHEATER, F1_0);
}
}
else
cheat_turbomode_index = 0;
}
#endif
#ifndef RELEASE
if ((key&KEY_DEBUGGED)&&(Game_mode&GM_MULTI)) {
Network_message_reciever = 100; // Send to everyone...
sprintf( Network_message, "%s %s", TXT_I_AM_A, TXT_CHEATER);
}
#endif
if (Endlevel_sequence) {
if (key==KEY_PRINT_SCREEN)
save_screen_shot(0);
if (key == KEY_PAUSE)
key = do_game_pause(0); //so esc from pause will end level
if (key == KEY_ESC) {
stop_endlevel_sequence();
last_drawn_cockpit=-1;
return;
}
if (key == KEY_BACKSP)
Int3();
break; //don't process any other keys
}
if (Player_is_dead) {
if (key==KEY_PRINT_SCREEN)
save_screen_shot(0);
if (key == KEY_PAUSE) {
key = do_game_pause(0); //so esc from pause will end level
Death_sequence_aborted = 0; // Clear because code above sets this for any key.
}
if (key == KEY_ESC) {
if (ConsoleObject->flags & OF_EXPLODING)
Death_sequence_aborted = 1;
}
if (key == KEY_BACKSP) {
Death_sequence_aborted = 0; // Clear because code above sets this for any key.
Int3();
}
break; //don't process any other keys
}
//mprintf( 0, "Key %d pressed at %f\n", key, f2fl(key_time) );
// #ifdef VFX
// // Toggle VFX between lo and hi res. 1=low, 2=hi
// if (key==KEY_F12) {
// if ( Game_vfx_flag == 1 ) {
// Game_vfx_flag = 2;
// init_game_screen();
// } else if ( Game_vfx_flag==2 ) {
// Game_vfx_flag = 1;
// init_game_screen();
// }
// key=0; // forget this key was pressed
// }
// #endif
#ifdef ARCADE
if (Arcade_mode && !keys_override) {
if (key==KEY_ESC) {
if (Newdemo_state!=ND_STATE_PLAYBACK) {
newdemo_toggle_playback(); //turn on demo
} else {
newdemo_toggle_playback(); // turn off demo
// exit to dos
#ifdef EDITOR
if (! SafetyCheck()) break;
if (Screen_mode == SCREEN_EDITOR )
close_editor_screen();
#endif
Function_mode=FMODE_EXIT;
}
}
continue;
}
#endif
if (Newdemo_state == ND_STATE_PLAYBACK ) {
switch (key) {
case KEY_DEBUGGED + KEY_I:
Newdemo_do_interpolate = !Newdemo_do_interpolate;
if (Newdemo_do_interpolate)
mprintf ((0, "demo playback interpolation now on\n"));
else
mprintf ((0, "demo playback interpolation now off\n"));
break;
case KEY_F3: toggle_cockpit(); break;
case KEY_SHIFTED+KEY_MINUS:
case KEY_MINUS: shrink_window(); break;
case KEY_SHIFTED+KEY_EQUAL:
case KEY_EQUAL: grow_window(); break;
case KEY_F2: Config_menu_flag = 1; break;
case KEY_F7:
Show_kill_list = (Show_kill_list+1) % ((Newdemo_game_mode & GM_TEAM) ? 3 : 2);
break;
case KEY_BACKSP:
Int3();
break;
case KEY_ESC:
Function_mode = FMODE_MENU;
break;
case KEY_UP:
Newdemo_vcr_state = ND_STATE_PLAYBACK;
break;
case KEY_DOWN:
Newdemo_vcr_state = ND_STATE_PAUSED;
break;
case KEY_LEFT:
newdemo_single_frame_time = timer_get_fixed_seconds();
Newdemo_vcr_state = ND_STATE_ONEFRAMEBACKWARD;
break;
case KEY_RIGHT:
newdemo_single_frame_time = timer_get_fixed_seconds();
Newdemo_vcr_state = ND_STATE_ONEFRAMEFORWARD;
break;
case KEY_CTRLED + KEY_RIGHT:
newdemo_goto_end();
break;
case KEY_CTRLED + KEY_LEFT:
newdemo_goto_beginning();
break;
case KEY_PRINT_SCREEN: {
int old_state;
old_state = Newdemo_vcr_state;
Newdemo_vcr_state = ND_STATE_PRINTSCREEN;
game_render_frame_mono();
save_screen_shot(0);
Newdemo_vcr_state = old_state;
break;
}
}
break;
}
#ifndef FINAL_CHEATS
//Here are the "legal" cheats
if (Cheats_enabled && !(Game_mode&GM_MULTI))
switch (key) {
case KEY_ALTED+KEY_1: {
int i;
HUD_init_message(TXT_WOWIE_ZOWIE);
#ifndef SHAREWARE
Players[Player_num].primary_weapon_flags = 0xff;
Players[Player_num].secondary_weapon_flags = 0xff;
#else
Players[Player_num].primary_weapon_flags = 0xff ^ (HAS_PLASMA_FLAG | HAS_FUSION_FLAG);
Players[Player_num].secondary_weapon_flags = 0xff ^ (HAS_SMART_FLAG | HAS_MEGA_FLAG);
#endif
for (i=0; i<MAX_PRIMARY_WEAPONS; i++)
Players[Player_num].primary_ammo[i] = Primary_ammo_max[i];
for (i=0; i<MAX_SECONDARY_WEAPONS; i++)
Players[Player_num].secondary_ammo[i] = Secondary_ammo_max[i];
if (Newdemo_state == ND_STATE_RECORDING)
newdemo_record_laser_level(Players[Player_num].laser_level, MAX_LASER_LEVEL);
Players[Player_num].energy = MAX_ENERGY;
Players[Player_num].laser_level = MAX_LASER_LEVEL;
Players[Player_num].flags |= PLAYER_FLAGS_QUAD_LASERS;
update_laser_weapon_info();
break;
}
case KEY_ALTED+KEY_2:
HUD_init_message(TXT_ALL_KEYS);
Players[Player_num].flags |= PLAYER_FLAGS_BLUE_KEY | PLAYER_FLAGS_RED_KEY | PLAYER_FLAGS_GOLD_KEY;
break;
case KEY_ALTED+KEY_3:
Players[Player_num].flags ^= PLAYER_FLAGS_INVULNERABLE;
HUD_init_message("%s %s!", TXT_INVULNERABILITY, (Players[Player_num].flags&PLAYER_FLAGS_INVULNERABLE)?TXT_ON:TXT_OFF);
Players[Player_num].invulnerable_time = GameTime+i2f(1000);
break;
case KEY_ALTED+KEY_4:
Players[Player_num].flags ^= PLAYER_FLAGS_CLOAKED;
HUD_init_message("%s %s!", TXT_CLOAK, (Players[Player_num].flags&PLAYER_FLAGS_CLOAKED)?TXT_ON:TXT_OFF);
if (Players[Player_num].flags & PLAYER_FLAGS_CLOAKED) {
ai_do_cloak_stuff();
Players[Player_num].cloak_time = GameTime;
}
break;
case KEY_ALTED+KEY_5:
HUD_init_message(TXT_FULL_SHIELDS);
Players[Player_num].shields = MAX_SHIELDS;
break;
case KEY_ALTED+KEY_6: {
newmenu_item m;
char text[10]="";
int new_level_num;
int item;
m.type=NM_TYPE_INPUT; m.text_len = 10; m.text = text;
item = newmenu_do( NULL, TXT_WARP_TO_LEVEL, 1, &m, NULL );
if (item != -1) {
new_level_num = atoi(m.text);
if (new_level_num!=0 && new_level_num>=0 && new_level_num<=LAST_LEVEL)
StartNewLevel(new_level_num);
}
break;
}
}
#endif
//--killed--Players[Player_num].flags &= ~PLAYER_FLAGS_AFTERBURNER; // Turn off, keypress might turn it on.
switch (key) {
// ================================================================================================
//FIRST ARE ALL THE REAL GAME KEYS. PUT TEST AND DEBUG KEYS LATER.
//--killed--case KEY_SHIFTED+KEY_A: toggle_afterburner_status(); break;
case KEY_ESC:
Game_aborted=1;
Function_mode = FMODE_MENU;
break;
case KEY_F1: do_show_help(); break;
case KEY_F2: Config_menu_flag = 1; break;
case KEY_F3: toggle_cockpit(); break;
case KEY_F4: palette_save(); joydefs_calibrate(); palette_restore(); break;
case KEY_F5:
if ( Newdemo_state == ND_STATE_RECORDING )
newdemo_stop_recording();
else if ( Newdemo_state == ND_STATE_NORMAL )
newdemo_start_recording();
break;
case KEY_F6:
Show_reticle_name = (Show_reticle_name+1)%2;
break;
case KEY_F7:
Show_kill_list = (Show_kill_list+1) % ((Game_mode & GM_TEAM) ? 3 : 2);
break;
case KEY_F8:
multi_send_message_start();
break;
case KEY_F9:
case KEY_F10:
case KEY_F11:
case KEY_F12:
multi_send_macro(key);
break; // send taunt macros
case KEY_ALTED + KEY_F9:
multi_send_audio_taunt(0);
break;
case KEY_ALTED + KEY_F10:
multi_send_audio_taunt(1);
break;
case KEY_ALTED + KEY_F11:
multi_send_audio_taunt(2);
break;
case KEY_ALTED + KEY_F12:
multi_send_audio_taunt(3);
break;
case KEY_SHIFTED + KEY_F9:
case KEY_SHIFTED + KEY_F10:
case KEY_SHIFTED + KEY_F11:
case KEY_SHIFTED + KEY_F12:
multi_define_macro(key);
break; // redefine taunt macros
case KEY_PAUSE: do_game_pause(1); break;
case KEY_PRINT_SCREEN: save_screen_shot(0); break;
case KEY_SHIFTED+KEY_MINUS:
case KEY_MINUS: shrink_window(); break;
case KEY_SHIFTED+KEY_EQUAL:
case KEY_EQUAL: grow_window(); break;
// Select primary or secondary weapon.
case KEY_1:
case KEY_2:
case KEY_3:
case KEY_4:
case KEY_5:
do_weapon_select(key - KEY_1 , 0);
break;
case KEY_6:
case KEY_7:
case KEY_8:
case KEY_9:
case KEY_0:
do_weapon_select(key - KEY_6 , 1);
break;
case KEY_SHIFTED + KEY_ESC: //quick exit
#ifdef EDITOR
if (! SafetyCheck()) break;
if (Screen_mode == SCREEN_EDITOR )
close_editor_screen();
#endif
Game_aborted=1;
Function_mode=FMODE_EXIT;
break;
#ifdef SHAREWARE
case KEY_ALTED+KEY_F2:
case KEY_ALTED+KEY_F3:
HUD_init_message( TXT_ONLY_REGISTERED );
digi_play_sample( SOUND_BAD_SELECTION, F1_0 );
break;
#else
case KEY_ALTED+KEY_F2: state_save_all( 0 ); break; // 0 means not between levels.
case KEY_ALTED+KEY_F3: state_restore_all(); break;
#endif
//use function keys for window sizing
// ================================================================================================
//ALL KEYS BELOW HERE GO AWAY IN RELEASE VERSION
#ifndef RELEASE
case KEY_DEBUGGED+KEY_0: show_weapon_status(); break;
case KEY_DEBUGGED+KEY_1: create_special_path(); break;
case KEY_DEBUGGED+KEY_Y:
do_controlcen_destroyed_stuff(NULL);
break;
#ifndef SHAREWARE
case KEY_SHIFTED+KEY_F1: multi_dump_robots(); break;
#endif
case KEY_BACKSP:
case KEY_CTRLED+KEY_BACKSP:
case KEY_ALTED+KEY_BACKSP:
case KEY_SHIFTED+KEY_BACKSP:
case KEY_SHIFTED+KEY_ALTED+KEY_BACKSP:
case KEY_CTRLED+KEY_ALTED+KEY_BACKSP:
case KEY_SHIFTED+KEY_CTRLED+KEY_BACKSP:
case KEY_SHIFTED+KEY_CTRLED+KEY_ALTED+KEY_BACKSP:
Int3(); break;
case KEY_DEBUGGED+KEY_S: digi_reset(); break;
case KEY_DEBUGGED+KEY_P:
if (Game_suspended & SUSP_ROBOTS)
Game_suspended &= ~SUSP_ROBOTS; //robots move
else
Game_suspended |= SUSP_ROBOTS; //robots don't move
break;
#ifdef VICTOR
case KEY_V + KEY_ALTED:
victor_init_graphics();
break;
case KEY_SHIFTED+KEY_F6:
Victor_eye_switch = !Victor_eye_switch;
break;
#endif
case KEY_DEBUGGED+KEY_K: Players[Player_num].shields = 1; break; // a virtual kill
case KEY_DEBUGGED+KEY_SHIFTED + KEY_K: Players[Player_num].shields = -1; break; // an actual kill
case KEY_DEBUGGED+KEY_X: Players[Player_num].lives++; break; // Extra life cheat key.
case KEY_DEBUGGED+KEY_H:
// if (!(Game_mode & GM_MULTI) ) {
Players[Player_num].flags ^= PLAYER_FLAGS_CLOAKED;
if (Players[Player_num].flags & PLAYER_FLAGS_CLOAKED) {
if (Game_mode & GM_MULTI)
multi_send_cloak();
ai_do_cloak_stuff();
Players[Player_num].cloak_time = GameTime;
mprintf((0, "You are cloaked!\n"));
} else
mprintf((0, "You are DE-cloaked!\n"));
// }
break;
case KEY_DEBUGGED+KEY_R:
Robot_firing_enabled = !Robot_firing_enabled;
break;
#ifdef EDITOR //editor-specific functions
case KEY_E + KEY_DEBUGGED:
network_leave_game();
Function_mode = FMODE_EDITOR;
break;
case KEY_C + KEY_SHIFTED + KEY_DEBUGGED:
if (!( Game_mode & GM_MULTI ))
move_player_2_segment(Cursegp,Curside);
break; //move eye to curseg
case KEY_S + KEY_SHIFTED + KEY_DEBUGGED: //toggle screen (between editor & game screens)
if (Screen_mode == SCREEN_EDITOR )
close_editor_screen();
set_screen_mode(Screen_mode ^ (SCREEN_GAME^SCREEN_EDITOR));
break;
case KEY_DEBUGGED+KEY_W: draw_world_from_game(); break;
#endif //#ifdef EDITOR
//flythrough keys
// case KEY_DEBUGGED+KEY_SHIFTED+KEY_F: toggle_flythrough(); break;
// case KEY_LEFT: ft_preference=FP_LEFT; break;
// case KEY_RIGHT: ft_preference=FP_RIGHT; break;
// case KEY_UP: ft_preference=FP_UP; break;
// case KEY_DOWN: ft_preference=FP_DOWN; break;
case KEY_DEBUGGED+KEY_LAPOSTRO: Show_view_text_timer = 0x30000; object_goto_next_viewer(); break;
case KEY_DEBUGGED+KEY_SHIFTED+KEY_LAPOSTRO: Viewer=ConsoleObject; break;
#ifndef NDEBUG
case KEY_DEBUGGED+KEY_O: toggle_outline_mode(); break;
#endif
case KEY_DEBUGGED+KEY_T:
*Toggle_var = !*Toggle_var;
mprintf((0, "Variable at %08x set to %i\n", Toggle_var, *Toggle_var));
break;
case KEY_DEBUGGED + KEY_L:
if (++Lighting_on >= 2) Lighting_on = 0; break;
case KEY_DEBUGGED + KEY_SHIFTED + KEY_L:
Beam_brightness=0x38000-Beam_brightness; break;
case KEY_PAD5: slew_stop(); break;
case KEY_DEBUGGED + KEY_F11: play_test_sound(); break;
case KEY_DEBUGGED + KEY_SHIFTED+KEY_F11: advance_sound(); play_test_sound(); break;
case KEY_DEBUGGED +KEY_F4: {
//fvi_info hit_data;
//vms_vector p0 = {-0x1d99a7,-0x1b20000,0x186ab7f};
//vms_vector p1 = {-0x217865,-0x1b20000,0x187de3e};
//find_vector_intersection(&hit_data,&p0,0x1b9,&p1,0x40000,0x0,NULL,-1);
break;
}
case KEY_DEBUGGED + KEY_M:
Debug_spew = !Debug_spew;
if (Debug_spew) {
mopen( 0, 8, 1, 78, 16, "Debug Spew");
HUD_init_message( "Debug Spew: ON" );
} else {
mclose( 0 );
HUD_init_message( "Debug Spew: OFF" );
}
break;
case KEY_DEBUGGED + KEY_C:
do_cheat_menu();
break;
case KEY_DEBUGGED + KEY_A: {
do_megawow_powerup();
// if ( Game_mode & GM_MULTI ) {
// nm_messagebox( NULL, 1, "Damn", "CHEATER!\nYou cannot use the\nmega-thing in network mode." );
// Network_message_reciever = 100; // Send to everyone...
// sprintf( Network_message, "%s cheated!", Players[Player_num].callsign);
// } else {
// do_megawow_powerup();
// }
break;
}
case KEY_DEBUGGED+KEY_F: framerate_on = !framerate_on; break;
case KEY_DEBUGGED+KEY_SPACEBAR: //KEY_F7: // Toggle physics flying
slew_stop();
game_flush_inputs();
if ( ConsoleObject->control_type != CT_FLYING ) {
fly_init(ConsoleObject);
Game_suspended &= ~SUSP_ROBOTS; //robots move
} else {
slew_init(ConsoleObject); //start player slewing
Game_suspended |= SUSP_ROBOTS; //robots don't move
}
break;
case KEY_DEBUGGED+KEY_COMMA: Render_zoom = fixmul(Render_zoom,62259); break;
case KEY_DEBUGGED+KEY_PERIOD: Render_zoom = fixmul(Render_zoom,68985); break;
case KEY_DEBUGGED+KEY_P+KEY_SHIFTED: Debug_pause = 1; break;
//case KEY_F7: {
// char mystr[30];
// sprintf(mystr,"mark %i start",Mark_count);
// _MARK_(mystr);
// break;
//}
//case KEY_SHIFTED+KEY_F7: {
// char mystr[30];
// sprintf(mystr,"mark %i end",Mark_count);
// Mark_count++;
// _MARK_(mystr);
// break;
//}
#ifndef NDEBUG
case KEY_DEBUGGED+KEY_F8: speedtest_init(); Speedtest_count = 1; break;
case KEY_DEBUGGED+KEY_F9: speedtest_init(); Speedtest_count = 10; break;
case KEY_DEBUGGED+KEY_D:
if ((Game_double_buffer = !Game_double_buffer)!=0)
init_game_screen();
break;
#endif
#ifdef EDITOR
case KEY_DEBUGGED+KEY_Q:
stop_time();
dump_used_textures_all();
start_time();
break;
#endif
#endif //#ifndef RELEASE
default: break;
} //switch (key)
}
}
#ifndef NDEBUG
int Debug_slowdown=0;
#endif
#ifdef EDITOR
extern void player_follow_path(object *objp);
extern void check_create_player_path(void);
#endif
extern int Do_appearance_effect;
void GameLoop(int RenderFlag, int ReadControlsFlag )
{
static int desc_dead_countdown=100; /* used if player shouldn't be playing */
#ifndef NDEBUG
// Used to slow down frame rate for testing things.
// RenderFlag = 1; // DEBUG
if (Debug_slowdown) {
int h, i, j=0;
for (h=0; h<Debug_slowdown; h++)
for (i=0; i<1000; i++)
j += i;
}
#endif
if (desc_id_exit_num) { // are we supposed to be checking
if (!(--desc_dead_countdown)) // if so, at zero, then pull the plug
Error ("Loading overlay -- error number: %d\n", (int)desc_id_exit_num);
}
#ifndef RELEASE
if (FindArg("-invulnerability"))
Players[Player_num].flags |= PLAYER_FLAGS_INVULNERABLE;
#endif
update_player_stats();
diminish_palette_towards_normal(); // Should leave palette effect up for as long as possible by putting right before render.
//--killed--do_afterburner_stuff();
do_cloak_stuff();
do_invulnerable_stuff();
remove_obsolete_stuck_objects();
#ifdef EDITOR
check_create_player_path();
player_follow_path(ConsoleObject);
#endif
if (Game_mode & GM_MULTI)
multi_do_frame();
if (RenderFlag) {
if (force_cockpit_redraw) { //screen need redrawing?
init_game_screen();
force_cockpit_redraw=0;
}
game_render_frame();
}
// mprintf(0,"Velocity %2.2f\n", f2fl(vm_vec_mag(&ConsoleObject->phys_info.velocity)));
calc_frame_time();
dead_player_frame();
if (Newdemo_state != ND_STATE_PLAYBACK)
do_controlcen_dead_frame();
if (ReadControlsFlag)
ReadControls();
else
memset(&Controls, 0, sizeof(Controls));
GameTime += FrameTime;
digi_sync_sounds();
if (Endlevel_sequence) {
do_endlevel_frame();
powerup_grab_cheat_all();
do_special_effects();
return; //skip everything else
}
#ifdef ARCADE
if (Arcade_mode && (Arcade_timer<0) && (Newdemo_state != ND_STATE_PLAYBACK) ) {
memset( &Controls, 0, sizeof(Controls) );
continue;
}
#endif
if (Newdemo_state != ND_STATE_PLAYBACK)
do_exploding_wall_frame();
if ((Newdemo_state != ND_STATE_PLAYBACK) || (Newdemo_vcr_state != ND_STATE_PAUSED)) {
do_special_effects();
wall_frame_process();
triggers_frame_process();
}
if (Fuelcen_control_center_destroyed) {
if (Newdemo_state==ND_STATE_RECORDING )
newdemo_record_control_center_destroyed();
flash_frame();
}
if ( Newdemo_state == ND_STATE_PLAYBACK ) {
newdemo_playback_one_frame();
if ( Newdemo_state != ND_STATE_PLAYBACK ) {
// gr_palette_fade_out( gr_palette, 32, 0 );
// show_title_screen( "descent.pcx", 1 );
// Screen_mode=-1; set_screen_mode(SCREEN_GAME);
// clear_palette();
// init_game_screen();
// last_cockpit_drawn = -1;
// #ifdef ARCADE
// if ( Arcade_timer > 0 ) {
// NewGame(1);
// } else
// #endif
// newdemo_toggle_playback(); //NOTE LINK TO ABOVE!
longjmp( LeaveGame, 0 ); // Go back to menu
}
} else
{ // Note the link to above!
Players[Player_num].homing_object_dist = -1; // Assume not being tracked. Laser_do_weapon_sequence modifies this.
object_move_all();
powerup_grab_cheat_all();
if (Endlevel_sequence) //might have been started during move
return;
fuelcen_update_all();
do_ai_frame_all();
if (allowed_to_fire_laser()) {
Global_laser_firing_count += Weapon_info[Primary_weapon_to_weapon_info[Primary_weapon]].fire_count * (Controls.fire_primary_state || Controls.fire_primary_down_count);
if ((Primary_weapon == FUSION_INDEX) && (Global_laser_firing_count)) {
if ((Players[Player_num].energy < F1_0*5) && (Auto_fire_fusion_cannon_time == 0)) {
Global_laser_firing_count = 0;
} else {
if (Fusion_charge == 0)
Players[Player_num].energy -= F1_0*5;
Fusion_charge += FrameTime;
Players[Player_num].energy -= FrameTime*4;
if (Players[Player_num].energy <= 0) {
Players[Player_num].energy = 0;
Auto_fire_fusion_cannon_time = GameTime -1; // Fire now!
} else
Auto_fire_fusion_cannon_time = GameTime + FrameTime/2 + 1; // Fire the fusion cannon at this time in the future.
if (Fusion_charge < F1_0*2)
PALETTE_FLASH_ADD(Fusion_charge >> 11, 0, Fusion_charge >> 11);
else
PALETTE_FLASH_ADD(Fusion_charge >> 11, Fusion_charge >> 11, 0);
if (Fusion_next_sound_time < GameTime) {
if (Fusion_charge > F1_0*2) {
digi_play_sample( 11, F1_0 );
apply_damage_to_player(ConsoleObject, ConsoleObject, rand() * 4);
} else {
digi_play_sample( SOUND_FUSION_WARMUP, F1_0 );
if (Game_mode & GM_MULTI)
multi_send_play_sound(SOUND_FUSION_WARMUP, F1_0);
}
Fusion_next_sound_time = GameTime + F1_0/8 + rand()/4;
}
}
}
}
if (Auto_fire_fusion_cannon_time) {
if (Primary_weapon != FUSION_INDEX)
Auto_fire_fusion_cannon_time = 0;
else if (GameTime + FrameTime/2 >= Auto_fire_fusion_cannon_time) {
Auto_fire_fusion_cannon_time = 0;
Global_laser_firing_count = 1;
} else {
vms_vector rand_vec;
fix bump_amount;
Global_laser_firing_count = 0;
ConsoleObject->phys_info.rotvel.x += (rand() - 16384)/8;
ConsoleObject->phys_info.rotvel.z += (rand() - 16384)/8;
make_random_vector(&rand_vec);
bump_amount = F1_0*4;
if (Fusion_charge > F1_0*2)
bump_amount = Fusion_charge*4;
bump_one_object(ConsoleObject, &rand_vec, bump_amount);
}
}
if (Global_laser_firing_count) {
if (Fusion_charge > F1_0*2)
Fusion_charge = F1_0*2;
Global_laser_firing_count -= do_laser_firing_player(); //do_laser_firing(Players[Player_num].objnum, Primary_weapon);
}
if (Global_laser_firing_count < 0)
Global_laser_firing_count = 0;
}
if (Do_appearance_effect) {
create_player_appearance_effect(ConsoleObject);
Do_appearance_effect = 0;
}
}
// -------------------------------------------------------------------------------------------------------
// If player is close enough to objnum, which ought to be a powerup, pick it up!
// This could easily be made difficulty level dependent.
void powerup_grab_cheat(object *player, int objnum)
{
fix powerup_size;
fix player_size;
fix dist;
Assert(Objects[objnum].type == OBJ_POWERUP);
powerup_size = Objects[objnum].size;
player_size = player->size;
dist = vm_vec_dist_quick(&Objects[objnum].pos, &player->pos);
if ((dist < 2*(powerup_size + player_size)) && !(Objects[objnum].flags & OF_SHOULD_BE_DEAD)) {
vms_vector collision_point;
vm_vec_avg(&collision_point, &Objects[objnum].pos, &player->pos);
collide_player_and_powerup(player, &Objects[objnum], &collision_point);
}
}
// -------------------------------------------------------------------------------------------------------
// Make it easier to pick up powerups.
// For all powerups in this segment, pick them up at up to twice pickuppable distance based on dot product
// from player to powerup and player's forward vector.
// This has the effect of picking them up more easily left/right and up/down, but not making them disappear
// way before the player gets there.
void powerup_grab_cheat_all(void)
{
segment *segp;
int objnum;
segp = &Segments[ConsoleObject->segnum];
objnum = segp->objects;
while (