rockbox/apps/plugins/sdl/progs/wolf3d/wl_play.c

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// WL_PLAY.C
#include "wl_def.h"
#pragma hdrstop
#include "wl_cloudsky.h"
#include "wl_shade.h"
/*
=============================================================================
LOCAL CONSTANTS
=============================================================================
*/
#define sc_Question 0x35
/*
=============================================================================
GLOBAL VARIABLES
=============================================================================
*/
boolean madenoise; // true when shooting or screaming
exit_t playstate;
static musicnames lastmusicchunk = (musicnames) 0;
static int DebugOk;
objtype objlist[MAXACTORS];
objtype *newobj, *obj, *player, *lastobj, *objfreelist, *killerobj;
boolean noclip, ammocheat;
int godmode, singlestep, extravbls = 0;
byte tilemap[MAPSIZE][MAPSIZE]; // wall values only
byte spotvis[MAPSIZE][MAPSIZE];
objtype *actorat[MAPSIZE][MAPSIZE];
//
// replacing refresh manager
//
unsigned tics;
//
// control info
//
boolean mouseenabled, joystickenabled;
int dirscan[4] = { sc_UpArrow, sc_RightArrow, sc_DownArrow, sc_LeftArrow };
int buttonscan[NUMBUTTONS] = { sc_Return, sc_Alt, sc_LShift, sc_UpArrow, sc_1, sc_2, sc_3, sc_4,
sc_DownArrow, 0, 0, 0, sc_A, sc_D };
int buttonmouse[4] = { bt_attack, bt_strafe, bt_use, bt_nobutton };
int buttonjoy[32] = {
#ifdef _arch_dreamcast
bt_attack, bt_strafe, bt_use, bt_run, bt_esc, bt_prevweapon, bt_nobutton, bt_nextweapon,
bt_pause, bt_strafeleft, bt_straferight, bt_nobutton, bt_nobutton, bt_nobutton, bt_nobutton, bt_nobutton,
#else
bt_attack, bt_strafe, bt_use, bt_run, bt_strafeleft, bt_straferight, bt_esc, bt_pause,
bt_prevweapon, bt_nextweapon, bt_nobutton, bt_nobutton, bt_nobutton, bt_nobutton, bt_nobutton, bt_nobutton,
#endif
bt_nobutton, bt_nobutton, bt_nobutton, bt_nobutton, bt_nobutton, bt_nobutton, bt_nobutton, bt_nobutton,
bt_nobutton, bt_nobutton, bt_nobutton, bt_nobutton, bt_nobutton, bt_nobutton, bt_nobutton, bt_nobutton
};
int viewsize;
boolean buttonheld[NUMBUTTONS];
boolean demorecord, demoplayback;
int8_t *demoptr, *lastdemoptr;
memptr demobuffer;
//
// current user input
//
int controlx, controly; // range from -100 to 100 per tic
boolean buttonstate[NUMBUTTONS];
int lastgamemusicoffset = 0;
//===========================================================================
void CenterWindow (word w, word h);
void InitObjList (void);
void RemoveObj (objtype * gone);
void PollControls (void);
int StopMusic (void);
void StartMusic (void);
void ContinueMusic (int offs);
void PlayLoop (void);
/*
=============================================================================
LOCAL VARIABLES
=============================================================================
*/
objtype dummyobj;
//
// LIST OF SONGS FOR EACH VERSION
//
int songs[] = {
#ifndef SPEAR
//
// Episode One
//
GETTHEM_MUS,
SEARCHN_MUS,
POW_MUS,
SUSPENSE_MUS,
GETTHEM_MUS,
SEARCHN_MUS,
POW_MUS,
SUSPENSE_MUS,
WARMARCH_MUS, // Boss level
CORNER_MUS, // Secret level
//
// Episode Two
//
NAZI_OMI_MUS,
PREGNANT_MUS,
GOINGAFT_MUS,
HEADACHE_MUS,
NAZI_OMI_MUS,
PREGNANT_MUS,
HEADACHE_MUS,
GOINGAFT_MUS,
WARMARCH_MUS, // Boss level
DUNGEON_MUS, // Secret level
//
// Episode Three
//
INTROCW3_MUS,
NAZI_RAP_MUS,
TWELFTH_MUS,
ZEROHOUR_MUS,
INTROCW3_MUS,
NAZI_RAP_MUS,
TWELFTH_MUS,
ZEROHOUR_MUS,
ULTIMATE_MUS, // Boss level
PACMAN_MUS, // Secret level
//
// Episode Four
//
GETTHEM_MUS,
SEARCHN_MUS,
POW_MUS,
SUSPENSE_MUS,
GETTHEM_MUS,
SEARCHN_MUS,
POW_MUS,
SUSPENSE_MUS,
WARMARCH_MUS, // Boss level
CORNER_MUS, // Secret level
//
// Episode Five
//
NAZI_OMI_MUS,
PREGNANT_MUS,
GOINGAFT_MUS,
HEADACHE_MUS,
NAZI_OMI_MUS,
PREGNANT_MUS,
HEADACHE_MUS,
GOINGAFT_MUS,
WARMARCH_MUS, // Boss level
DUNGEON_MUS, // Secret level
//
// Episode Six
//
INTROCW3_MUS,
NAZI_RAP_MUS,
TWELFTH_MUS,
ZEROHOUR_MUS,
INTROCW3_MUS,
NAZI_RAP_MUS,
TWELFTH_MUS,
ZEROHOUR_MUS,
ULTIMATE_MUS, // Boss level
FUNKYOU_MUS // Secret level
#else
//////////////////////////////////////////////////////////////
//
// SPEAR OF DESTINY TRACKS
//
//////////////////////////////////////////////////////////////
XTIPTOE_MUS,
XFUNKIE_MUS,
XDEATH_MUS,
XGETYOU_MUS, // DON'T KNOW
ULTIMATE_MUS, // Trans Gr<47>sse
DUNGEON_MUS,
GOINGAFT_MUS,
POW_MUS,
TWELFTH_MUS,
ULTIMATE_MUS, // Barnacle Wilhelm BOSS
NAZI_OMI_MUS,
GETTHEM_MUS,
SUSPENSE_MUS,
SEARCHN_MUS,
ZEROHOUR_MUS,
ULTIMATE_MUS, // Super Mutant BOSS
XPUTIT_MUS,
ULTIMATE_MUS, // Death Knight BOSS
XJAZNAZI_MUS, // Secret level
XFUNKIE_MUS, // Secret level (DON'T KNOW)
XEVIL_MUS // Angel of Death BOSS
#endif
};
/*
=============================================================================
USER CONTROL
=============================================================================
*/
/*
===================
=
= PollKeyboardButtons
=
===================
*/
void PollKeyboardButtons (void)
{
int i;
//LOGF("button state: ");
for (i = 0; i < NUMBUTTONS; i++)
{
if (Keyboard[buttonscan[i]])
{
buttonstate[i] = true;
LOGF("enabling bit %d in buttonstate");
}
//LOGF("%d ", buttonstate[i]);
}
//LOGF("\n");
}
/*
===================
=
= PollMouseButtons
=
===================
*/
void PollMouseButtons (void)
{
int buttons = IN_MouseButtons ();
if (buttons & 1)
buttonstate[buttonmouse[0]] = true;
if (buttons & 2)
buttonstate[buttonmouse[1]] = true;
if (buttons & 4)
buttonstate[buttonmouse[2]] = true;
}
/*
===================
=
= PollJoystickButtons
=
===================
*/
void PollJoystickButtons (void)
{
int buttons = IN_JoyButtons();
for(int i = 0, val = 1; i < JoyNumButtons; i++, val <<= 1)
{
if(buttons & val)
buttonstate[buttonjoy[i]] = true;
}
}
/*
===================
=
= PollKeyboardMove
=
===================
*/
void PollKeyboardMove (void)
{
int delta = buttonstate[bt_run] ? RUNMOVE * tics : BASEMOVE * tics;
if (Keyboard[dirscan[di_north]])
controly -= delta;
if (Keyboard[dirscan[di_south]])
controly += delta;
if (Keyboard[dirscan[di_west]])
controlx -= delta;
if (Keyboard[dirscan[di_east]])
controlx += delta;
}
/*
===================
=
= PollMouseMove
=
===================
*/
void PollMouseMove (void)
{
int mousexmove, mouseymove;
SDL_GetMouseState(&mousexmove, &mouseymove);
if(IN_IsInputGrabbed())
IN_CenterMouse();
mousexmove -= screenWidth / 2;
mouseymove -= screenHeight / 2;
controlx += mousexmove * 10 / (13 - mouseadjustment);
controly += mouseymove * 20 / (13 - mouseadjustment);
}
/*
===================
=
= PollJoystickMove
=
===================
*/
void PollJoystickMove (void)
{
int joyx, joyy;
IN_GetJoyDelta (&joyx, &joyy);
int delta = buttonstate[bt_run] ? RUNMOVE * tics : BASEMOVE * tics;
if (joyx > 64 || buttonstate[bt_turnright])
controlx += delta;
else if (joyx < -64 || buttonstate[bt_turnleft])
controlx -= delta;
if (joyy > 64 || buttonstate[bt_movebackward])
controly += delta;
else if (joyy < -64 || buttonstate[bt_moveforward])
controly -= delta;
}
/*
===================
=
= PollControls
=
= Gets user or demo input, call once each frame
=
= controlx set between -100 and 100 per tic
= controly
= buttonheld[] the state of the buttons LAST frame
= buttonstate[] the state of the buttons THIS frame
=
===================
*/
void PollControls (void)
{
int max, min, i;
byte buttonbits;
IN_ProcessEvents();
//
// get timing info for last frame
//
if (demoplayback || demorecord) // demo recording and playback needs to be constant
{
// wait up to DEMOTICS Wolf tics
uint32_t curtime = SDL_GetTicks();
lasttimecount += DEMOTICS;
int32_t timediff = (lasttimecount * 100) / 7 - curtime;
if(timediff > 0)
SDL_Delay(timediff);
if(timediff < -2 * DEMOTICS) // more than 2-times DEMOTICS behind?
lasttimecount = (curtime * 7) / 100; // yes, set to current timecount
tics = DEMOTICS;
}
else
CalcTics ();
controlx = 0;
controly = 0;
memcpy (buttonheld, buttonstate, sizeof (buttonstate));
memset (buttonstate, 0, sizeof (buttonstate));
if (demoplayback)
{
//
// read commands from demo buffer
//
buttonbits = *demoptr++;
for (i = 0; i < NUMBUTTONS; i++)
{
buttonstate[i] = buttonbits & 1;
buttonbits >>= 1;
}
controlx = *demoptr++;
controly = *demoptr++;
LOGF("%d %d %d", buttonbits, controlx, controly);
if (demoptr == lastdemoptr)
playstate = ex_completed; // demo is done
controlx *= (int) tics;
controly *= (int) tics;
return;
}
//
// get button states
//
PollKeyboardButtons ();
// if (mouseenabled && IN_IsInputGrabbed())
// PollMouseButtons ();
if (joystickenabled)
PollJoystickButtons ();
//
// get movements
//
PollKeyboardMove ();
// if (mouseenabled && IN_IsInputGrabbed())
// PollMouseMove ();
if (joystickenabled)
PollJoystickMove ();
//
// bound movement to a maximum
//
max = 100 * tics;
min = -max;
if (controlx > max)
controlx = max;
else if (controlx < min)
controlx = min;
if (controly > max)
controly = max;
else if (controly < min)
controly = min;
if (demorecord)
{
//
// save info out to demo buffer
//
controlx /= (int) tics;
controly /= (int) tics;
buttonbits = 0;
// TODO: Support 32-bit buttonbits
for (i = NUMBUTTONS - 1; i >= 0; i--)
{
buttonbits <<= 1;
if (buttonstate[i])
buttonbits |= 1;
}
*demoptr++ = buttonbits;
*demoptr++ = controlx;
*demoptr++ = controly;
if (demoptr >= lastdemoptr - 8)
playstate = ex_completed;
else
{
controlx *= (int) tics;
controly *= (int) tics;
}
}
}
//==========================================================================
///////////////////////////////////////////////////////////////////////////
//
// CenterWindow() - Generates a window of a given width & height in the
// middle of the screen
//
///////////////////////////////////////////////////////////////////////////
#define MAXX 320
#define MAXY 160
void CenterWindow (word w, word h)
{
US_DrawWindow (((MAXX / 8) - w) / 2, ((MAXY / 8) - h) / 2, w, h);
}
//===========================================================================
/*
=====================
=
= CheckKeys
=
=====================
*/
void CheckKeys (void)
{
ScanCode scan;
if (screenfaded || demoplayback) // don't do anything with a faded screen
return;
scan = LastScan;
#ifdef SPEAR
//
// SECRET CHEAT CODE: TAB-G-F10
//
if (Keyboard[sc_Tab] && Keyboard[sc_G] && Keyboard[sc_F10])
{
WindowH = 160;
if (godmode)
{
Message ("God mode OFF");
SD_PlaySound (NOBONUSSND);
}
else
{
Message ("God mode ON");
SD_PlaySound (ENDBONUS2SND);
}
IN_Ack ();
godmode ^= 1;
DrawPlayBorderSides ();
IN_ClearKeysDown ();
return;
}
#endif
//
// SECRET CHEAT CODE: 'MLI'
//
if (Keyboard[sc_M] && Keyboard[sc_L] && Keyboard[sc_I])
{
gamestate.health = 100;
gamestate.ammo = 99;
gamestate.keys = 3;
gamestate.score = 0;
gamestate.TimeCount += 42000L;
GiveWeapon (wp_chaingun);
DrawWeapon ();
DrawHealth ();
DrawKeys ();
DrawAmmo ();
DrawScore ();
ClearMemory ();
CA_CacheGrChunk (STARTFONT + 1);
ClearSplitVWB ();
Message (STR_CHEATER1 "\n"
STR_CHEATER2 "\n\n" STR_CHEATER3 "\n" STR_CHEATER4 "\n" STR_CHEATER5);
UNCACHEGRCHUNK (STARTFONT + 1);
IN_ClearKeysDown ();
IN_Ack ();
if (viewsize < 17)
DrawPlayBorder ();
}
//
// OPEN UP DEBUG KEYS
//
#ifdef DEBUGKEYS
if (Keyboard[sc_BackSpace] && Keyboard[sc_LShift] && Keyboard[sc_Alt] && param_debugmode)
{
ClearMemory ();
CA_CacheGrChunk (STARTFONT + 1);
ClearSplitVWB ();
Message ("Debugging keys are\nnow available!");
UNCACHEGRCHUNK (STARTFONT + 1);
IN_ClearKeysDown ();
IN_Ack ();
DrawPlayBorderSides ();
DebugOk = 1;
}
#endif
//
// TRYING THE KEEN CHEAT CODE!
//
if (Keyboard[sc_B] && Keyboard[sc_A] && Keyboard[sc_T])
{
ClearMemory ();
CA_CacheGrChunk (STARTFONT + 1);
ClearSplitVWB ();
Message ("Commander Keen is also\n"
"available from Apogee, but\n"
"then, you already know\n" "that - right, Cheatmeister?!");
UNCACHEGRCHUNK (STARTFONT + 1);
IN_ClearKeysDown ();
IN_Ack ();
if (viewsize < 18)
DrawPlayBorder ();
}
//
// pause key weirdness can't be checked as a scan code
//
if(buttonstate[bt_pause]) Paused = true;
if(Paused)
{
int lastoffs = StopMusic();
LatchDrawPic (20 - 4, 80 - 2 * 8, PAUSEDPIC);
VH_UpdateScreen();
IN_Ack ();
Paused = false;
ContinueMusic(lastoffs);
if (MousePresent && IN_IsInputGrabbed())
IN_CenterMouse(); // Clear accumulated mouse movement
lasttimecount = GetTimeCount();
return;
}
//
// F1-F7/ESC to enter control panel
//
if (
#ifndef DEBCHECK
scan == sc_F10 ||
#endif
scan == sc_F9 || scan == sc_F7 || scan == sc_F8) // pop up quit dialog
{
short oldmapon = gamestate.mapon;
short oldepisode = gamestate.episode;
ClearMemory ();
ClearSplitVWB ();
US_ControlPanel (scan);
DrawPlayBorderSides ();
SETFONTCOLOR (0, 15);
IN_ClearKeysDown ();
return;
}
if ((scan >= sc_F1 && scan <= sc_F9) || scan == sc_Escape || buttonstate[bt_esc])
{
int lastoffs = StopMusic ();
ClearMemory ();
VW_FadeOut ();
US_ControlPanel (buttonstate[bt_esc] ? sc_Escape : scan);
SETFONTCOLOR (0, 15);
IN_ClearKeysDown ();
VW_FadeOut();
if(viewsize != 21)
DrawPlayScreen ();
if (!startgame && !loadedgame)
ContinueMusic (lastoffs);
if (loadedgame)
playstate = ex_abort;
lasttimecount = GetTimeCount();
if (MousePresent && IN_IsInputGrabbed())
IN_CenterMouse(); // Clear accumulated mouse movement
return;
}
//
// TAB-? debug keys
//
#ifdef DEBUGKEYS
if (Keyboard[sc_Tab] && DebugOk)
{
CA_CacheGrChunk (STARTFONT);
fontnumber = 0;
SETFONTCOLOR (0, 15);
if (DebugKeys () && viewsize < 20)
DrawPlayBorder (); // dont let the blue borders flash
if (MousePresent && IN_IsInputGrabbed())
IN_CenterMouse(); // Clear accumulated mouse movement
lasttimecount = GetTimeCount();
return;
}
#endif
}
//===========================================================================
/*
#############################################################################
The objlist data structure
#############################################################################
objlist containt structures for every actor currently playing. The structure
is accessed as a linked list starting at *player, ending when ob->next ==
NULL. GetNewObj inserts a new object at the end of the list, meaning that
if an actor spawn another actor, the new one WILL get to think and react the
same frame. RemoveObj unlinks the given object and returns it to the free
list, but does not damage the objects ->next pointer, so if the current object
removes itself, a linked list following loop can still safely get to the
next element.
<backwardly linked free list>
#############################################################################
*/
/*
=========================
=
= InitActorList
=
= Call to clear out the actor object lists returning them all to the free
= list. Allocates a special spot for the player.
=
=========================
*/
int objcount;
void InitActorList (void)
{
int i;
//
// init the actor lists
//
for (i = 0; i < MAXACTORS; i++)
{
objlist[i].prev = &objlist[i + 1];
objlist[i].next = NULL;
}
objlist[MAXACTORS - 1].prev = NULL;
objfreelist = &objlist[0];
lastobj = NULL;
objcount = 0;
//
// give the player the first free spots
//
GetNewActor ();
player = newobj;
}
//===========================================================================
/*
=========================
=
= GetNewActor
=
= Sets the global variable new to point to a free spot in objlist.
= The free spot is inserted at the end of the liked list
=
= When the object list is full, the caller can either have it bomb out ot
= return a dummy object pointer that will never get used
=
=========================
*/
void GetNewActor (void)
{
if (!objfreelist)
Quit ("GetNewActor: No free spots in objlist!");
newobj = objfreelist;
objfreelist = newobj->prev;
memset (newobj, 0, sizeof (*newobj));
if (lastobj)
lastobj->next = newobj;
newobj->prev = lastobj; // new->next is allready NULL from memset
newobj->active = ac_no;
lastobj = newobj;
objcount++;
}
//===========================================================================
/*
=========================
=
= RemoveObj
=
= Add the given object back into the free list, and unlink it from it's
= neighbors
=
=========================
*/
void RemoveObj (objtype * gone)
{
if (gone == player)
Quit ("RemoveObj: Tried to remove the player!");
gone->state = NULL;
//
// fix the next object's back link
//
if (gone == lastobj)
lastobj = (objtype *) gone->prev;
else
gone->next->prev = gone->prev;
//
// fix the previous object's forward link
//
gone->prev->next = gone->next;
//
// add it back in to the free list
//
gone->prev = objfreelist;
objfreelist = gone;
objcount--;
}
/*
=============================================================================
MUSIC STUFF
=============================================================================
*/
/*
=================
=
= StopMusic
=
=================
*/
int StopMusic (void)
{
int lastoffs = SD_MusicOff ();
UNCACHEAUDIOCHUNK (STARTMUSIC + lastmusicchunk);
return lastoffs;
}
//==========================================================================
/*
=================
=
= StartMusic
=
=================
*/
void StartMusic ()
{
SD_MusicOff ();
lastmusicchunk = (musicnames) songs[gamestate.mapon + gamestate.episode * 10];
SD_StartMusic(STARTMUSIC + lastmusicchunk);
}
void ContinueMusic (int offs)
{
SD_MusicOff ();
lastmusicchunk = (musicnames) songs[gamestate.mapon + gamestate.episode * 10];
SD_ContinueMusic(STARTMUSIC + lastmusicchunk, offs);
}
/*
=============================================================================
PALETTE SHIFTING STUFF
=============================================================================
*/
#define NUMREDSHIFTS 6
#define REDSTEPS 8
#define NUMWHITESHIFTS 3
#define WHITESTEPS 20
#define WHITETICS 6
SDL_Color redshifts[NUMREDSHIFTS][256];
SDL_Color whiteshifts[NUMWHITESHIFTS][256];
int damagecount, bonuscount;
boolean palshifted;
/*
=====================
=
= InitRedShifts
=
=====================
*/
void InitRedShifts (void)
{
SDL_Color *workptr, *baseptr;
int i, j, delta;
//
// fade through intermediate frames
//
for (i = 1; i <= NUMREDSHIFTS; i++)
{
workptr = redshifts[i - 1];
baseptr = gamepal;
for (j = 0; j <= 255; j++)
{
delta = 256 - baseptr->r;
workptr->r = baseptr->r + delta * i / REDSTEPS;
delta = -baseptr->g;
workptr->g = baseptr->g + delta * i / REDSTEPS;
delta = -baseptr->b;
workptr->b = baseptr->b + delta * i / REDSTEPS;
baseptr++;
workptr++;
}
rb->yield();
}
for (i = 1; i <= NUMWHITESHIFTS; i++)
{
workptr = whiteshifts[i - 1];
baseptr = gamepal;
for (j = 0; j <= 255; j++)
{
delta = 256 - baseptr->r;
workptr->r = baseptr->r + delta * i / WHITESTEPS;
delta = 248 - baseptr->g;
workptr->g = baseptr->g + delta * i / WHITESTEPS;
delta = 0-baseptr->b;
workptr->b = baseptr->b + delta * i / WHITESTEPS;
baseptr++;
workptr++;
}
rb->yield();
}
}
/*
=====================
=
= ClearPaletteShifts
=
=====================
*/
void ClearPaletteShifts (void)
{
bonuscount = damagecount = 0;
palshifted = false;
}
/*
=====================
=
= StartBonusFlash
=
=====================
*/
void StartBonusFlash (void)
{
bonuscount = NUMWHITESHIFTS * WHITETICS; // white shift palette
}
/*
=====================
=
= StartDamageFlash
=
=====================
*/
void StartDamageFlash (int damage)
{
damagecount += damage;
}
/*
=====================
=
= UpdatePaletteShifts
=
=====================
*/
void UpdatePaletteShifts (void)
{
int red, white;
if (bonuscount)
{
white = bonuscount / WHITETICS + 1;
if (white > NUMWHITESHIFTS)
white = NUMWHITESHIFTS;
bonuscount -= tics;
if (bonuscount < 0)
bonuscount = 0;
}
else
white = 0;
if (damagecount)
{
red = damagecount / 10 + 1;
if (red > NUMREDSHIFTS)
red = NUMREDSHIFTS;
damagecount -= tics;
if (damagecount < 0)
damagecount = 0;
}
else
red = 0;
if (red)
{
VL_SetPalette (redshifts[red - 1], false);
palshifted = true;
}
else if (white)
{
VL_SetPalette (whiteshifts[white - 1], false);
palshifted = true;
}
else if (palshifted)
{
VL_SetPalette (gamepal, false); // back to normal
palshifted = false;
}
}
/*
=====================
=
= FinishPaletteShifts
=
= Resets palette to normal if needed
=
=====================
*/
void FinishPaletteShifts (void)
{
if (palshifted)
{
palshifted = 0;
VL_SetPalette (gamepal, true);
}
}
/*
=============================================================================
CORE PLAYLOOP
=============================================================================
*/
/*
=====================
=
= DoActor
=
=====================
*/
void DoActor (objtype * ob)
{
void (*think) (objtype *);
if (!ob->active && !areabyplayer[ob->areanumber])
return;
if (!(ob->flags & (FL_NONMARK | FL_NEVERMARK)))
actorat[ob->tilex][ob->tiley] = NULL;
//
// non transitional object
//
if (!ob->ticcount)
{
think = (void (*)(objtype *)) ob->state->think;
if (think)
{
think (ob);
if (!ob->state)
{
RemoveObj (ob);
return;
}
}
if (ob->flags & FL_NEVERMARK)
return;
if ((ob->flags & FL_NONMARK) && actorat[ob->tilex][ob->tiley])
return;
actorat[ob->tilex][ob->tiley] = ob;
return;
}
//
// transitional object
//
ob->ticcount -= (short) tics;
while (ob->ticcount <= 0)
{
think = (void (*)(objtype *)) ob->state->action; // end of state action
if (think)
{
think (ob);
if (!ob->state)
{
RemoveObj (ob);
return;
}
}
ob->state = ob->state->next;
if (!ob->state)
{
RemoveObj (ob);
return;
}
if (!ob->state->tictime)
{
ob->ticcount = 0;
goto think;
}
ob->ticcount += ob->state->tictime;
}
think:
//
// think
//
think = (void (*)(objtype *)) ob->state->think;
if (think)
{
think (ob);
if (!ob->state)
{
RemoveObj (ob);
return;
}
}
if (ob->flags & FL_NEVERMARK)
return;
if ((ob->flags & FL_NONMARK) && actorat[ob->tilex][ob->tiley])
return;
actorat[ob->tilex][ob->tiley] = ob;
}
//==========================================================================
/*
===================
=
= PlayLoop
=
===================
*/
int32_t funnyticount;
void PlayLoop (void)
{
#if defined(USE_FEATUREFLAGS) && defined(USE_CLOUDSKY)
if(GetFeatureFlags() & FF_CLOUDSKY)
InitSky();
#endif
#ifdef USE_SHADING
InitLevelShadeTable();
#endif
playstate = ex_stillplaying;
lasttimecount = GetTimeCount();
frameon = 0;
anglefrac = 0;
facecount = 0;
funnyticount = 0;
memset (buttonstate, 0, sizeof (buttonstate));
ClearPaletteShifts ();
if (MousePresent && IN_IsInputGrabbed())
IN_CenterMouse(); // Clear accumulated mouse movement
if (demoplayback)
IN_StartAck ();
do
{
PollControls ();
//
// actor thinking
//
madenoise = false;
MoveDoors ();
MovePWalls ();
for (obj = player; obj; obj = obj->next)
DoActor (obj);
UpdatePaletteShifts ();
ThreeDRefresh ();
//
// MAKE FUNNY FACE IF BJ DOESN'T MOVE FOR AWHILE
//
#ifdef SPEAR
funnyticount += tics;
if (funnyticount > 30l * 70)
{
funnyticount = 0;
if(viewsize != 21)
StatusDrawFace(BJWAITING1PIC + (US_RndT () & 1));
facecount = 0;
}
#endif
gamestate.TimeCount += tics;
UpdateSoundLoc (); // JAB
if (screenfaded)
VW_FadeIn ();
CheckKeys ();
//
// debug aids
//
if (singlestep)
{
VW_WaitVBL (singlestep);
lasttimecount = GetTimeCount();
}
if (extravbls)
VW_WaitVBL (extravbls);
if (demoplayback)
{
if (IN_CheckAck ())
{
IN_ClearKeysDown ();
playstate = ex_abort;
}
}
}
while (!playstate && !startgame);
if (playstate != ex_died)
FinishPaletteShifts ();
}