1367 lines
28 KiB
C
1367 lines
28 KiB
C
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// WL_PLAY.C
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#include "wl_def.h"
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#pragma hdrstop
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#include "wl_cloudsky.h"
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#include "wl_shade.h"
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/*
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=============================================================================
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LOCAL CONSTANTS
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=============================================================================
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*/
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#define sc_Question 0x35
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/*
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=============================================================================
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GLOBAL VARIABLES
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=============================================================================
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*/
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boolean madenoise; // true when shooting or screaming
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exit_t playstate;
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static musicnames lastmusicchunk = (musicnames) 0;
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static int DebugOk;
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objtype objlist[MAXACTORS];
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objtype *newobj, *obj, *player, *lastobj, *objfreelist, *killerobj;
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boolean noclip, ammocheat;
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int godmode, singlestep, extravbls = 0;
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byte tilemap[MAPSIZE][MAPSIZE]; // wall values only
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byte spotvis[MAPSIZE][MAPSIZE];
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objtype *actorat[MAPSIZE][MAPSIZE];
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//
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// replacing refresh manager
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//
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unsigned tics;
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//
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// control info
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//
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boolean mouseenabled, joystickenabled;
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int dirscan[4] = { sc_UpArrow, sc_RightArrow, sc_DownArrow, sc_LeftArrow };
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int buttonscan[NUMBUTTONS] = { sc_Return, sc_Alt, sc_LShift, sc_UpArrow, sc_1, sc_2, sc_3, sc_4,
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sc_DownArrow, 0, 0, 0, sc_A, sc_D };
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int buttonmouse[4] = { bt_attack, bt_strafe, bt_use, bt_nobutton };
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int buttonjoy[32] = {
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#ifdef _arch_dreamcast
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bt_attack, bt_strafe, bt_use, bt_run, bt_esc, bt_prevweapon, bt_nobutton, bt_nextweapon,
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bt_pause, bt_strafeleft, bt_straferight, bt_nobutton, bt_nobutton, bt_nobutton, bt_nobutton, bt_nobutton,
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#else
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bt_attack, bt_strafe, bt_use, bt_run, bt_strafeleft, bt_straferight, bt_esc, bt_pause,
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bt_prevweapon, bt_nextweapon, bt_nobutton, bt_nobutton, bt_nobutton, bt_nobutton, bt_nobutton, bt_nobutton,
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#endif
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bt_nobutton, bt_nobutton, bt_nobutton, bt_nobutton, bt_nobutton, bt_nobutton, bt_nobutton, bt_nobutton,
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bt_nobutton, bt_nobutton, bt_nobutton, bt_nobutton, bt_nobutton, bt_nobutton, bt_nobutton, bt_nobutton
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};
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int viewsize;
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boolean buttonheld[NUMBUTTONS];
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boolean demorecord, demoplayback;
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int8_t *demoptr, *lastdemoptr;
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memptr demobuffer;
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//
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// current user input
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//
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int controlx, controly; // range from -100 to 100 per tic
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boolean buttonstate[NUMBUTTONS];
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int lastgamemusicoffset = 0;
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//===========================================================================
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void CenterWindow (word w, word h);
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void InitObjList (void);
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void RemoveObj (objtype * gone);
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void PollControls (void);
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int StopMusic (void);
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void StartMusic (void);
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void ContinueMusic (int offs);
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void PlayLoop (void);
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/*
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=============================================================================
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LOCAL VARIABLES
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=============================================================================
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*/
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objtype dummyobj;
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//
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// LIST OF SONGS FOR EACH VERSION
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//
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int songs[] = {
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#ifndef SPEAR
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//
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// Episode One
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//
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GETTHEM_MUS,
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SEARCHN_MUS,
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POW_MUS,
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SUSPENSE_MUS,
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GETTHEM_MUS,
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SEARCHN_MUS,
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POW_MUS,
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SUSPENSE_MUS,
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WARMARCH_MUS, // Boss level
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CORNER_MUS, // Secret level
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//
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// Episode Two
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//
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NAZI_OMI_MUS,
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PREGNANT_MUS,
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GOINGAFT_MUS,
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HEADACHE_MUS,
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NAZI_OMI_MUS,
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PREGNANT_MUS,
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HEADACHE_MUS,
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GOINGAFT_MUS,
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WARMARCH_MUS, // Boss level
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DUNGEON_MUS, // Secret level
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//
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// Episode Three
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//
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INTROCW3_MUS,
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NAZI_RAP_MUS,
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TWELFTH_MUS,
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ZEROHOUR_MUS,
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INTROCW3_MUS,
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NAZI_RAP_MUS,
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TWELFTH_MUS,
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ZEROHOUR_MUS,
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ULTIMATE_MUS, // Boss level
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PACMAN_MUS, // Secret level
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//
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// Episode Four
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//
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GETTHEM_MUS,
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SEARCHN_MUS,
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POW_MUS,
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SUSPENSE_MUS,
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GETTHEM_MUS,
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SEARCHN_MUS,
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POW_MUS,
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SUSPENSE_MUS,
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WARMARCH_MUS, // Boss level
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CORNER_MUS, // Secret level
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//
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// Episode Five
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//
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NAZI_OMI_MUS,
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PREGNANT_MUS,
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GOINGAFT_MUS,
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HEADACHE_MUS,
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NAZI_OMI_MUS,
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PREGNANT_MUS,
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HEADACHE_MUS,
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GOINGAFT_MUS,
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WARMARCH_MUS, // Boss level
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DUNGEON_MUS, // Secret level
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//
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// Episode Six
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//
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INTROCW3_MUS,
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NAZI_RAP_MUS,
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TWELFTH_MUS,
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ZEROHOUR_MUS,
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INTROCW3_MUS,
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NAZI_RAP_MUS,
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TWELFTH_MUS,
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ZEROHOUR_MUS,
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ULTIMATE_MUS, // Boss level
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FUNKYOU_MUS // Secret level
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#else
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//////////////////////////////////////////////////////////////
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//
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// SPEAR OF DESTINY TRACKS
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//
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//////////////////////////////////////////////////////////////
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XTIPTOE_MUS,
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XFUNKIE_MUS,
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XDEATH_MUS,
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XGETYOU_MUS, // DON'T KNOW
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ULTIMATE_MUS, // Trans Gr<47>sse
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DUNGEON_MUS,
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GOINGAFT_MUS,
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POW_MUS,
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TWELFTH_MUS,
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ULTIMATE_MUS, // Barnacle Wilhelm BOSS
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NAZI_OMI_MUS,
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GETTHEM_MUS,
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SUSPENSE_MUS,
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SEARCHN_MUS,
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ZEROHOUR_MUS,
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ULTIMATE_MUS, // Super Mutant BOSS
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XPUTIT_MUS,
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ULTIMATE_MUS, // Death Knight BOSS
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XJAZNAZI_MUS, // Secret level
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XFUNKIE_MUS, // Secret level (DON'T KNOW)
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XEVIL_MUS // Angel of Death BOSS
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#endif
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};
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/*
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=============================================================================
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USER CONTROL
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=============================================================================
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*/
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/*
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===================
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=
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= PollKeyboardButtons
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=
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===================
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*/
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void PollKeyboardButtons (void)
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{
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int i;
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//LOGF("button state: ");
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for (i = 0; i < NUMBUTTONS; i++)
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{
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if (Keyboard[buttonscan[i]])
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{
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buttonstate[i] = true;
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LOGF("enabling bit %d in buttonstate");
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}
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//LOGF("%d ", buttonstate[i]);
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}
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//LOGF("\n");
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}
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/*
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===================
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=
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= PollMouseButtons
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=
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===================
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*/
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void PollMouseButtons (void)
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{
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int buttons = IN_MouseButtons ();
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if (buttons & 1)
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buttonstate[buttonmouse[0]] = true;
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if (buttons & 2)
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buttonstate[buttonmouse[1]] = true;
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if (buttons & 4)
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buttonstate[buttonmouse[2]] = true;
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}
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/*
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===================
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=
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= PollJoystickButtons
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=
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===================
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*/
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void PollJoystickButtons (void)
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{
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int buttons = IN_JoyButtons();
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for(int i = 0, val = 1; i < JoyNumButtons; i++, val <<= 1)
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{
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if(buttons & val)
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buttonstate[buttonjoy[i]] = true;
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}
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}
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/*
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===================
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=
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= PollKeyboardMove
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=
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===================
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*/
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void PollKeyboardMove (void)
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{
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int delta = buttonstate[bt_run] ? RUNMOVE * tics : BASEMOVE * tics;
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if (Keyboard[dirscan[di_north]])
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controly -= delta;
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if (Keyboard[dirscan[di_south]])
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controly += delta;
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if (Keyboard[dirscan[di_west]])
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controlx -= delta;
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if (Keyboard[dirscan[di_east]])
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controlx += delta;
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}
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/*
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===================
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=
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= PollMouseMove
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=
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===================
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*/
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void PollMouseMove (void)
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{
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int mousexmove, mouseymove;
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SDL_GetMouseState(&mousexmove, &mouseymove);
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if(IN_IsInputGrabbed())
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IN_CenterMouse();
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mousexmove -= screenWidth / 2;
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mouseymove -= screenHeight / 2;
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controlx += mousexmove * 10 / (13 - mouseadjustment);
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controly += mouseymove * 20 / (13 - mouseadjustment);
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}
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/*
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===================
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=
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= PollJoystickMove
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=
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===================
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*/
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void PollJoystickMove (void)
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{
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int joyx, joyy;
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IN_GetJoyDelta (&joyx, &joyy);
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int delta = buttonstate[bt_run] ? RUNMOVE * tics : BASEMOVE * tics;
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if (joyx > 64 || buttonstate[bt_turnright])
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controlx += delta;
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else if (joyx < -64 || buttonstate[bt_turnleft])
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controlx -= delta;
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if (joyy > 64 || buttonstate[bt_movebackward])
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controly += delta;
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else if (joyy < -64 || buttonstate[bt_moveforward])
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controly -= delta;
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}
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/*
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|
===================
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=
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= PollControls
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=
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= Gets user or demo input, call once each frame
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=
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= controlx set between -100 and 100 per tic
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= controly
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= buttonheld[] the state of the buttons LAST frame
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= buttonstate[] the state of the buttons THIS frame
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=
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===================
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*/
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void PollControls (void)
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{
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int max, min, i;
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byte buttonbits;
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IN_ProcessEvents();
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//
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// get timing info for last frame
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//
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if (demoplayback || demorecord) // demo recording and playback needs to be constant
|
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{
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// wait up to DEMOTICS Wolf tics
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uint32_t curtime = SDL_GetTicks();
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lasttimecount += DEMOTICS;
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int32_t timediff = (lasttimecount * 100) / 7 - curtime;
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if(timediff > 0)
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SDL_Delay(timediff);
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if(timediff < -2 * DEMOTICS) // more than 2-times DEMOTICS behind?
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lasttimecount = (curtime * 7) / 100; // yes, set to current timecount
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tics = DEMOTICS;
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}
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else
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CalcTics ();
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|||
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controlx = 0;
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controly = 0;
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|||
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memcpy (buttonheld, buttonstate, sizeof (buttonstate));
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memset (buttonstate, 0, sizeof (buttonstate));
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|||
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|
|||
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if (demoplayback)
|
|||
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{
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//
|
|||
|
// read commands from demo buffer
|
|||
|
//
|
|||
|
buttonbits = *demoptr++;
|
|||
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for (i = 0; i < NUMBUTTONS; i++)
|
|||
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{
|
|||
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buttonstate[i] = buttonbits & 1;
|
|||
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buttonbits >>= 1;
|
|||
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}
|
|||
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|
|||
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controlx = *demoptr++;
|
|||
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controly = *demoptr++;
|
|||
|
LOGF("%d %d %d", buttonbits, controlx, controly);
|
|||
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|
|||
|
if (demoptr == lastdemoptr)
|
|||
|
playstate = ex_completed; // demo is done
|
|||
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|
|||
|
controlx *= (int) tics;
|
|||
|
controly *= (int) tics;
|
|||
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|
|||
|
return;
|
|||
|
}
|
|||
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|
|||
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|
|||
|
//
|
|||
|
// 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 ();
|
|||
|
}
|