void Player::StaticUpdate(const float timeStep) { Body *b; vector3d v; matrix4x4d m; if (GetFlightState() == Ship::FLYING) { switch (m_flightControlState) { case CONTROL_FIXSPEED: if (Pi::GetView() == Pi::worldView) PollControls(timeStep); b = (GetCombatTarget() ? GetCombatTarget() : GetNavTarget()); GetRotMatrix(m); v = m * vector3d(0, 0, -m_setSpeed); if (b) v += b->GetVelocityRelativeTo(this->GetFrame()); AIMatchVel(v); break; case CONTROL_MANUAL: if (Pi::GetView() == Pi::worldView) PollControls(timeStep); break; case CONTROL_AUTOPILOT: break; } } Ship::StaticUpdate(timeStep); // also calls autopilot AI if (m_flightControlState == CONTROL_AUTOPILOT && !AIIsActive()) { Pi::RequestTimeAccel(1); SetFlightControlState(CONTROL_MANUAL); //FIXSPEED); // m_setSpeed = 0; } /* This wank probably shouldn't be in Player... */ /* Ship engine noise. less loud inside */ float v_env = (Pi::worldView->GetCamType() == WorldView::CAM_EXTERNAL ? 1.0f : 0.5f); static Sound::Event sndev; float volBoth = 0.0f; volBoth += 0.5f*fabs(GetThrusterState().y); volBoth += 0.5f*fabs(GetThrusterState().z); float targetVol[2] = { volBoth, volBoth }; if (GetThrusterState().x > 0.0) targetVol[0] += 0.5f*(float)GetThrusterState().x; else targetVol[1] += -0.5f*(float)GetThrusterState().x; targetVol[0] = v_env * Clamp(targetVol[0], 0.0f, 1.0f); targetVol[1] = v_env * Clamp(targetVol[1], 0.0f, 1.0f); float dv_dt[2] = { 4.0f, 4.0f }; if (!sndev.VolumeAnimate(targetVol, dv_dt)) { sndev.Play("Thruster_large", 0.0f, 0.0f, Sound::OP_REPEAT); sndev.VolumeAnimate(targetVol, dv_dt); } float angthrust = 0.1f * v_env * (float)Pi::player->GetAngThrusterState().Length(); static Sound::Event angThrustSnd; if (!angThrustSnd.VolumeAnimate(angthrust, angthrust, 5.0f, 5.0f)) { angThrustSnd.Play("Thruster_Small", 0.0f, 0.0f, Sound::OP_REPEAT); angThrustSnd.VolumeAnimate(angthrust, angthrust, 5.0f, 5.0f); } }
void PlayerShipController::StaticUpdate(const float timeStep) { vector3d v; matrix4x4d m; if (m_ship->GetFlightState() == Ship::FLYING) { switch (m_flightControlState) { case CONTROL_FIXSPEED: PollControls(timeStep, true); if (IsAnyLinearThrusterKeyDown()) break; v = -m_ship->GetOrient().VectorZ() * m_setSpeed; if (m_setSpeedTarget) { v += m_setSpeedTarget->GetVelocityRelTo(m_ship->GetFrame()); } m_ship->AIMatchVel(v); break; case CONTROL_FIXHEADING_FORWARD: case CONTROL_FIXHEADING_BACKWARD: PollControls(timeStep, true); if (IsAnyAngularThrusterKeyDown()) break; v = m_ship->GetVelocity().NormalizedSafe(); if (m_flightControlState == CONTROL_FIXHEADING_BACKWARD) v = -v; m_ship->AIFaceDirection(v); break; case CONTROL_MANUAL: PollControls(timeStep, false); break; case CONTROL_AUTOPILOT: if (m_ship->AIIsActive()) break; Pi::game->RequestTimeAccel(Game::TIMEACCEL_1X); // AIMatchVel(vector3d(0.0)); // just in case autopilot doesn't... // actually this breaks last timestep slightly in non-relative target cases m_ship->AIMatchAngVelObjSpace(vector3d(0.0)); if (m_ship->GetFrame()->IsRotFrame()) SetFlightControlState(CONTROL_FIXSPEED); else SetFlightControlState(CONTROL_MANUAL); m_setSpeed = 0.0; break; default: assert(0); break; } } else SetFlightControlState(CONTROL_MANUAL); //call autopilot AI, if active (also applies to set speed and heading lock modes) OS::EnableFPE(); m_ship->AITimeStep(timeStep); OS::DisableFPE(); }
void ViewMap (void) { boolean button0held; viewtype = actoratview; // button0held = false; maporgx = player->tilex - VIEWTILEX/2; if (maporgx<0) maporgx = 0; if (maporgx>MAPSIZE-VIEWTILEX) maporgx=MAPSIZE-VIEWTILEX; maporgy = player->tiley - VIEWTILEY/2; if (maporgy<0) maporgy = 0; if (maporgy>MAPSIZE-VIEWTILEY) maporgy=MAPSIZE-VIEWTILEY; do { // // let user pan around // PollControls (); if (controlx < 0 && maporgx>0) maporgx--; if (controlx > 0 && maporgx<mapwidth-VIEWTILEX) maporgx++; if (controly < 0 && maporgy>0) maporgy--; if (controly > 0 && maporgy<mapheight-VIEWTILEY) maporgy++; #if 0 if (c.button0 && !button0held) { button0held = true; viewtype++; if (viewtype>visview) viewtype = mapview; } if (!c.button0) button0held = false; #endif OverheadRefresh (); } while (!Keyboard[sc_Escape]); IN_ClearKeysDown (); }
void PlayerShipController::StaticUpdate(const float timeStep) { vector3d v; matrix4x4d m; int mouseMotion[2]; SDL_GetRelativeMouseState (mouseMotion+0, mouseMotion+1); // call to flush // external camera mouselook if (Pi::MouseButtonState(SDL_BUTTON_MIDDLE)) { // not internal camera if (Pi::worldView->GetCamType() != Pi::worldView->CAM_INTERNAL) { MoveableCameraController *mcc = static_cast<MoveableCameraController*>(Pi::worldView->GetCameraController()); const double accel = 0.01; // XXX configurable? mcc->RotateLeft(mouseMotion[0] * accel); mcc->RotateUp( mouseMotion[1] * accel); // only mouselook if the player presses both mmb and rmb mouseMotion[0] = 0; mouseMotion[1] = 0; } } if (m_ship->GetFlightState() == Ship::FLYING) { switch (m_flightControlState) { case CONTROL_FIXSPEED: PollControls(timeStep, true, mouseMotion); if (IsAnyLinearThrusterKeyDown()) break; v = -m_ship->GetOrient().VectorZ() * m_setSpeed; if (m_setSpeedTarget) { v += m_setSpeedTarget->GetVelocityRelTo(m_ship->GetFrame()); } m_ship->AIMatchVel(v); break; case CONTROL_FIXHEADING_FORWARD: case CONTROL_FIXHEADING_BACKWARD: case CONTROL_FIXHEADING_NORMAL: case CONTROL_FIXHEADING_ANTINORMAL: case CONTROL_FIXHEADING_RADIALLY_INWARD: case CONTROL_FIXHEADING_RADIALLY_OUTWARD: case CONTROL_FIXHEADING_KILLROT: PollControls(timeStep, true, mouseMotion); if (IsAnyAngularThrusterKeyDown()) break; v = m_ship->GetVelocity().NormalizedSafe(); if (m_flightControlState == CONTROL_FIXHEADING_BACKWARD || m_flightControlState == CONTROL_FIXHEADING_ANTINORMAL) v = -v; if (m_flightControlState == CONTROL_FIXHEADING_NORMAL || m_flightControlState == CONTROL_FIXHEADING_ANTINORMAL) v = v.Cross(m_ship->GetPosition().NormalizedSafe()); if (m_flightControlState == CONTROL_FIXHEADING_RADIALLY_INWARD) v = -m_ship->GetPosition().NormalizedSafe(); if (m_flightControlState == CONTROL_FIXHEADING_RADIALLY_OUTWARD) v = m_ship->GetPosition().NormalizedSafe(); if (m_flightControlState == CONTROL_FIXHEADING_KILLROT) { v = -m_ship->GetOrient().VectorZ(); if (m_ship->GetAngVelocity().Length() < 0.0001) // fixme magic number SetFlightControlState(CONTROL_MANUAL); } m_ship->AIFaceDirection(v); break; case CONTROL_MANUAL: PollControls(timeStep, false, mouseMotion); break; case CONTROL_AUTOPILOT: if (m_ship->AIIsActive()) break; Pi::game->RequestTimeAccel(Game::TIMEACCEL_1X); // AIMatchVel(vector3d(0.0)); // just in case autopilot doesn't... // actually this breaks last timestep slightly in non-relative target cases m_ship->AIMatchAngVelObjSpace(vector3d(0.0)); if (m_ship->GetFrame()->IsRotFrame()) SetFlightControlState(CONTROL_FIXSPEED); else SetFlightControlState(CONTROL_MANUAL); m_setSpeed = 0.0; break; default: assert(0); break; } } else SetFlightControlState(CONTROL_MANUAL); //call autopilot AI, if active (also applies to set speed and heading lock modes) OS::EnableFPE(); m_ship->AITimeStep(timeStep); OS::DisableFPE(); }
void Player::StaticUpdate(const float timeStep) { vector3d v; matrix4x4d m; Ship::StaticUpdate(timeStep); // also calls autopilot AI if (GetFlightState() == Ship::FLYING) { switch (m_flightControlState) { case CONTROL_FIXSPEED: if (Pi::GetView() == Pi::worldView) PollControls(timeStep); if (IsAnyThrusterKeyDown()) break; GetRotMatrix(m); v = m * vector3d(0, 0, -m_setSpeed); if (m_setSpeedTarget) { v += m_setSpeedTarget->GetVelocityRelTo(GetFrame()); } AIMatchVel(v); break; case CONTROL_MANUAL: if (Pi::GetView() == Pi::worldView) PollControls(timeStep); break; case CONTROL_AUTOPILOT: if (AIIsActive()) break; Pi::game->RequestTimeAccel(Game::TIMEACCEL_1X); // AIMatchVel(vector3d(0.0)); // just in case autopilot doesn't... // actually this breaks last timestep slightly in non-relative target cases AIMatchAngVelObjSpace(vector3d(0.0)); if (GetFrame()->IsRotatingFrame()) SetFlightControlState(CONTROL_FIXSPEED); else SetFlightControlState(CONTROL_MANUAL); m_setSpeed = 0.0; break; } } else SetFlightControlState(CONTROL_MANUAL); /* This wank probably shouldn't be in Player... */ /* Ship engine noise. less loud inside */ float v_env = (Pi::worldView->GetCamType() == WorldView::CAM_EXTERNAL ? 1.0f : 0.5f) * Sound::GetSfxVolume(); static Sound::Event sndev; float volBoth = 0.0f; volBoth += 0.5f*fabs(GetThrusterState().y); volBoth += 0.5f*fabs(GetThrusterState().z); float targetVol[2] = { volBoth, volBoth }; if (GetThrusterState().x > 0.0) targetVol[0] += 0.5f*float(GetThrusterState().x); else targetVol[1] += -0.5f*float(GetThrusterState().x); targetVol[0] = v_env * Clamp(targetVol[0], 0.0f, 1.0f); targetVol[1] = v_env * Clamp(targetVol[1], 0.0f, 1.0f); float dv_dt[2] = { 4.0f, 4.0f }; if (!sndev.VolumeAnimate(targetVol, dv_dt)) { sndev.Play("Thruster_large", 0.0f, 0.0f, Sound::OP_REPEAT); sndev.VolumeAnimate(targetVol, dv_dt); } float angthrust = 0.1f * v_env * float(Pi::player->GetAngThrusterState().Length()); static Sound::Event angThrustSnd; if (!angThrustSnd.VolumeAnimate(angthrust, angthrust, 5.0f, 5.0f)) { angThrustSnd.Play("Thruster_Small", 0.0f, 0.0f, Sound::OP_REPEAT); angThrustSnd.VolumeAnimate(angthrust, angthrust, 5.0f, 5.0f); } }
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 (); }
void PlayLoop (void) { int give; int helmetangle; playstate = ex_stillplaying; TimeCount = lasttimecount = 0; frameon = 0; running = False; anglefrac = 0; facecount = 0; funnyticount = 0; memset (buttonstate,0,sizeof(buttonstate)); ClearPaletteShifts (); //if (MousePresent) // PORT //Mouse(MDelta); // Clear accumulated mouse movement if (demoplayback) IN_StartAck (); do { if (virtualreality) { //helmetangle = peek (0x40,0xf0); // PORT player->angle += helmetangle; if (player->angle >= ANGLES) player->angle -= ANGLES; } 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; StatusDrawPic (17,4,BJWAITING1PIC+(US_RndT()&1)); facecount = 0; } #endif gamestate.TimeCount+=tics; SD_Poll (); UpdateSoundLoc(); // JAB if (screenfaded) VW_FadeIn (); CheckKeys(); // // debug aids // if (singlestep) { VW_WaitVBL(14); lasttimecount = TimeCount; } if (extravbls) VW_WaitVBL(extravbls); if (demoplayback) { if (IN_CheckAck ()) { IN_ClearKeysDown (); playstate = ex_abort; } } if (virtualreality) { player->angle -= helmetangle; if (player->angle < 0) player->angle += ANGLES; } }while (!playstate && !startgame); if (playstate != ex_died) FinishPaletteShifts (); }
void PlayLoop (void) { id0_char_t shot_color[3] = {4,9,14}; id0_int_t allgems[5]={GEM_DELAY_TIME, // used for Q & D comparison GEM_DELAY_TIME, // for having all gems... GEM_DELAY_TIME, // the "allgems" declaration MUST GEM_DELAY_TIME, // match the "gems" declaration in GEM_DELAY_TIME // the gametype structure! }; // id0_int_t originx=0; // id0_int_t i=100; id0_signed_long_t dx,dy/*,radius*/,psin,pcos,newx,newy; //id0_int_t give; id0_short_t objnum; id0_signed_long_t ox,oy,xl,xh,yl,yh,px,py,norm_dx,norm_dy; id0_short_t o_radius; void (*think)(struct objstruct *); // REFKEEN: C++ patch ingame = true; SD_SetTimeCount(0); playstate = (exittype)0; //playstate = TimeCount = 0; gamestate.shotpower = handheight = 0; pointcount = pointsleft = 0; status_flag = S_NONE; #if 0 // setup sky/ground colors and effects (based on level) // switch (gamestate.mapon) { case 255: if (!(BGFLAGS & BGF_NIGHT)) { InitBgChange(3*60,sky_daytonight,-1,NULL,BGF_NIGHT); groundcolor = &gnd_colors[0]; } else { skycolor = &sky_colors[0]; groundcolor = &gnd_colors[0]; } break; default: skycolor = &sky_colors[gamestate.mapon]; groundcolor = &gnd_colors[gamestate.mapon]; skytimer = groundtimer = -1; break; } #endif BGFLAGS |= BGF_NOT_LIGHTNING; skytimer = groundtimer = -1; debug_gnd = *groundcolor; debug_sky = *skycolor; RedrawStatusWindow(); ThreeDRefresh(); if (screenfaded) VW_FadeIn(); #ifndef PROFILE fizzlein = true; // fizzle fade in the first refresh #endif /*TimeCount = */lasttimecount = lastnuke = 0; SD_SetTimeCount(0); PollControls (); // center mouse // StartMusic (); do { #ifndef PROFILE PollControls(); #else control.xaxis = 1; //if (++TimeCount == 300) // return; SD_AddToTimeCount(1); if (SD_GetTimeCount() == 300) return; #endif DisplayStatus(&status_flag); objnum=0; for (obj = player;obj;obj = obj->next) { if ((obj->active >= yes) && (!(FreezeTime && (obj!=player)))) { if (obj->ticcount) { obj->ticcount-=realtics; while ( obj->ticcount <= 0) { think = obj->state->thinkptr; if (think) { statetype *oldstate=obj->state; think (obj); if (!obj->state) { RemoveObj (obj); goto nextactor; } if (obj->state != oldstate) break; } obj->state = obj->state->next; if (!obj->state) { RemoveObj (obj); goto nextactor; } if (!obj->state->tictime) { obj->ticcount = 0; goto nextactor; } if (obj->state->tictime>0) obj->ticcount += obj->state->tictime; } } think = obj->state->thinkptr; if (think) { think (obj); if (!obj->state) RemoveObj (obj); } nextactor:; } // keep a list of objects around the player for radar updates // if (obj == player) { px = player->x; py = player->y; psin = sintable[player->angle]; pcos = costable[player->angle]; xl = px-((id0_long_t)RADAR_WIDTH<<TILESHIFT)/2; xh = px+((id0_long_t)RADAR_WIDTH<<TILESHIFT)/2-1; yl = py-((id0_long_t)RADAR_HEIGHT<<TILESHIFT)/2; yh = py+((id0_long_t)RADAR_HEIGHT<<TILESHIFT)/2; } if (objnum > MAX_RADAR_BLIPS-2) objnum = MAX_RADAR_BLIPS-2; ox = obj->x; oy = obj->y; if ((ox >= xl) && (ox <= xh) && (oy >= yl) && (oy <= yh)) { norm_dx = (dx = px-ox)>>TILESHIFT; norm_dy = (dy = oy-py)>>TILESHIFT; id0_int_t IntSqrt(id0_long_t va); o_radius = IntSqrt((norm_dx * norm_dx) + (norm_dy * norm_dy)); if (o_radius < RADAR_RADIUS) { newx = FixedByFrac(dy,pcos)-FixedByFrac(dx,psin); newy = FixedByFrac(dy,psin)+FixedByFrac(dx,pcos); RadarXY[objnum][0]=newx>>TILESHIFT; RadarXY[objnum][1]=newy>>TILESHIFT; // Define color to use for this object... // switch (obj->obclass) { // NO GEM NEEDED // // THE WIZARD! (YOU) // case playerobj: RadarXY[objnum++][2]=15; break; // WIZARD'S SHOTS // case pshotobj: case bigpshotobj: RadarXY[objnum++][2]=shot_color[screenpage]; break; // BATS (DK GRAY) // case batobj: if (obj->active == always) RadarXY[objnum++][2]=8; break; // RABBITS (LT GRAY) // case bunnyobj: if (obj->active == always) RadarXY[objnum++][2]=7; break; // RED GEM // // EYE, RED DEMON (DK RED) // case eyeobj: case reddemonobj: if (gamestate.gems[B_RGEM-B_RGEM]) if (obj->active == always) RadarXY[objnum++][2]=4; break; // RED MAGE (LT RED) // case mageobj: if (gamestate.gems[B_RGEM-B_RGEM]) if (obj->active == always) RadarXY[objnum++][2]=12; break; // BLUE GEM // // SUCCUBUS (LT BLUE) // case succubusobj: if (gamestate.gems[B_BGEM-B_RGEM]) if (obj->active == always) RadarXY[objnum++][2]=9; break; // WATER DRAGON (DK BLUE) // case wetobj: if (gamestate.gems[B_GGEM-B_RGEM]) if (obj->active == always) RadarXY[objnum++][2]=1; break; // GREEN GEM // // GREEN TROLL (LT GREEN) // case fatdemonobj: if (gamestate.gems[B_GGEM-B_RGEM]) if (obj->active == always) RadarXY[objnum++][2]=10; break; // GODESS (DK GREEN) // case godessobj: if (gamestate.gems[B_GGEM-B_RGEM]) if (obj->active == always) RadarXY[objnum++][2]=2; break; // YELLOW GEM // // ANT (BROWN) // case antobj: case treeobj: if (gamestate.gems[B_YGEM-B_RGEM]) if (obj->active == always) RadarXY[objnum++][2]=6; break; // SKELETON (YELLOW) // case skeletonobj: if (gamestate.gems[B_YGEM-B_RGEM]) if (obj->active == always) RadarXY[objnum++][2]=14; break; // PURPLE GEM // // ZOMBIE // case zombieobj: if (gamestate.gems[B_PGEM-B_RGEM]) if (obj->active == always) RadarXY[objnum++][2]=13; break; // ALL GEMS NEEDED // // NEMESIS // case grelmobj: if (!memcmp(gamestate.gems,allgems,sizeof(gamestate.gems))) if (obj->active == always) RadarXY[objnum++][2]=15; break; } } } }
void PlayLoop (void) { id0_int_t give; void (*think)(struct objstruct *); // REFKEEN: C++ patch ingame = true; SD_SetTimeCount(0); playstate = (exittype)0; //playstate = TimeCount = 0; gamestate.shotpower = handheight = 0; pointcount = pointsleft = 0; DrawLevelNumber (gamestate.mapon); DrawBars (); #ifndef PROFILE fizzlein = true; // fizzle fade in the first refresh #endif /*TimeCount = */lasttimecount = lastnuke = 0; PollControls (); // center mouse StartMusic (); do { #ifndef PROFILE PollControls(); #else c.xaxis = 1; // if (++TimeCount == 300) // return; SD_SetTimeCount(SD_GetTimeCount()+1); if (SD_GetTimeCount() == 300) return; #endif for (obj = player;obj;obj = obj->next) if (obj->active) { if (obj->ticcount) { obj->ticcount-=tics; while ( obj->ticcount <= 0) { think = obj->state->thinkptr; if (think) { think (obj); if (!obj->state) { RemoveObj (obj); goto nextactor; } } obj->state = obj->state->next; if (!obj->state) { RemoveObj (obj); goto nextactor; } if (!obj->state->tictime) { obj->ticcount = 0; goto nextactor; } if (obj->state->tictime>0) obj->ticcount += obj->state->tictime; } } think = obj->state->thinkptr; if (think) { think (obj); if (!obj->state) RemoveObj (obj); } nextactor:; } if (bordertime) { bordertime -= tics; if (bordertime<=0) { bordertime = 0; VW_ColorBorder (3); } } if (pointcount) { pointcount -= tics; if (pointcount <= 0) { pointcount += POINTTICS; give = (pointsleft > 1000)? 1000 : ( (pointsleft > 100)? 100 : ((pointsleft < 20)? pointsleft : 20) ); SD_PlaySound (GETPOINTSSND); AddPoints (give); pointsleft -= give; if (!pointsleft) pointcount = 0; } } ThreeDRefresh (); CheckKeys(); // (REFKEEN) SPECIAL - Without this the game // can run very fast, even if it's not noticeable // (a lot of PlayLoop iterations and consumed CPU power) // // Notes: // 1. Should NOT be called from ThreeDRefresh/CalcTics, // because we don't always want that to be done // (e.g., FizzleFade effect right after loading C4 saved game). // 2. SHOULD be called AFTER CheckKeys. That function resets // lasttimecount (just like CalcTics) if the debug key modifier // (F10 in Cat. 3-D/Abyss, Backspace in Armageddon/Apocalypse) // is held. As a consequence, if the wait is done before the // call to CheckKeys then the game may seem to get stuck while // the debug key modifier is held. BE_ST_TimeCountWaitFromSrc(SD_GetTimeCount(), 1); // if (singlestep) { VW_WaitVBL(14); lasttimecount = SD_GetTimeCount(); } if (extravbls) VW_WaitVBL(extravbls); }while (!playstate); StopMusic (); ingame = false; if (bordertime) { bordertime = 0; VW_ColorBorder (3); } if (!abortgame) AddPoints (pointsleft); else abortgame = false; }
void PlayLoop (void) { boolean reset_areas=false; objtype *obj; lasttimecount = 0; TimeCount = 0; playstate = ex_stillplaying; framecount = frameon = 0; pwallstate = anglefrac = 0; memset (buttonstate,0,sizeof(buttonstate)); ClearPaletteShifts (); ForceUpdateStatusBar(); ::in_clear_mouse_deltas(); tics = 1; // for first time through if (demoplayback) IN_StartAck (); do { PollControls(); // // actor thinking // madenoise = false; if (alerted) alerted--; MoveDoors (); MovePWalls (); for (obj = player;obj;obj = obj->next) { if ((obj != player) && (Keyboard[sc_6] || Keyboard[sc_7]) && Keyboard[sc_8] && DebugOk) { if (!reset_areas) memset(areabyplayer,1,sizeof(areabyplayer)); reset_areas=true; if ((((!(obj->flags & FL_INFORMANT)) && (obj->flags & FL_SHOOTABLE))) || (obj->obclass == liquidobj && !(obj->flags & FL_DEADGUY))) DamageActor(obj,1000,player); } else if (reset_areas) { ConnectAreas(); reset_areas=false; } DoActor (obj); } if (NumEAWalls) CheckSpawnEA(); if ((!GoldsternInfo.GoldSpawned) && GoldsternInfo.SpawnCnt) CheckSpawnGoldstern(); UpdatePaletteShifts (); ThreeDRefresh (); gamestate.TimeCount+=tics; UpdateSoundLoc(); // JAB if (screenfaded & !playstate) VW_FadeIn(); // Display first-time instructions. // if (ShowQuickMsg) ShowQuickInstructions(); CheckKeys(); if (demoplayback && demoptr == lastdemoptr) playstate = ex_title; // // debug aids // if (singlestep) { VW_WaitVBL(14); lasttimecount = TimeCount; } if (extravbls) VW_WaitVBL(extravbls); if ((demoplayback) && (IN_CheckAck())) { IN_ClearKeysDown (); playstate = ex_abort; } }while (!playstate && !startgame); if (playstate != ex_died) FinishPaletteShifts (); gamestate.flags &= ~GS_VIRGIN_LEVEL; }