Files
RustRaptor/raptor/src/rap.cpp
T
raptorreplica 214789fe87 Fork the vendored engine into the playable replica
Engine changes vs the vendored upstream (full ledger in
docs/upstream-patches.md):

- Assets: replace the encrypted FILE000N.GLB archives with a catalog of
  pre-decrypted loose files (data/INDEX); GLB_SlotItems() drives
  mission-pack / registered-version detection; payloads never run the
  GLB cipher at runtime.
- Platform: Linux/SDL2/ALSA only; Android, MSVC/MinGW, macOS packaging,
  bundled Windows SDL2 SDKs and the ENDOOM exit screen are gone;
  EXIT_Error now prints before exiting.
- Rendering: decouple presentation from simulation -- sim stays at the
  original 70/3 Hz, frames render interpolated at display rate (player,
  map scroll, enemies, shots, bonuses, anims, shadows); menus keep 70 Hz
  pacing; vsync with a delay-guard fallback.
- QoL: borderless window mode (Video/borderless), no menu cursor
  snapping onto default buttons.

Fix four regressions from the render split:

- Shield bars never redrew: RAP_ThinkStats latches g_oldshield each sim
  step before RAP_DisplayStats' dirty check could fire. Bars now draw
  unconditionally per rendered frame; g_oldsuper deleted, g_oldshield
  kept as sim-side damage-detection state only.
- Dying ships despawned without exploding: the render loop never called
  ANIMS_DisplayHigh(); most air-death explosions register HIGH_AIR.
  Restored between the player and enemy shots, as upstream orders it.
- Laser turret broke: reusing doneflag as a draw marker (it is
  hit/retire game state, and the turret retire path never frees its
  shot) hid the beam on hitting ticks and leaked one SHOTS pool slot
  per fire until no weapon could shoot. S_LINE tracers now carry an age
  counter: one Think pass, every render of their birth step, purged at
  the top of the next Think.
- Muzzle flash was cleared per rendered frame, making it invisible at
  display refresh rates; now cleared once per simulation step.
2026-08-26 18:45:07 +10:00

1625 lines
38 KiB
C++

#include <stdio.h>
#include <string.h>
#include <time.h>
#include <limits.h>
#include "SDL.h"
#include "common.h"
#include "glbapi.h"
#include "i_video.h"
#include "gfxapi.h"
#include "vmemapi.h"
#include "intro.h"
#include "fx.h"
#include "windows.h"
#include "swdapi.h"
#include "ptrapi.h"
#include "imsapi.h"
#include "kbdapi.h"
#include "input.h"
#include "prefapi.h"
#include "loadsave.h"
#include "help.h"
#include "objects.h"
#include "demo.h"
#include "tile.h"
#include "anims.h"
#include "bonus.h"
#include "shots.h"
#include "eshot.h"
#include "enemy.h"
#include "shadow.h"
#include "flame.h"
#include "input.h"
#include "joyapi.h"
#include "fileids.h"
#include "entypes.h"
#ifdef _WIN32
#include <io.h>
#endif // _WIN32
#ifdef __GNUC__
#include <unistd.h>
#endif // __GNUC__
#define wmemcpy(dst,src,size) memmove(dst,src,size)
struct bday_t {
int month;
int day;
int year;
const char *name;
};
int wRandSeed = 1;
int wrand(void)
{
wRandSeed = ((long long)wRandSeed * 1103515245) + 12345;
return (wRandSeed >> 16) & 0x7fff;
}
void wsrand(int seed)
{
wRandSeed = seed;
}
#define MAX_BDAY 6
bday_t bday[MAX_BDAY];
#define MONTH 2
#define DAY 20
#define YEAR 1994
#define WLENGTH 12
int bday_flag = 0;
int bday_num = -1;
char *palette;
int godmode;
int cur_diff;
int reg_flag;
int demo_mode;
int demo_flag;
int ingameflag;
int cur_game;
int game_wave[4];
int gameflag[4];
int curship[16];
int lship[8];
int dship[8];
int fship[8];
char *numbers[11];
char gdmodestr[] = "CASTLE";
PLAYEROBJ plr;
char* g_highmem;
char *cursor_pic;
int draw_player;
int fadeflag;
int end_fadeflag;
int debugflag;
int playerx = PLAYERINITX;
int playery = PLAYERINITY;
int player_cx = PLAYERINITX;
int player_cy = PLAYERINITY;
int playerbasepic = 3;
int startfadeflag;
// Shield level latched by RAP_ThinkStats at the end of each simulation step;
// used there to detect fresh damage. This is NOT a display dirty flag --
// RAP_DisplayStats redraws the shield bars unconditionally every frame.
static int g_oldshield = -1;
int startendwave = -1;
int gl_cnt;
int g_flash = 0;
char gpal[768];
int end_wave;
int playerpic = 4;
int g_mapleft;
// Interpolated player center, recomputed once per rendered frame and
// consumed by draw code that cannot reach the Do_Game() locals.
int g_ipcx, g_ipcy;
static int pp_x, pp_y, pp_cx, pp_cy;
// Simulation tick: 3/70 s written in units of 1/70000 s.
#define RAP_SIM_STEP 3000
int fadecnt;
#define ROTPAL_START 240
#define FADE_FRAMES 20
#define MAX_GLOW 20
int shakes[FADE_FRAMES] = {
-4, 4, -3, 3, -2, 2, -1, 1,
-1, 1, -1, 1, -1, 1, -1, 1,
-1, 1, 0, 0
};
int o_engine[8] = {
0, 1, 2, 3, 2, 1, 0, 0
};
int o_gun1[8] = {
1, 3, 5, 6, 5, 3, 1, 0
};
int o_gun2[8] = {
1, 3, 6, 9, 6, 3, 2, 0
};
int o_gun3[8] = {
2, 6, 8, 11, 8, 6, 2, 0
};
int glowtable[20] = {
0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 9, 8, 7, 6, 5, 4, 3, 2, 1
};
char flatnames[4][14] = {
"FLATSG1_ITM",
"FLATSG2_ITM",
"FLATSG3_ITM",
"FLATSG4_ITM"
};
FLATS *flatlib[4];
/***************************************************************************
RAP_Bday() - Get system date
***************************************************************************/
void
RAP_Bday(
void
)
{
time_t t = time(NULL);
struct tm *date = localtime(&t);
int loop;
bday_flag = 0;
bday_num = -1;
for (loop = 0; loop < MAX_BDAY; loop++)
{
if (bday[loop].day)
{
if (date->tm_mon + 1 == bday[loop].month && date->tm_mday == bday[loop].day && date->tm_year + 1900 >= bday[loop].year)
{
bday_num = loop;
if (loop == 0)
bday_flag = 1;
}
}
}
}
/***************************************************************************
InitScreen() - Prints the Init Screen
***************************************************************************/
void
InitScreen(
void
)
{
printf(" RAPTOR: Call Of The Shadows V1.2 (c)1994 Cygnus Studios\n");
}
/*==========================================================================
ShutDown () Shut Down function called by EXIT_xxx functions
==========================================================================*/
void
ShutDown(
int errcode
)
{
if (!errcode && !godmode)
WIN_Order();
//IPT_DeInit();
//DMX_DeInit();
//GFX_EndSystem();
//PTR_End();
//KBD_End();
closewindow(); //Close Main Window
GLB_FreeAll();
IPT_CloJoy(); //Close Joystick
SWD_End();
SDL_Quit();
free(g_highmem);
}
/***************************************************************************
RAP_ClearSides () - Clears the Sides
***************************************************************************/
void
RAP_ClearSides(
void
)
{
GFX_ColorBox(0, 0, MAP_LEFT, 200, 0);
GFX_ColorBox(320 - MAP_LEFT, 0, MAP_LEFT, 200, 0);
}
/***************************************************************************
RAP_GetShipPic () - Loads Correct Ship Pics for Light/Dark Waves
***************************************************************************/
void
RAP_GetShipPic(
void
)
{
int lightflag, loop;
lightflag = 1;
// GAME 2 wave 8
if (cur_game == 1 && game_wave[cur_game] == 7)
lightflag = 0;
// GAME 3 wave 3
if (cur_game == 2 && game_wave[cur_game] == 2)
lightflag = 0;
for (loop = 0; loop < 7; loop++)
{
if (lightflag)
{
curship[loop] = lship[loop];
curship[loop + 7] = lship[loop];
}
else
{
curship[loop] = dship[loop];
curship[loop + 7] = fship[loop];
}
}
for (loop = 0; loop < 14; loop++)
{
GLB_CacheItem(curship[loop]);
}
}
/***************************************************************************
Rot_Color () - Rotates color in palette
***************************************************************************/
void
Rot_Color(
char *gpal,
int snum,
int len)
{
short pos;
short maxloop;
char h1[3];
pos = snum * 3;
maxloop = len * 3;
wmemcpy(h1, &gpal[pos], 3);
wmemcpy(&gpal[pos], &gpal[pos+3], maxloop);
wmemcpy(&gpal[pos+maxloop-3], h1, 3);
}
/***************************************************************************
InitMobj() - Inits an object to be moved
***************************************************************************/
void
InitMobj(
MOVEOBJ *cur // INPUT : pointer to MOVEOBJ
)
{
cur->done = 0;
cur->addx = 1;
cur->addy = 1;
cur->delx = cur->x2 - cur->x;
cur->dely = cur->y2 - cur->y;
if (cur->delx < 0)
{
cur->delx = -cur->delx;
cur->addx = -cur->addx;
}
if (cur->dely < 0)
{
cur->dely = -cur->dely;
cur->addy = -cur->addy;
}
if (cur->delx >= cur->dely)
{
cur->err = -(cur->dely >> 1);
cur->maxloop = cur->delx + 1;
}
else
{
cur->err = cur->delx >> 1;
cur->maxloop = cur->dely + 1;
}
}
/***************************************************************************
MoveMobj() - gets next postion for an Object
***************************************************************************/
void
MoveMobj(
MOVEOBJ *cur // INPUT : pointer to MOVEOBJ
)
{
if (cur->maxloop == 0)
{
cur->done = 1;
return;
}
if (cur->delx >= cur->dely)
{
cur->x += cur->addx;
cur->err += cur->dely;
if (cur->err > 0)
{
cur->y += cur->addy;
cur->err -= cur->delx;
}
}
else
{
cur->y += cur->addy;
cur->err += cur->delx;
if (cur->err > 0)
{
cur->x += cur->addx;
cur->err -= cur->dely;
}
}
cur->maxloop--;
}
/***************************************************************************
MoveSobj() - gets next postion for an Object at speed
***************************************************************************/
int
MoveSobj(
MOVEOBJ *cur, // INPUT : pointer to MOVEOBJ
int speed // INPUT : speed to plot at
)
{
if (speed == 0)
return 0;
if (cur->delx >= cur->dely)
{
while (speed)
{
speed--;
cur->maxloop--;
cur->x += cur->addx;
cur->err += cur->dely;
if (cur->err > 0)
{
cur->y += cur->addy;
cur->err -= cur->delx;
}
}
}
else
{
while (speed)
{
speed--;
cur->maxloop--;
cur->y += cur->addy;
cur->err += cur->delx;
if (cur->err > 0)
{
cur->x += cur->addx;
cur->err -= cur->dely;
}
}
}
if (cur->maxloop < 1)
cur->done = 1;
return speed;
}
/***************************************************************************
RAP_PrintNum() -
***************************************************************************/
void
RAP_PrintNum(
int x,
int y,
char *str
)
{
int maxloop, num;
maxloop = strlen(str);
GFX_PutSprite(numbers[10], x, y);
x += 9;
while (--maxloop != -1)
{
num = *str - '0';
if (num < 11 && num >= 0)
GFX_PutSprite(numbers[num], x, y);
x += 8;
str++;
}
}
/***************************************************************************
RAP_DisplayShieldLevel() -
***************************************************************************/
void
RAP_DisplayShieldLevel(
int xpos,
int level
)
{
char *outbuf;
unsigned int curs, addx;
int loop;
outbuf = &displayscreen[ylookup[199] + xpos];
addx = (SHIELD_COLOR_RUN << 16) / MAX_SHIELD;
curs = 0;
for (loop = 0; loop < MAX_SHIELD; loop++)
{
if (loop < level)
memset(outbuf, 74 - (curs >> 16), 4);
else
memset(outbuf, 0, 4);
curs += addx;
outbuf -= 640;
}
}
/***************************************************************************
RAP_ThinkStats () - Simulation-side half of the status logic: death
sequence, wave-exit control and low-shield warnings.
Split from RAP_DisplayStats so state changes stay
locked to simulation steps while drawing runs at the
presentation rate.
***************************************************************************/
static int stats_damage = -1;
static int stats_blinkflag = 1;
void
RAP_ThinkStats(
void
)
{
int super, shield, loop, x, y;
super = OBJS_GetAmt(S_SUPER_SHIELD);
shield = OBJS_GetAmt(S_ENERGY);
if (shield <= 0 && !godmode)
{
// == BLOW UP SHIP IF ! IN GOD MODE ===================
ANIMS_StartAnim(A_MED_AIR_EXPLO, playerx + (wrand()%32), playery + (wrand()%32));
ANIMS_StartAnim(A_SMALL_AIR_EXPLO, playerx + (wrand()%32), playery + (wrand()%32));
if (startendwave > END_EXPLODE)
{
if ((wrand()%2) == 0)
SND_Patch(FX_AIREXPLO, 30);
else
SND_Patch(FX_AIREXPLO, 225);
}
if (startendwave == -1)
startendwave = END_DURATION;
if (startendwave == END_EXPLODE)
{
draw_player = 0;
SND_Patch(FX_AIREXPLO, 127);
SND_Patch(FX_AIREXPLO2, 127);
ANIMS_StartAnim(A_LARGE_AIR_EXPLO, player_cx, player_cy);
for (loop = 0; loop < (PLAYERWIDTH * PLAYERHEIGHT) / 2; loop++)
{
x = playerx - (PLAYERWIDTH / 2) + (wrand() % 32) * 2;
y = playery - (PLAYERWIDTH / 2) + (wrand() % 32) * 2;
if (loop & 1)
ANIMS_StartAnim(A_LARGE_AIR_EXPLO, x, y);
else
ANIMS_StartAAnim(A_MED_AIR_EXPLO2, x, y);
}
SND_Patch(FX_AIREXPLO2, 127);
}
}
// == IF END OF WAVE FLY SHIP OFF SCREEN ===================
if (startendwave != -1 && shield > 0)
{
if (startendwave == END_FLYOFF)
{
IPT_PauseControl(1);
SND_Patch(FX_FLYBY, 127);
}
if (startendwave < END_FLYOFF)
{
x = 0;
if (playerx < 152)
x = 8;
else if (playerx > 168)
x = -8;
IPT_FMovePlayer(x, -4);
}
}
if (shield <= SHIELD_LOW && !godmode)
{
if (!(gl_cnt % 8))
{
stats_blinkflag ^= 1;
if (stats_blinkflag)
{
if (stats_damage)
{
stats_damage--;
if ((haptic) && (control == 2))
{
IPT_CalJoyRumbleHigh();
}
}
}
}
if (shield < g_oldshield && super < 1)
{
if (OBJS_LoseObj())
{
SND_Patch(FX_CRASH, 127);
stats_damage = 2;
}
}
if (stats_blinkflag && startendwave == -1)
SND_Patch(FX_WARNING, 127);
}
g_oldshield = shield;
}
/***************************************************************************
RAP_DisplayStats() -
***************************************************************************/
void
RAP_DisplayStats(
void
)
{
char temp[24];
int shield, loop, x, y;
char* pic;
GFX_PIC *h;
// == DISPLAY SUPER SHIELD ========================
// Both bars are redrawn on every rendered frame. They were once cached
// behind g_oldsuper/g_oldshield change checks, but RAP_ThinkStats now
// re-latches g_oldshield once per simulation step -- before this draw
// code ever runs -- so the checks could never fire again and the bars
// froze. Drawing is idempotent and cheap; the bars write straight into
// displayscreen outside the blitted map area, so this also restores
// them after menus or fades clear the sides.
RAP_DisplayShieldLevel(MAP_LEFT - 8, OBJS_GetAmt(S_SUPER_SHIELD));
// == DISPLAY NORM SHIELD ========================
shield = OBJS_GetAmt(S_ENERGY);
RAP_DisplayShieldLevel(MAP_RIGHT + 4, shield);
if (shield <= SHIELD_LOW && !godmode && stats_blinkflag)
{
if (stats_damage)
{
pic = GLB_GetItem(FILE111_WEPDEST_PIC);
h = (GFX_PIC*)pic;
GFX_PutSprite(pic, (320 - LE_LONG(h->width)) >> 1, MAP_BOTTOM - 9);
}
pic = GLB_GetItem(FILE110_SHLDLOW_PIC);
h = (GFX_PIC*)pic;
GFX_PutSprite(pic, (320 - LE_LONG(h->width)) >> 1, MAP_BOTTOM);
}
OBJS_DisplayStats();
sprintf(temp, "%08u", plr.score);
RAP_PrintNum(119, MAP_TOP, temp);
if (demo_mode == DEMO_RECORD)
DEMO_DisplayStats();
if (debugflag)
{
sprintf(temp, "%02u", plr.diff[cur_game]);
RAP_PrintNum(18, MAP_TOP, temp);
x = MAP_LEFT + 16;
for (loop = 0; loop < 16; loop++)
{
GFX_ColorBox(x, 0, 8, 8, 240 + loop);
x += 8;
}
}
}
/***************************************************************************
RAP_PaletteStuff() -
***************************************************************************/
void
RAP_PaletteStuff(
void
)
{
static int wblink = 0;
static int glow1 = 0;
static int glow2 = 8;
static int cnt = 0;
static int palcnt = 0;
static int blink = 0;
int offset;
char *pal1, *pal2;
int num;
if (cnt & 1)
{
// == COLOR 240 - 244 ======== WATER
if (palcnt % 4 != 0)
Rot_Color(gpal, 240, 5);
// == COLOR 245 - 249 ======== FIRE
if (palcnt % 2 != 0)
Rot_Color(gpal, 245, 5);
// == COLOR 250 ======== GLOWING FIRE 1
offset = 250 * 3;
pal1 = &gpal[offset];
pal2 = &palette[offset];
num = glowtable[glow1];
glow1++;
glow1 %= MAX_GLOW;
*pal1 = *pal2 - num;
if ((uint8_t)*pal2 < num)
*pal1 = 0;
pal1++;
pal2++;
*pal1 = *pal2 - num;
if ((uint8_t)*pal2 < num)
*pal1 = 0;
pal1++;
pal2++;
*pal1 = *pal2 - num;
if ((uint8_t)*pal2 < num)
*pal1 = 0;
// == COLOR 251 ======== GLOWING FIRE 2
offset = 251 * 3;
pal1 = &gpal[offset];
pal2 = &palette[offset];
num = glowtable[glow2];
glow2++;
glow2 %= MAX_GLOW;
*pal1 = *pal2 - num;
if ((uint8_t)*pal2 < num)
*pal1 = 0;
pal1++;
pal2++;
*pal1 = *pal2 - num;
if ((uint8_t)*pal2 < num)
*pal1 = 0;
pal1++;
pal2++;
*pal1 = *pal2 - num;
if ((uint8_t)*pal2 < num)
*pal1 = 0;
// == COLOR 252 & 253 ======== BLINKING RED AND GREEN
if (palcnt % 2)
{
offset = 252 * 3;
pal1 = &gpal[offset];
pal2 = &palette[offset];
if (blink & 1)
{
memcpy(pal1, pal2, 3);
pal1 += 3;
pal2 += 3;
memset(pal1, 0, 3);
}
else
{
memset(pal1, 0, 3);
pal1 += 3;
pal2 += 3;
memcpy(pal1, pal2, 3);
}
blink++;
}
// == COLOR 254 ======== BLINKING BLUE
offset = 254 * 3;
if ((wrand() % 3) == 0)
{
pal1 = &gpal[offset];
pal2 = &palette[offset];
memcpy(pal1, pal2, 3);
}
else
{
pal1 = &gpal[offset];
memset(pal1, 0, 3);
}
// == COLOR 255 ======== BLINKING WHITE
offset = 255 * 3;
if (wblink < 3)
{
pal1 = &gpal[offset];
pal2 = &palette[offset];
memcpy(pal1, pal2, 3);
}
else
{
pal1 = &gpal[offset];
memset(pal1, 0, 3);
}
wblink++;
wblink %= 6;
GFX_SetPalette(gpal, 240);
palcnt++;
}
cnt++;
}
/***************************************************************************
Do_Game () - The main game thing this is it dude
***************************************************************************/
int // TRUE=Aborted, FALSE = timeout
Do_Game(
void
)
{
int b2_flag, b3_flag, init_flag, rval, start_score;
b2_flag = 0;
b3_flag = 0;
init_flag = 1;
rval = 0;
start_score = 0;
draw_player = 1;
wsrand(game_wave[cur_game] << 10);
fadeflag = 0;
end_fadeflag = 0;
KBD_Clear();
IMS_StartAck();
PTR_SetGameFlag(1);
PTR_Settouchmouseb1off(0);
BUT_1 = 0;
BUT_2 = 0;
BUT_3 = 0;
BUT_4 = 0;
playerx = PLAYERINITX;
playery = PLAYERINITY;
if (!demo_mode)
{
PTR_SetPos(playerx, playery);
IPT_Start();
}
RAP_GetShipPic();
BONUS_Clear();
ANIMS_Clear();
SHOTS_Clear();
ESHOT_Clear();
memcpy(gpal, palette, 768);
GFX_FadeOut(0, 0, 0, 2);
memset(displaybuffer, 0, 64000);
memset(displayscreen, 0, 64000);
Uint32 sim_next = SDL_GetTicks() * 70; // due time of next sim step
g_flash = 0;
startendwave = -1;
if (demo_flag == DEMO_RECORD)
DEMO_StartRec();
// == CLEAR ALL BUTTONS ===========================
start_score = plr.score;
IMS_StartAck();
memset(buttons, 0, sizeof(buttons));
do
{
num_shadows = num_gshadows = 0;
pp_x = playerx;
pp_y = playery;
pp_cx = player_cx;
pp_cy = player_cy;
#ifdef __ANDROID__
if (!I_GetNeedResize(true))
IPT_MovePlayer();
#else
IPT_MovePlayer();
#endif //__ANDROID__
if (KBD_IsKey(SC_F1))
{
SWD_SetClearFlag(0);
IPT_End();
HELP_Win("OVERVW06_TXT");
memset(displayscreen, 0, 64000);
IPT_Start();
RAP_ClearSides();
RAP_DisplayStats();
SWD_SetClearFlag(1);
IMS_StartAck();
BUT_1 = 0;
BUT_2 = 0;
BUT_3 = 0;
BUT_4 = 0;
b2_flag = 0;
b3_flag = 0;
}
if (KBD_IsKey(SC_P) || JOY_IsKeyInGameStart(Start))
{
while (IMS_IsAck())
{
}
SWD_SetClearFlag(0);
RAP_ClearSides();
WIN_Pause();
RAP_ClearSides();
RAP_DisplayStats();
SWD_SetClearFlag(1);
IMS_StartAck();
BUT_1 = 0;
BUT_2 = 0;
BUT_3 = 0;
BUT_4 = 0;
b2_flag = 0;
b3_flag = 0;
}
if (KBD_IsKey(SC_F8) && godmode)
{
while (IMS_IsAck())
{
}
debugflag ^= 1;
}
if (DEMO_Think())
break;
if (demo_mode == DEMO_PLAYBACK)
{
if (IMS_IsAck() && !BUT_2 && !BUT_3 && !BUT_4)
{
rval = 1;
break;
}
}
switch (KBD_LASTSCAN)
{
case SC_NONE:
break;
case 1:
break;
case SC_1:
OBJS_MakeSpecial(S_DUMB_MISSLE);
break;
case SC_2:
OBJS_MakeSpecial(S_MINI_GUN);
break;
case SC_3:
OBJS_MakeSpecial(S_TURRET);
break;
case SC_4:
OBJS_MakeSpecial(S_MISSLE_PODS);
break;
case SC_5:
OBJS_MakeSpecial(S_AIR_MISSLE);
break;
case SC_6:
OBJS_MakeSpecial(S_GRD_MISSLE);
break;
case SC_7:
OBJS_MakeSpecial(S_BOMB);
break;
case SC_8:
OBJS_MakeSpecial(S_ENERGY_GRAB);
break;
case SC_9:
OBJS_MakeSpecial(S_PULSE_CANNON);
break;
case SC_0:
OBJS_MakeSpecial(S_DEATH_RAY);
break;
case SC_MINUS:
OBJS_MakeSpecial(S_FORWARD_LASER);
break;
}
if (BUT_1)
{
OBJS_Use(S_FORWARD_GUNS);
OBJS_Use(S_PLASMA_GUNS);
OBJS_Use(S_MICRO_MISSLE);
BUT_1 = 0;
if (plr.sweapon != -1)
OBJS_Use(plr.sweapon);
}
if (BUT_2)
{
BUT_2 = 0;
if (!b2_flag)
{
SND_Patch(FX_SWEP, 127);
b2_flag = 1;
OBJS_GetNext();
}
}
else
{
if (b2_flag == 1)
b2_flag = 0;
}
if (BUT_3)
{
BUT_3 = 0;
if (!b3_flag)
{
b3_flag = 1;
OBJS_Use(S_MEGA_BOMB);
}
}
else
{
if (b3_flag == 1)
b3_flag = 0;
}
if (startendwave != -1)
{
if (startendwave == 0)
end_wave = 1;
startendwave--;
}
gl_cnt++;
TILE_Scroll();
TILE_Think();
ENEMY_Think();
ESHOT_Think();
BONUS_Think();
SHOTS_Think();
ANIMS_Think();
OBJS_Think();
if (draw_player)
SHADOW_Add(curship[playerpic + g_flash], playerx, playery);
SHADOW_Snapshot();
// == FADE / PALETTE SIMULATION =====================================
// (advanced once per simulation step; was interleaved with drawing)
if (fadeflag)
{
if (fadecnt >= FADE_FRAMES - 1)
{
RAP_ClearSides();
g_mapleft = MAP_LEFT;
GFX_SetPalette(gpal, 0);
fadeflag = 0;
}
else
{
RAP_ClearSides();
retraceflag = 0;
GFX_FadeFrame(gpal, fadecnt, FADE_FRAMES);
retraceflag = 0;
g_mapleft = shakes[fadecnt] + MAP_LEFT;
fadecnt++;
}
}
else
{
if (!init_flag)
RAP_PaletteStuff();
}
RAP_ThinkStats();
if (startfadeflag)
{
SND_Patch(FX_GEXPLO, 127);
SND_Patch(FX_AIREXPLO, 127);
retraceflag = 1;
GFX_FadeOut(63, 60, 60, 1);
GFX_FadeStart();
startfadeflag = 0;
fadeflag = 1;
fadecnt = 0;
retraceflag = 0;
}
if (reg_flag && KBD_Key(SC_BACKSPACE))
{
OBJS_Add(S_DEATH_RAY);
OBJS_Add(S_ENERGY);
OBJS_Add(S_ENERGY);
OBJS_Add(S_ENERGY);
plr.score = 0;
}
if (init_flag)
{
init_flag = 0;
GFX_FadeIn(gpal, 64);
}
// == PRESENTATION ==================================================
// Redraw interpolated frames until the next simulation step is due.
// When running behind (a blocking menu ate wall time), skip renders
// and let the simulation catch up -- the old tick-wait loop did the
// same because the frame counter kept counting during menus.
if (SDL_GetTicks() * 70 - sim_next >= RAP_SIM_STEP)
{
sim_next += RAP_SIM_STEP;
}
else
{
for (;;)
{
Uint32 now = SDL_GetTicks() * 70;
Uint32 pend;
if (now - sim_next >= RAP_SIM_STEP)
break;
pend = sim_next - now; // time until the next sim step
GFX_SetInterp(RAP_SIM_STEP - pend, RAP_SIM_STEP);
I_GetEvent();
g_ipcx = GFX_InterpCoord(player_cx, pp_cx);
g_ipcy = GFX_InterpCoord(player_cy, pp_cy);
TILE_Display();
SHADOW_DisplayGround();
ENEMY_DisplayGround();
SHADOW_DisplaySky();
ANIMS_DisplayGround();
ENEMY_DisplaySky();
SHOTS_Display();
BONUS_Display();
ANIMS_DisplaySky();
if (draw_player)
{
int ipx = GFX_InterpCoord(playerx, pp_x);
int ipy = GFX_InterpCoord(playery, pp_y);
FLAME_Down(g_ipcx - o_engine[playerpic] - 3, g_ipcy + 15, 4, gl_cnt % 2);
FLAME_Down(g_ipcx + o_engine[playerpic] - 2, g_ipcy + 15, 4, gl_cnt % 2);
GFX_PutSprite((char*)GLB_GetItem(curship[playerpic + g_flash]), ipx, ipy);
}
// Above-player layer (most air explosions register as
// HIGH_AIR); upstream draws it between the player and
// enemy shots -- dropping it made dying ships despawn
// without their explosion anims.
ANIMS_DisplayHigh();
ESHOT_Display();
RAP_DisplayStats();
if (fadeflag)
TILE_ShakeScreen();
else
TILE_DisplayScreen();
if (!I_VsyncActive())
{
now = SDL_GetTicks() * 70;
if (sim_next - now > 280)
SDL_Delay(1);
}
}
sim_next += RAP_SIM_STEP;
}
// Muzzle-flash ship pic lasts exactly one simulation step, matching
// the original tick loop. Clearing it per rendered frame (inside the
// interpolation loop) made the flash vanish at display refresh rates.
g_flash = 0;
if (KBD_Key(SC_X) && KBD_Key(SC_ALT))
{
RAP_ClearSides();
SWD_SetClearFlag(0);
IPT_End();
WIN_AskExit();
IPT_Start();
RAP_ClearSides();
RAP_DisplayStats();
SWD_SetClearFlag(1);
IMS_StartAck();
BUT_1 = 0;
BUT_2 = 0;
BUT_3 = 0;
BUT_4 = 0;
b2_flag = 0;
b3_flag = 0;
}
if (KBD_IsKey(SC_ESC) || JOY_IsKeyInGameBack(Back))
{
if (godmode)
end_wave = 1;
if (!demo_mode)
{
SWD_SetClearFlag(0);
#ifdef __ANDROID__
int old_mx = cur_mx;
int old_my = cur_my;
#endif //__ANDROID__
IPT_End();
RAP_ClearSides();
if (WIN_AskBool("Abort Mission ?"))
{
plr.score = start_score;
rval = 1;
break;
}
#ifdef __ANDROID__
PTR_SetPos(old_mx, old_my);
#endif //__ANDROID__
IPT_Start();
RAP_ClearSides();
RAP_DisplayStats();
SWD_SetClearFlag(1);
IMS_StartAck();
BUT_1 = 0;
BUT_2 = 0;
BUT_3 = 0;
BUT_4 = 0;
b2_flag = 0;
b3_flag = 0;
}
else if (demo_mode == DEMO_PLAYBACK)
{
rval = 1;
break;
}
else if (demo_mode == DEMO_RECORD)
break;
}
} while (!end_wave);
GFX_FadeOut(0, 0, 0, 32);
RAP_FreeMap();
end_wave = 0;
PTR_SetGameFlag(0);
memset(displaybuffer, 0, 64000);
GFX_MarkUpdate(0, 0, 320, 200);
IPT_PauseControl(0);
GFX_DisplayUpdate();
GFX_SetPalette(palette, 0);
IPT_End();
if (demo_flag == DEMO_RECORD)
DEMO_SaveFile();
return rval;
}
/***************************************************************************
RAP_InitMem() - Allocates memory for VM and GLB to use
***************************************************************************/
void
RAP_InitMem(
void
)
{
unsigned int heapsize = 0x495FF0;
g_highmem = (char*)calloc(heapsize, 1);
VM_InitMemory(g_highmem, heapsize);
GLB_UseVM();
}
/***************************************************************************
main() -
***************************************************************************/
int
main(
int argc,
char *argv[]
)
{
char *var1, *tptr, *pal;
int loop, numfiles, ptrflag, item;
var1 = getenv("S_HOST");
InitScreen();
RAP_InitLoadSave();
#if _WIN32 || __linux__ || __APPLE__
if (access(RAP_SetupFilename(), 0))
{
INI_InitPreference(RAP_SetupFilename());
RAP_WriteDefaultSetup();
}
#else
if (access(RAP_SetupFilename(), 0))
{
printf("\n\n** You must run SETUP first! **\n");
SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR,
"Raptor", "** You must run SETUP first! **", NULL);
exit(0);
}
#endif //_WIN32 || __linux__ || __APPLE__
godmode = 0;
if (var1 != NULL && !strcmp(var1, gdmodestr))
godmode = 1;
else
godmode = 0;
if (argv[1])
{
if (!strcmp(argv[1], "REC"))
{
DEMO_SetFileName(argv[2]);
demo_flag = DEMO_RECORD;
printf("DEMO RECORD enabled\n");
}
else if (!strcmp(argv[1], "PLAY"))
{
if (!access(argv[2], 0))
{
DEMO_SetFileName(argv[2]);
demo_flag = DEMO_PLAYBACK;
printf("DEMO PLAYBACK enabled\n");
}
}
}
if (godmode)
printf("GOD mode enabled\n");
cur_diff = 0;
if (GLB_SlotItems(1) > 0)
gameflag[0] = 1;
if (GLB_SlotItems(2) > 0)
gameflag[1] = 1;
if (GLB_SlotItems(3) > 0 && GLB_SlotItems(4) > 0)
{
gameflag[2] = 1;
gameflag[3] = 1;
}
if (gameflag[1] + gameflag[2])
reg_flag = 1;
numfiles = 0;
for (loop = 0; loop < 4; loop++)
{
if (gameflag[loop])
numfiles++;
}
if (GLB_SlotItems(0) == 0 || !numfiles)
{
printf("All game data files NOT FOUND cannot proceed !!\n");
SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR,
"Raptor", "All game data files NOT FOUND cannot proceed !!", NULL);
exit(0);
}
printf("Init -\n");
EXIT_Install(ShutDown);
// ================================================
// SET UP B-DAY STUFF O RAMA
// ================================================
memset(bday, 0, sizeof(bday));
bday[0].month = 5; // Scott
bday[0].day = 16;
bday[0].year = 1994;
bday[0].name = "Scott Host";
bday[1].month = 2; // Dave
bday[1].day = 27;
bday[1].year = 1996;
bday[1].name = "Dave T.";
bday[2].month = 10; // JIM
bday[2].day = 2;
bday[2].year = 1995;
bday[2].name = "Jim M.";
bday[3].month = 3; // BOBBY P.
bday[3].day = 12;
bday[3].year = 1995;
bday[3].name = "Bobby P.";
bday[4].month = 8; // RICH
bday[4].day = 28;
bday[4].year = 1995;
bday[4].name = "Rich F.";
bday[5].month = 4; // Paul
bday[5].day = 24;
bday[5].year = 1996;
bday[5].name = "Paul R.";
RAP_Bday();
if (bday_num != -1)
printf("Birthday() = %s\n", bday[bday_num].name);
// ================================================
if (access(RAP_SetupFilename(), 0))
EXIT_Error("You Must run SETUP.EXE First !!");
if (!INI_InitPreference(RAP_SetupFilename()))
EXIT_Error("SETUP Error");
fflush(stdout);
KBD_Install();
GFX_InitSystem();
SWD_Install(0);
VIDEO_LoadPrefs();
IPT_LoadPrefs();
switch (control)
{
default:
printf("PTR_Init()-Auto\n");
fflush(stdout);
ptrflag = PTR_Init(P_MOUSE);
usekb_flag = 1;
break;
case I_JOYSTICK:
printf("PTR_Init()-Joystick\n");
fflush(stdout);
ptrflag = PTR_Init(P_JOYSTICK);
if (joy_ipt_MenuNew)
usekb_flag = 1;
else
usekb_flag = 0;
break;
case I_MOUSE:
printf("PTR_Init()-Mouse\n");
fflush(stdout);
ptrflag = PTR_Init(P_MOUSE);
usekb_flag = 0;
break;
}
if (reg_flag)
{
printf("Registered EXE!\n");
fflush(stdout);
}
#if _WIN32 || __linux__ || __APPLE__
GLB_InitSystem(RAP_GetPath(), 6, 0);
#else
GLB_InitSystem(argv[0], 6, 0);
#endif //_WIN32 || __linux__ || __APPLE__
if (reg_flag)
{
tptr = GLB_GetItem(FILE000_ATENTION_TXT);
printf("%s\n", tptr);
GLB_FreeItem(FILE000_ATENTION_TXT);
}
SND_InitSound();
IPT_Init();
GLB_FreeAll();
RAP_InitMem();
printf("Loading Graphics\n");
pal = GLB_LockItem(FILE100_PALETTE_DAT);
memset(pal, 0, 3);
palette = pal;
SHADOW_Init();
FLAME_Init();
fflush(stdout);
if (ptrflag)
{
cursor_pic = (char*)GLB_LockItem(FILE112_CURSOR_PIC);
PTR_SetPic(cursor_pic);
PTR_SetPos(160, 100);
PTR_DrawCursor(0);
}
// = SET UP SHIP PICTURES =========================
for (loop = 0; loop < 7; loop++)
{
lship[loop] = FILE11a_LPLAYER_PIC + loop;
if (GAME2)
{
dship[loop] = FILE245_DPLAYER_PIC + loop;
fship[loop] = FILE24c_FPLAYER_PIC + loop;
}
}
// = LOAD IN FLAT LIBS =========================
for (loop = 0; loop < 4; loop++)
{
if (gameflag[loop])
{
item = GLB_GetItemID(flatnames[loop]);
flatlib[loop] = (FLATS*)GLB_LockItem(item);
}
else
flatlib[loop] = NULL;
}
// = LOAD IN 0-9 $ SPRITE PICS =========================
for (loop = 0; loop < 11; loop++)
{
item = FILE105_N0_PIC + loop;
numbers[loop] = (char*)GLB_LockItem(item);
}
FLAME_InitShades();
HELP_Init();
OBJS_Init();
TILE_Init();
SHOTS_Init();
ESHOT_Init();
BONUS_Init();
ANIMS_Init();
SND_Setup();
GFX_SetPalRange(0, ROTPAL_START - 1);
GFX_InitVideo(palette);
SHADOW_MakeShades();
RAP_ClearPlayer();
if (!godmode)
INTRO_Credits();
if (demo_flag != DEMO_PLAYBACK)
{
SND_PlaySong(FILE056_RINTRO_MUS, 1, 1);
INTRO_PlayMain();
SND_PlaySong(FILE057_MAINMENU_MUS, 1, 1);
}
else if (demo_flag == DEMO_PLAYBACK)
{
DEMO_LoadFile();
DEMO_Play();
}
cur_game = 0;
game_wave[0] = 0;
game_wave[1] = 0;
game_wave[2] = 0;
game_wave[3] = 0;
do
{
WIN_MainMenu();
WIN_MainLoop();
} while (1);
return 0;
}