wolf3d-ios/wolf3d/newCode/iphone/iphone_loop.c

1026 lines
22 KiB
C

/*
remove wolf_render.c
for the iphone build, we only need the following lsfx files:
001
003
008
009
012
023
028
030
031
033
034
035
036
037
038
040
044
045
061
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064
069
076
078
080
085
086
*/
#include "../wolfiphone.h"
currentMap_t currentMap;
vec3_t vnull = { 0, 0, 0 };
int iphoneFrameNum;
int intermissionTriggerFrame;
int slowAIFrame;
// console mode
int consoleActive;
// the native iPhone code should set the following each frame:
int numTouches;
int touches[5][2]; // [0] = x, [1] = y in landscape mode, raster order with y = 0 at top
float tilt; // -1.0 to 1.0
float tiltPitch;
#define MAX_TILT_HISTORY 64
float tiltHistory[MAX_TILT_HISTORY][4];
int tiltHistoryNum;
// so we can detect button releases
int numPrevTouches;
int prevTouches[5][2];
// the layout drawing code sets these, which are then used
// by the touch processing
int fireButtonX, fireButtonY, fireButtonSize;
int moveAxisX, moveAxisY, moveAxisSize;
int turnAxisX, turnAxisY, turnAxisSize;
texture_t *numberPics[10];
int damageflash;
int bonusFrameNum;
int attackDirTime[2];
/*
==================
iphoneActivateConsole
==================
*/
void iphoneActivateConsole() {
extern float scr_conlines;
scr_conlines = 0.5f;
consoleActive = 1;
}
/*
==================
iphoneDeactivateConsole
==================
*/
void iphoneDeactivateConsole() {
extern float scr_conlines;
scr_conlines = 0.0f;
consoleActive = 0;
}
/*
==================
iphoneExecuteCommandLine
==================
*/
void iphoneExecuteCommandLine() {
const char * GetCurrentCommandLine();
void SetCurrentCommandLine(const char *);
char buf[256];
strcpy( buf, GetCurrentCommandLine() );
Cmd_ExecuteString( buf );
SetCurrentCommandLine( "" );
}
/*
==================
iphoneSavePrevTouches
==================
*/
void iphoneSavePrevTouches() {
numPrevTouches = numTouches;
memcpy( prevTouches, touches, sizeof( prevTouches ) );
#if 0
// display the touch locations
for ( int i = 0 ; i < numTouches ; i++ ) {
int w = 32;
iphoneDrawPic( touches[i][0] - w/2, touches[i][1] - w/2, w, w, "iphone/diractional_02.tga" );
}
#endif
}
/*
==================
iphoneCenterText
Returns the width in pixels
==================
*/
extern font_t *myfonts[ 1 ];
int iphoneCenterText( int x, int y, const char *str ) {
int l = strlen( str );
int i;
font_t *myfont = myfonts[0];
int scale;
int step = 10;
scale = 16;
x -= l * step / 2;
R_Bind( myfont->texfont->texnum );
pfglBegin( GL_QUADS );
for ( i = 0 ; i < l ; i++, x += step ) {
int row, col;
float frow, fcol;
int num = str[i];
if ( num == ' ' ) {
continue;
}
row = (num >> 4) - 2;
col = num & 15;
frow = row * myfont->hFrac;
fcol = col * myfont->wFrac;
pfglTexCoord2f( fcol, frow );
pfglVertex2i( x, y );
pfglTexCoord2f( fcol+myfont->wFrac, frow );
pfglVertex2i( x+scale, y );
pfglTexCoord2f( fcol+myfont->wFrac, frow+myfont->hFrac );
pfglVertex2i( x+scale, y+scale );
pfglTexCoord2f( fcol, frow+myfont->hFrac );
pfglVertex2i( x, y+scale );
}
pfglEnd();
return l * step;
}
/*
==================
TouchDown
Checks all touches against a square
==================
*/
int TouchDown( int x, int y, int w, int h ) {
int i;
for ( i = 0 ; i < numTouches ; i++ ) {
if ( touches[i][0] >= x && touches[i][1] >= y
&& touches[i][0] < x + w && touches[i][1] < y + h ) {
return 1;
}
}
return 0;
}
/*
==================
TouchReleased
Perform an action when released in the box.
If not down this frame, but down the previous frame, it is released
==================
*/
int TouchReleased( int x, int y, int w, int h ) {
int i;
int downPrev = 0;
int downNow = 0;
for ( i = 0 ; i < numPrevTouches ; i++ ) {
if ( prevTouches[i][0] >= x && prevTouches[i][1] >= y
&& prevTouches[i][0] < x + w && prevTouches[i][1] < y + h ) {
downPrev = 1;
break;
}
}
// see if not down this frame
for ( i = 0 ; i < numTouches ; i++ ) {
if ( touches[i][0] >= x && touches[i][1] >= y
&& touches[i][0] < x + w && touches[i][1] < y + h ) {
downNow = 1;
break;
}
}
if ( !downPrev ) {
if ( downNow ) {
Sound_StartLocalSound( "iphone/bdown_01.wav" );
}
// wasn't down the previous frame
return 0;
}
if ( downNow ) {
// still down
return 0;
}
if ( numTouches != 0 ) {
// finger dragged off
Sound_StartLocalSound( "iphone/baborted_01.wav" );
return 0;
}
// released
Sound_StartLocalSound( "iphone/baction_01.wav" );
return 1;
}
/*
==================
iphoneSet2D
==================
*/
void iphoneSet2D( void ) {
pfglViewport( 0,0, 480, 320 );
pfglMatrixMode( GL_MODELVIEW );
pfglLoadIdentity();
pfglDisable( GL_DEPTH_TEST );
pfglDisable( GL_CULL_FACE );
pfglEnable( GL_BLEND );
pfglBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
pfglDisable( GL_ALPHA_TEST );
pfglColor4f( 1,1,1,1 );
pfglMatrixMode( GL_PROJECTION );
pfglLoadIdentity();
pfglRotatef( 90, 0, 0, 1 );
pfglOrtho( 0, 480, 320, 0, -99999, 99999 );
}
/*
==================
DeadBandAdjust
Compresses the 0.0 - 1.0 range into deadband - 1.0
==================
*/
float DeadBandAdjust( float f, float deadBand ) {
if ( f < 0 ) {
return -DeadBandAdjust( -f, deadBand );
}
if ( f > 1.0 ) {
return 1.0;
}
if ( f < deadBand ) {
return 0;
}
return (f-deadBand) / (1.0 - deadBand);
}
/*
==================
AxisHit
Returns a -1 to 1 range
If activeFraction is less than 1.0, the range will clamp
to the limits before the edge of the box is hit.
==================
*/
float AxisHit( int x, int y, int size, int isXaxis, float activeFraction ) {
int i;
// allow the touches to go outside the indicated bounds with clamping
x -= size/2;
y -= size/2;
size *= 2;
activeFraction *= 0.5f;
for ( i = 0 ; i < numTouches ; i++ ) {
if ( touches[i][0] >= x && touches[i][1] >= y
&& touches[i][0] < x + size && touches[i][1] < y + size ) {
float f;
if ( isXaxis ) {
f = (float)( touches[i][0] - x ) / size * 2.0f - 1.0f;
} else {
f = (float)( touches[i][1] - y ) / size * 2.0f - 1.0f;
}
f /= activeFraction;
if ( f > 1.0f ) {
f = 1.0f;
} else if ( f < -1.0f ) {
f = -1.0f;
}
if ( f > -stickDeadBand->value && f < stickDeadBand->value ) {
f = 0;
}
return f;
}
}
return 0;
}
void WolfensteinTouches( int _numTouches, int _touches[16] ) {
numTouches = _numTouches;
for ( int i = 0 ; i < numTouches ; i++ ) {
touches[i][0] = 480 - _touches[i*2+1];
touches[i][1] = _touches[i*2+0];
}
}
void WolfensteinTilts( float *tilts ) {
int i;
int j;
int c;
float sum[3];
static float prevTime;
c = tiltAverages->value;
if ( c < 1 ) {
c = 1;
} else if ( c > MAX_TILT_HISTORY ) {
c = MAX_TILT_HISTORY;
}
// acc[0] - [2] are accelerometer values, ax[3] is the timestamp
for ( i = 0 ; i < 3 ; i++ ) {
tiltHistory[tiltHistoryNum&(MAX_TILT_HISTORY-1)][i] = tilts[i];
sum[i] = 0;
for ( j = 0 ; j < c ; j++ ) {
sum[i] += tiltHistory[(tiltHistoryNum-j)&(MAX_TILT_HISTORY-1)][i];
}
sum[i] /= c;
}
// save the timestamp for analysis
tiltHistory[tiltHistoryNum&(MAX_TILT_HISTORY-1)][3] = tilts[3] - prevTime;
prevTime = tilts[3];
tiltHistoryNum++;
tilt = sum[1];
tiltPitch = sum[0];
// Com_Printf( "%4.2f %4.2f %4.2f\n", tilts[0], tilts[1], tilts[2] );
}
void ShowTilt() {
int i;
int axis = (int)showTilt->value;
colour4_t fillColor = { 255, 0, 0, 255 };
colour4_t whiteColor = { 255, 255, 255, 255 };
colour4_t nowColor = { 0, 255, 0, 255 };
float x;
if ( axis < 0 || axis > 2 ) {
return;
}
for ( i = 0 ; i < MAX_TILT_HISTORY ; i++ ) {
x = tiltHistory[(tiltHistoryNum-1-i)&(MAX_TILT_HISTORY-1)][axis] * ( 10 / 0.018168604 );
if ( x < 0 ) {
R_Draw_Fill( 240 + x, i*4, -x, 4, fillColor );
} else if ( x > 0 ) {
R_Draw_Fill( 240, i*4, x, 4, fillColor );
}
}
x = tilt * ( 10 / 0.018168604 );
if ( x < 0 ) {
R_Draw_Fill( 240 + x, i*4, -x, 4, nowColor );
} else if ( x > 0 ) {
R_Draw_Fill( 240, i*4, x, 4, nowColor );
}
R_Draw_Fill( 240, 0, 1, MAX_TILT_HISTORY*4, whiteColor );
}
/*
==================
CreateIphoneUserCmd
Build the movement, angles, and buttons for a frame of action:
Player.position.angle
Player.cmd.buttons
Player.cmd.forwardMove
Player.cmd.sideMove
==================
*/
PRIVATE void CreateIphoneUserCmd()
{
float stickTurnValue;
float stickMoveValue;
stickTurnValue = stickTurnBase->value + stickTurnScale->value * sensitivity->value;
stickMoveValue = stickMoveBase->value + stickMoveScale->value * sensitivity->value;
usercmd_t *cmd = &Player.cmd;
memset( cmd, 0, sizeof( *cmd ) );
if ( TouchDown( fireButtonX, fireButtonY, fireButtonSize, fireButtonSize ) ) {
cmd->buttons |= BUTTON_ATTACK;
}
if ( tiltFire->value > 0 && tiltPitch < tiltFire->value ) {
cmd->buttons |= BUTTON_ATTACK;
}
cmd->forwardmove = -stickMoveValue * AxisHit( moveAxisX, moveAxisY, moveAxisSize, 0, 0.8f );
if( controlScheme->value == 0 || controlScheme->value == 1 ) {
Player.position.angle += -stickTurnValue * AxisHit( moveAxisX, moveAxisY, moveAxisSize, 1, 0.8f );
} else {
Player.position.angle += -stickTurnValue * AxisHit( turnAxisX, turnAxisY, turnAxisSize, 1, 0.8f );
cmd->sidemove = stickMoveValue * AxisHit( moveAxisX, moveAxisY, moveAxisSize, 1, 0.8f );
}
// accelerometer tilting
cmd->sidemove += tiltMove->value * DeadBandAdjust( tilt, tiltDeadBand->value );
Player.position.angle -= tiltTurn->value * DeadBandAdjust( tilt, tiltDeadBand->value );
// always use
if ( iphoneFrameNum & 1 ) {
cmd->buttons |= BUTTON_USE;
}
}
/*
==================
iphoneHighlightPicWhenTouched
Draw transparent except when touched
=================
*/
void iphoneHighlightPicWhenTouched( int x, int y, int w, int h, const char *pic ) {
if ( TouchDown( x, y, w, h ) ) {
pfglColor4f(1,1,1,1);
} else {
pfglColor4f(1,1,1,0.5);
}
R_Draw_StretchPic( x, y, w, h, pic );
pfglColor4f(1,1,1,1);
}
int iphoneActivatePicWhenTouched( int x, int y, int w, int h, const char *pic ) {
iphoneHighlightPicWhenTouched( x, y, w, h, pic );
return TouchReleased( x, y, w, h );
}
/*
==================
iphoneDrawControls
scheme 0: turnstick on left
scheme 1: turnstick on right
scheme 2: dualstick, move on left
scheme 3: dualstick, move on right
=================
*/
static const int BUTTON_SIZE = 100;
void iphoneDrawControls( void ) {
int ss = (int)stickSize->value;
switch ( (int)controlScheme->value ) {
case 0:
moveAxisX = 0;
moveAxisY = 320 - ss;
moveAxisSize = ss;
iphoneHighlightPicWhenTouched( moveAxisX, moveAxisY, moveAxisSize, moveAxisSize, "iphone/diractional_02.tga" );
fireButtonX = 480 - BUTTON_SIZE;
fireButtonY = 320 - BUTTON_SIZE;
fireButtonSize = BUTTON_SIZE;
break;
case 1:
moveAxisX = 480 - ss;
moveAxisY = 320 - ss;
moveAxisSize = ss;
iphoneHighlightPicWhenTouched( moveAxisX, moveAxisY, moveAxisSize, moveAxisSize, "iphone/diractional_02.tga" );
fireButtonX = 0;
fireButtonY = 320 - BUTTON_SIZE;
fireButtonSize = BUTTON_SIZE;
break;
case 2:
moveAxisX = 0;
moveAxisY = 320 - ss;
moveAxisSize = ss;
iphoneHighlightPicWhenTouched( moveAxisX, moveAxisY, moveAxisSize, moveAxisSize, "iphone/diractional_01.tga" );
turnAxisX = 480 - ss;
turnAxisY = 320 - ss;
turnAxisSize = ss;
iphoneHighlightPicWhenTouched( turnAxisX, turnAxisY, turnAxisSize, turnAxisSize, "iphone/diractional_03.tga" );
fireButtonX = 480-BUTTON_SIZE;
fireButtonY = 0;
fireButtonSize = BUTTON_SIZE;
break;
case 3:
moveAxisX = 480 - ss;
moveAxisY = 320 - ss;
moveAxisSize = ss;
iphoneHighlightPicWhenTouched( moveAxisX, moveAxisY, moveAxisSize, moveAxisSize, "iphone/diractional_01.tga" );
turnAxisX = 0;
turnAxisY = 320 - ss;
turnAxisSize = ss;
iphoneHighlightPicWhenTouched( turnAxisX, turnAxisY, turnAxisSize, turnAxisSize, "iphone/diractional_03.tga" );
fireButtonX = 480-BUTTON_SIZE;
fireButtonY = 0;
fireButtonSize = BUTTON_SIZE;
break;
}
iphoneHighlightPicWhenTouched( fireButtonX, fireButtonY, fireButtonSize, fireButtonSize, "iphone/shoot.tga" );
}
/*
==================
iphoneDrawWeapon
==================
*/
void iphoneDrawWeapon( void ) {
char name[ 32 ];
texture_t *tex;
static int w = 200;
static int h = 200;
int x = (viddef.width - w ) >> 1;
int y = viddef.height - 80 - h;
int frame;
if ( gunFrame->value ) {
// screenshots look better with the muzzle flash
frame = Player.weapon * 5 + gunFrame->value + SPR_KNIFEREADY;
} else {
frame = Player.weapon * 5 + Player.weaponframe + SPR_KNIFEREADY;
}
my_snprintf( name, sizeof( name ), "%s/%d.tga", spritelocation, frame);
tex = TM_FindTexture( name, TT_Pic );
R_Bind( tex->texnum );
pfglBegin( GL_QUADS );
pfglTexCoord2f( 0.01f, 0.01f ); pfglVertex2i( x, y );
pfglTexCoord2f( 0.99f, 0.01f ); pfglVertex2i( x + w, y );
pfglTexCoord2f( 0.99f, 0.99f ); pfglVertex2i( x + w, y + h );
pfglTexCoord2f( 0.01f, 0.99f ); pfglVertex2i( x, y + h );
pfglEnd();
}
/*
==================
iphoneDrawNumber
==================
*/
void iphoneDrawNumber( int x, int y, int number, int charWidth, int charHeight ) {
texture_t *tex;
int i;
char string[ 20 ];
W32 length;
float charStep = charWidth * 0.8; // trim off extra width
if ( number < 0 ) {
number = 0;
}
my_snprintf( string, sizeof( string ), "%d", number );
length = strlen( string );
x -= length * charStep / 2;
for( i = 0 ; i < length ; i++ ) {
int digit = string[i] - '0';
tex = numberPics[digit];
R_Bind( tex->texnum );
pfglBegin( GL_QUADS );
pfglTexCoord2f( 0, 0 ); pfglVertex2i( x, y );
pfglTexCoord2f( 1, 0 ); pfglVertex2i( x+charWidth, y );
pfglTexCoord2f( 1, 1 ); pfglVertex2i( x+charWidth, y+charHeight );
pfglTexCoord2f( 0, 1 ); pfglVertex2i( x, y+charHeight );
pfglEnd();
x += charStep;
}
}
/*
==================
iphoneDrawHUD
==================
*/
void iphoneDrawHUD( void ) {
int y;
if( Player.items & ITEM_KEY_1 ) {
R_Draw_Pic( 0, 100, "iphone/GOLDKEYPIC.tga" );
}
if( Player.items & ITEM_KEY_2 ) {
R_Draw_Pic( 0, 130, "iphone/SILVERKEYPIC.tga" );
}
iphoneDrawNumber( 240, 304, Player.health, 16, 16 );
if ( fireButtonY < 160 ) {
y = fireButtonY + fireButtonSize + 8;
} else {
y = fireButtonY - 8 - 48;
}
iphoneDrawNumber( fireButtonX + fireButtonSize/2, y, Player.ammo[AMMO_BULLETS], 48, 48 );
}
/*
==================
iphoneDrawFace
==================
*/
void iphoneDrawFace( void ) {
int i;
int w = 64;
int h = 80;
int x = (viddef.width - w ) >> 1;
int y = viddef.height - h;
const char *pic;
static const char *mugshotnames[ 24 ] =
{
"iphone/newhead/FACE1APIC.tga",
"iphone/newhead/FACE1BPIC.tga",
"iphone/newhead/FACE1CPIC.tga",
"iphone/newhead/FACE2APIC.tga",
"iphone/newhead/FACE2BPIC.tga",
"iphone/newhead/FACE2CPIC.tga",
"iphone/newhead/FACE3APIC.tga",
"iphone/newhead/FACE3BPIC.tga",
"iphone/newhead/FACE3CPIC.tga",
"iphone/newhead/FACE4APIC.tga",
"iphone/newhead/FACE4BPIC.tga",
"iphone/newhead/FACE4CPIC.tga",
"iphone/newhead/FACE5APIC.tga",
"iphone/newhead/FACE5BPIC.tga",
"iphone/newhead/FACE5CPIC.tga",
"iphone/newhead/FACE6APIC.tga",
"iphone/newhead/FACE6BPIC.tga",
"iphone/newhead/FACE6CPIC.tga",
"iphone/newhead/FACE7APIC.tga",
"iphone/newhead/FACE7BPIC.tga",
"iphone/newhead/FACE7CPIC.tga",
"iphone/newhead/FACE8APIC.tga"
};
static const char *godmugshotnames[] =
{
"iphone/newhead/GODMODEFACE0PIC.tga",
"iphone/newhead/GODMODEFACE1PIC.tga",
"iphone/newhead/GODMODEFACE2PIC.tga"
};
iphoneDrawPic( 240 - 64, 320 - 80, 128, 80, "iphone/status_hud.tga" );
Player.facecount += tics;
if ( Player.face_gotgun && Player.facecount > 0 ) {
// gotgun will set facecount to a negative number initially, go back
// to normal face with random look after expired.
Player.face_gotgun = false;
}
if( Player.facecount > US_RndT() )
{
Player.face_gotgun = Player.face_ouch = false;
Player.faceframe = US_RndT() >> 6;
if( Player.faceframe == 3 )
{
Player.faceframe = 0;
}
Player.facecount = 0;
}
if( Player.health )
{
if( g_version->value == SPEAROFDESTINY && Player.flags & FL_GODMODE )
{
pic = godmugshotnames[ Player.faceframe ];
}
else if( Player.face_gotgun )
{
pic = "iphone/newhead/GOTGATLINGPIC.tga";
}
else
{
int h = Player.health;
if ( h > 100 ) {
h = 100;
}
if ( h < 0 ) {
h = 0;
}
pic = mugshotnames[ 3*((100-h)/16)+Player.faceframe ];
}
}
else
{
#if 0 // forgot to convert the mutant face pic...
if( Player.LastAttacker && Player.LastAttacker->type == en_needle )
{
pic = "iphone/MUTANTBJPIC.tga";
}
else
#endif
{
pic = "iphone/newhead/FACE8APIC.tga";
}
}
R_Draw_StretchPic( x, y, w, h, pic );
// blend the right / left damage indicators on the side
for ( i = 0 ; i < 2 ; i++ ) {
float f;
if ( attackDirTime[i] == 0 ) {
continue;
}
f = iphoneFrameNum - attackDirTime[i];
if ( f > 30 ) {
attackDirTime[i] = 0;
continue;
}
if ( f < 20 ) {
f = 1.0;
} else {
f = ( 30 - f ) * 0.1;
}
pfglColor4f( 1, 1, 1, f );
if ( i == 0 ) {
iphoneDrawPic( 240 - 64, 320 - 80, 40, 80, "iphone/L_damage.tga" );
} else {
iphoneDrawPic( 240 + 64 - 40, 320 - 80, 40, 80, "iphone/R_damage.tga" );
}
pfglColor4f( 1, 1, 1, 1 );
}
}
/*
==================
iphoneSetNotifyText
Notify text is a single centered line for "got a key", "found a secret", etc
==================
*/
char notifyText[128];
int notifyFrameNum;
void iphoneSetNotifyText( const char *str, ... ) {
va_list argptr;
va_start( argptr, str );
(void)vsnprintf( notifyText, sizeof( notifyText )-1, str, argptr );
va_end( argptr );
notifyFrameNum = iphoneFrameNum;
}
void iphoneDrawNotifyText() {
if ( notifyFrameNum == 0 ) {
return;
}
// display for three seconds, then fade over 0.3
float f = iphoneFrameNum - notifyFrameNum - 80;
if ( f < 0 ) {
f = 1.0;
} else {
f = 1.0 - f * 0.1f;
if ( f < 0 ) {
notifyFrameNum = 0;
return;
}
}
pfglColor4f( 1, 1, 1, f );
iphoneCenterText( 240, 20, notifyText );
pfglColor4f( 1, 1, 1, 1 );
}
void iphoneStartBonusFlash() {
bonusFrameNum = iphoneFrameNum;
}
void iphoneStartDamageFlash( int damage ) {
damageflash += damage;
if ( damageflash > 64 ) {
damageflash = 64;
}
if ( damageflash < 10 ) {
damageflash = 10;
}
}
/*
==================
iphoneSetAttackDirection
+1 = attacked from the left
-1 = attacked from the right
==================
*/
void iphoneSetAttackDirection( int dir ) {
if ( dir > 0 ) {
attackDirTime[0] = iphoneFrameNum;
}
if ( dir < 0 ) {
attackDirTime[1] = iphoneFrameNum;
}
}
/*
==================
iphoneFrame
==================
*/
void iphoneFrame() {
unsigned char blendColor[4];
int msec = 14; // fixed time
iphoneFrameNum++;
// check for delayed intermission trigger after boss kill
if ( intermissionTriggerFrame > 0 && iphoneFrameNum >= intermissionTriggerFrame ) {
iphoneStartIntermission( 0 );
}
// toggle / scroll down the console
Client_Screen_RunConsole();
// fixed frame timing, assume we go 30hz
tics = 2; // wolf's global rate counter
Sound_Update( vnull, vnull, vnull, vnull );
if ( consoleActive ) {
iphoneSet2D();
Client_Screen_DrawConsole();
iphoneSavePrevTouches();
GLimp_EndFrame();
return;
}
if ( menuState != IPM_GAME ) {
iphoneSet2D();
iphoneDrawMenus();
iphoneSavePrevTouches();
GLimp_EndFrame();
return;
}
//------------------
// normal gameplay
//------------------
if( Player.playstate != ex_dead )
{
CreateIphoneUserCmd();
Player.position.angle = NormalizeAngle( Player.position.angle );
PL_Process( &Player, r_world ); // Player processing
if ( !slowAI->value || --slowAIFrame < 0 ) {
// slowAIframe is for slow-motion screenshot capture
slowAIFrame += slowAI->value;
ProcessGuards();
}
PushWall_Process();
Door_ProcessDoors_e( &r_world->Doors, tics, msec );
levelstate.time += tics;
}
// fill the floor and ceiling
R_Draw_Fill( 0, 0, viddef.width, viddef.height >> 1, r_world->ceilingColour );
R_Draw_Fill( 0, viddef.height >> 1, viddef.width, viddef.height, r_world->floorColour );
// draw 3D world
R_SetGL3D( Player.position );
R_RayCast( Player.position, r_world );
R_DrawSprites();
// draw 2D overlays
iphoneSet2D();
// do a full screen blend for damage, death, and bonus pickup
if( Player.playstate == ex_dead ) {
static int deathFadeIntensity;
blendColor[0] = 255;
blendColor[1] = 0;
blendColor[2] = 0;
blendColor[3] = deathFadeIntensity;
deathFadeIntensity += 2;
if( deathFadeIntensity >= 240 ) {
deathFadeIntensity = 0;
PL_NewGame( &Player );
iphoneStartMap( currentMap.episode, currentMap.map, currentMap.skill );
}
} else {
iphoneDrawWeapon();
if( damageflash ) {
blendColor[0] = 255;
blendColor[1] = 0;
blendColor[2] = 0;
blendColor[3] = damageflash >= 64 ? 255 : damageflash * 4;
if( (damageflash -= 1) < 0 ) {
damageflash = 0;
}
} else if ( bonusFrameNum ) {
float f = ( iphoneFrameNum - bonusFrameNum ) * 0.1;
if ( f > 1.0 ) {
bonusFrameNum = 0;
} else {
blendColor[0] = 255;
blendColor[1] = 255;
blendColor[2] = 128;
blendColor[3] = ( 1.0 - f ) * 64;
}
}
}
if ( blendColor[3] != 0 && blends->value != 0 ) {
R_DrawBox( 0, 0, viddef.width, viddef.height, *(int *)blendColor );
}
iphoneDrawNotifyText();
iphoneDrawFace();
iphoneDrawControls();
iphoneDrawHUD();
// draw menu and map buttons
if ( controlScheme->value < 2 ) {
if ( iphoneActivatePicWhenTouched( 480-50, 0, 50, 50, "iphone/menu.tga" ) ) {
menuState = IPM_MAIN;
}
if ( iphoneActivatePicWhenTouched( 0, 0, 50, 50, "iphone/map.tga" ) ) {
iphoneOpenAutomap();
}
} else {
if ( iphoneActivatePicWhenTouched( 0, 50, 50, 50, "iphone/menu.tga" ) ) {
menuState = IPM_MAIN;
}
if ( iphoneActivatePicWhenTouched( 0, 0, 50, 50, "iphone/map.tga" ) ) {
iphoneOpenAutomap();
}
}
Client_Screen_DrawConsole();
ShowTilt();
iphoneSavePrevTouches();
// do the swapbuffers
GLimp_EndFrame();
}