shithub: wl3d

ref: 7ab940ff1683c49a3dfb54aa0b3f8683052c8ea4
dir: /play.c/

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// WL_PLAY.C

#include "WL_DEF.H"
#pragma hdrstop


/*
=============================================================================

						 LOCAL CONSTANTS

=============================================================================
*/

#define sc_Question	0x35

/*
=============================================================================

						 GLOBAL VARIABLES

=============================================================================
*/

int		madenoise;					// true when shooting or screaming

exit_t		playstate;

s16int			DebugOk;

objtype 	objlist[MAXACTORS],*new,*obj,*player,*lastobj,
			*objfreelist,*killerobj;

u16int	farmapylookup[MAPSIZE];
u8int		*nearmapylookup[MAPSIZE];

int		singlestep,godmode,noclip;
s16int			extravbls;

u8int		tilemap[MAPSIZE][MAPSIZE];	// wall values only
u8int		spotvis[MAPSIZE][MAPSIZE];
objtype		*actorat[MAPSIZE][MAPSIZE];

//
// replacing refresh manager
//
u16int	mapwidth,mapheight,tics;
int		compatability;
u8int		*updateptr;
u16int	mapwidthtable[64];
u16int	uwidthtable[UPDATEHIGH];
u16int	blockstarts[UPDATEWIDE*UPDATEHIGH];
u8int		update[UPDATESIZE];

//
// control info
//
int		mouseenabled,joystickenabled,joypadenabled,joystickprogressive;
s16int			joystickport;
s16int			dirscan[4] = {sc_UpArrow,sc_RightArrow,sc_DownArrow,sc_LeftArrow};
s16int			buttonscan[NUMBUTTONS] =
			{sc_Control,sc_Alt,sc_RShift,sc_Space,sc_1,sc_2,sc_3,sc_4};
s16int			buttonmouse[4]={bt_attack,bt_strafe,bt_use,bt_nobutton};
s16int			buttonjoy[4]={bt_attack,bt_strafe,bt_use,bt_run};

s16int			viewsize;

int		buttonheld[NUMBUTTONS];

int		demorecord,demoplayback;
char		far *demoptr, far *lastdemoptr;
uchar *demobuffer;

//
// curent user input
//
s16int			controlx,controly;		// range from -100 to 100 per tic
int		buttonstate[NUMBUTTONS];



//===========================================================================


void	CenterWindow(u16int w,u16int h);
void 	InitObjList (void);
void 	RemoveObj (objtype *gone);
void 	PollControls (void);
void 	StopMusic(void);
void 	StartMusic(void);
void	PlayLoop (void);

/*
=============================================================================

						 LOCAL VARIABLES

=============================================================================
*/


objtype dummyobj;

//
// LIST OF SONGS FOR EACH VERSION
//
s16int songs[]=
{
#ifndef SPEAR
 //
 // Episode One
 //
 3,
 11,
 9,
 12,
 3,
 11,
 9,
 12,

 2,	// Boss level
 0,	// Secret level

 //
 // Episode Two
 //
 8,
 18,
 17,
 4,
 8,
 18,
 4,
 17,

 2,	// Boss level
 1,	// Secret level

 //
 // Episode Three
 //
 6,
 20,
 22,
 21,
 6,
 20,
 22,
 21,

 19,	// Boss level
 26,	// Secret level

 //
 // Episode Four
 //
 3,
 11,
 9,
 12,
 3,
 11,
 9,
 12,

 2,	// Boss level
 0,	// Secret level

 //
 // Episode Five
 //
 8,
 18,
 17,
 4,
 8,
 18,
 4,
 17,

 2,	// Boss level
 1,	// Secret level

 //
 // Episode Six
 //
 6,
 20,
 22,
 21,
 6,
 20,
 22,
 21,

 19,	// Boss level
 15		// Secret level
#else

 //////////////////////////////////////////////////////////////
 //
 // SPEAR OF DESTINY TRACKS
 //
 //////////////////////////////////////////////////////////////
 4,
 0,
 2,
 22,		// DON'T KNOW
 15,	// Trans Gr�sse

 1,
 HITLWLTZ_MUS,
 9,
 10,
 15,	// Barnacle Wilhelm BOSS

 8,
 3,
 12,
 11,
 13,
 15,	// Super Mutant BOSS

 21,
 15,	// Death Knight BOSS

 18,	// Secret level
 0,	// Secret level (DON'T KNOW)

 17		// Angel of Death BOSS

#endif
};


/*
=============================================================================

						  USER CONTROL

=============================================================================
*/


#define BASEMOVE		35
#define RUNMOVE			70
#define BASETURN		35
#define RUNTURN			70

#define JOYSCALE		2

/*
===================
=
= PollKeyboardButtons
=
===================
*/

void PollKeyboardButtons (void)
{
	s16int		i;

	for (i=0;i<NUMBUTTONS;i++)
		if (Keyboard[buttonscan[i]])
			buttonstate[i] = true;
}


/*
===================
=
= PollMouseButtons
=
===================
*/

void PollMouseButtons (void)
{
	s16int	buttons;

	buttons = IN_MouseButtons ();

	if (buttons&1)
		buttonstate[buttonmouse[0]] = true;
	if (buttons&2)
		buttonstate[buttonmouse[1]] = true;
	if (buttons&4)
		buttonstate[buttonmouse[2]] = true;
}

/*
===================
=
= PollKeyboardMove
=
===================
*/

void PollKeyboardMove (void)
{
	if (buttonstate[bt_run])
	{
		if (Keyboard[dirscan[di_north]])
			controly -= RUNMOVE*tics;
		if (Keyboard[dirscan[di_south]])
			controly += RUNMOVE*tics;
		if (Keyboard[dirscan[di_west]])
			controlx -= RUNMOVE*tics;
		if (Keyboard[dirscan[di_east]])
			controlx += RUNMOVE*tics;
	}
	else
	{
		if (Keyboard[dirscan[di_north]])
			controly -= BASEMOVE*tics;
		if (Keyboard[dirscan[di_south]])
			controly += BASEMOVE*tics;
		if (Keyboard[dirscan[di_west]])
			controlx -= BASEMOVE*tics;
		if (Keyboard[dirscan[di_east]])
			controlx += BASEMOVE*tics;
	}
}


/*
===================
=
= PollMouseMove
=
===================
*/

void PollMouseMove (void)
{
	s16int	mousexmove,mouseymove;

	Mouse(MDelta);
	mousexmove = _CX;
	mouseymove = _DX;

	controlx += mousexmove*10/(13-mouseadjustment);
	controly += mouseymove*20/(13-mouseadjustment);
}

/*
===================
=
= PollControls
=
= Gets user or demo input, call once each frame
=
= controlx		set between -100 and 100 per tic
= controly
= buttonheld[]	the state of the buttons LAST frame
= buttonstate[]	the state of the buttons THIS frame
=
===================
*/

void PollControls (void)
{
	s16int		max,min,i;
	u8int	buttonbits;

//
// get timing info for last frame
//
	if (demoplayback)
	{
		while (TimeCount<lasttimecount+DEMOTICS)
		;
		TimeCount = lasttimecount + DEMOTICS;
		lasttimecount += DEMOTICS;
		tics = DEMOTICS;
	}
	else if (demorecord)			// demo recording and playback needs
	{								// to be constant
//
// take DEMOTICS or more tics, and modify Timecount to reflect time taken
//
		while (TimeCount<lasttimecount+DEMOTICS)
		;
		TimeCount = lasttimecount + DEMOTICS;
		lasttimecount += DEMOTICS;
		tics = DEMOTICS;
	}
	else
		CalcTics ();

	controlx = 0;
	controly = 0;
	memcpy (buttonheld,buttonstate,sizeof(buttonstate));
	memset (buttonstate,0,sizeof(buttonstate));

	if (demoplayback)
	{
	//
	// read commands from demo buffer
	//
		buttonbits = *demoptr++;
		for (i=0;i<NUMBUTTONS;i++)
		{
			buttonstate[i] = buttonbits&1;
			buttonbits >>= 1;
		}

		controlx = *demoptr++;
		controly = *demoptr++;

		if (demoptr == lastdemoptr)
			playstate = ex_completed;		// demo is done

		controlx *= (s16int)tics;
		controly *= (s16int)tics;

		return;
	}


//
// get button states
//
	PollKeyboardButtons ();

	if (mouseenabled)
		PollMouseButtons ();

//
// get movements
//
	PollKeyboardMove ();

	if (mouseenabled)
		PollMouseMove ();

//
// 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 /= (s16int)tics;
		controly /= (s16int)tics;

		buttonbits = 0;

		for (i=NUMBUTTONS-1;i>=0;i--)
		{
			buttonbits <<= 1;
			if (buttonstate[i])
				buttonbits |= 1;
		}

		*demoptr++ = buttonbits;
		*demoptr++ = controlx;
		*demoptr++ = controly;

		if (demoptr >= lastdemoptr)
			Quit ("Demo buffer overflowed!");

		controlx *= (s16int)tics;
		controly *= (s16int)tics;
	}
}



//==========================================================================



///////////////////////////////////////////////////////////////////////////
//
//	CenterWindow() - Generates a window of a given width & height in the
//		middle of the screen
//
///////////////////////////////////////////////////////////////////////////

#define MAXX	320
#define MAXY	160

void	CenterWindow(u16int w,u16int h)
{
	FixOfs ();
	US_DrawWindow(((MAXX / 8) - w) / 2,((MAXY / 8) - h) / 2,w,h);
}

//===========================================================================


/*
=====================
=
= CheckKeys
=
=====================
*/

void CheckKeys (void)
{
	s16int		i;
	u8int	scan;
	u16int	temp;


	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 (Snobonus);
		}
		else
		{
			Message ("God mode ON");
			SD_PlaySound (Sendb2);
		}

		IN_Ack();
		godmode ^= 1;
		DrawAllPlayBorderSides ();
		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 ();
		ClearSplitVWB ();
		VW_ScreenToScreen (displayofs,bufferofs,80,160);

		Message("You now have 100% Health,\n"
			"99 Ammo and both Keys!\n\n"
			"Note that you have basically\n"
			"eliminated your chances of\n"
			"getting a high score!");
		PM_CheckMainMem ();
		IN_ClearKeysDown();
		IN_Ack();

		DrawAllPlayBorder ();
	}

	//
	// OPEN UP DEBUG KEYS
	//
	if (Keyboard[sc_BackSpace] &&
		Keyboard[sc_LShift] &&
		Keyboard[sc_Alt] &&
		debug)
	{
	 ClearMemory ();
	 ClearSplitVWB ();
	 VW_ScreenToScreen (displayofs,bufferofs,80,160);

	 Message("Debugging keys are\nnow available!");
	 PM_CheckMainMem ();
	 IN_ClearKeysDown();
	 IN_Ack();

	 DrawAllPlayBorderSides ();
	 DebugOk=1;
	}

	//
	// TRYING THE KEEN CHEAT CODE!
	//
	if (Keyboard[sc_B] &&
		Keyboard[sc_A] &&
		Keyboard[sc_T])
	{
	 ClearMemory ();
	 ClearSplitVWB ();
	 VW_ScreenToScreen (displayofs,bufferofs,80,160);

	 Message("Commander Keen is also\n"
			 "available from Apogee, but\n"
			 "then, you already know\n"
			 "that - right, Cheatmeister?!");

	 PM_CheckMainMem ();
	 IN_ClearKeysDown();
	 IN_Ack();

	 DrawAllPlayBorder ();
	}

//
// pause key weirdness can't be checked as a scan code
//
	if (Paused)
	{
		bufferofs = displayofs;
		LatchDrawPic (20-4,80-2*8,Ppause);
		SD_MusicOff();
		IN_Ack();
		IN_ClearKeysDown ();
		SD_MusicOn();
		Paused = false;
		if (MousePresent)
			Mouse(MDelta);	// Clear accumulated mouse movement
		return;
	}


//
// F1-F7/ESC to enter control panel
//
	if (
		scan == sc_F10 ||
		scan == sc_F9 ||
		scan == sc_F7 ||
		scan == sc_F8)			// pop up quit dialog
	{
		ClearMemory ();
		ClearSplitVWB ();
		VW_ScreenToScreen (displayofs,bufferofs,80,160);
		US_ControlPanel(scan);

		 DrawAllPlayBorderSides ();

		if (scan == sc_F9)
		  StartMusic ();

		PM_CheckMainMem ();
		SETFONTCOLOR(0,15);
		IN_ClearKeysDown();
		return;
	}

	if ( (scan >= sc_F1 && scan <= sc_F9) || scan == sc_Escape)
	{
		StopMusic ();
		ClearMemory ();
		VW_FadeOut ();

		US_ControlPanel(scan);

		SETFONTCOLOR(0,15);
		IN_ClearKeysDown();
		DrawPlayScreen ();
		if (!startgame && !loadedgame)
		{
			VW_FadeIn ();
			StartMusic ();
		}
		if (loadedgame)
			playstate = ex_abort;
		lasttimecount = TimeCount;
		if (MousePresent)
			Mouse(MDelta);	// Clear accumulated mouse movement
		PM_CheckMainMem ();
		return;
	}

//
// TAB-? debug keys
//
	if (Keyboard[sc_Tab] && DebugOk)
	{
		CA_CacheGrChunk (STARTFONT);
		fontnumber=0;
		SETFONTCOLOR(0,15);
		DebugKeys();
		if (MousePresent)
			Mouse(MDelta);	// Clear accumulated mouse movement
		lasttimecount = TimeCount;
		return;
	}

}


//===========================================================================

/*
#############################################################################

				  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.
=
=========================
*/

s16int	objcount;

void InitActorList (void)
{
	s16int	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 = new;

}

//===========================================================================

/*
=========================
=
= 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!");

	new = objfreelist;
	objfreelist = new->prev;
	memset (new,0,sizeof(*new));

	if (lastobj)
		lastobj->next = new;
	new->prev = lastobj;	// new->next is allready NULL from memset

	new->active = false;
	lastobj = new;

	objcount++;
}

//===========================================================================

/*
=========================
=
= RemoveObj
=
= Add the given object back into the free list, and unlink it from it's
= neighbors
=
=========================
*/

void RemoveObj (objtype *gone)
{
	objtype **spotat;

	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
=
=================
*/

void StopMusic(void)
{
	s16int	i;

	SD_MusicOff();
	for (i = 0;i < LASTMUSIC;i++)
		if (audiosegs[STARTMUSIC + i])
		{
			MM_SetPurge(&((uchar *)audiosegs[STARTMUSIC + i]),3);
			MM_SetLock(&((uchar *)audiosegs[STARTMUSIC + i]),false);
		}
}

//==========================================================================


/*
=================
=
= StartMusic
=
=================
*/

void StartMusic(void)
{
	musicnames	chunk;

	SD_MusicOff();
	chunk = songs[gamestate.mapon+gamestate.episode*10];

//	if ((chunk == -1) || (MusicMode != smm_AdLib))
//DEBUG control panel		return;

	MM_BombOnError (false);
	CA_CacheAudioChunk(STARTMUSIC + chunk);
	MM_BombOnError (true);
	if (mmerror)
		mmerror = false;
	else
	{
		MM_SetLock(&((uchar *)audiosegs[STARTMUSIC + chunk]),true);
		SD_StartMusic((MusicGroup far *)audiosegs[STARTMUSIC + chunk]);
	}
}


/*
=============================================================================

					PALETTE SHIFTING STUFF

=============================================================================
*/

#define NUMREDSHIFTS	6
#define REDSTEPS		8

#define NUMWHITESHIFTS	3
#define WHITESTEPS		20
#define WHITETICS		6


u8int	far redshifts[NUMREDSHIFTS][768];
u8int	far whiteshifts[NUMREDSHIFTS][768];

s16int		damagecount,bonuscount;
int	palshifted;

extern 	u8int	far	gamepal;

/*
=====================
=
= InitRedShifts
=
=====================
*/

void InitRedShifts (void)
{
	u8int	far *workptr, far *baseptr;
	s16int		i,j,delta;


//
// fade through intermediate frames
//
	for (i=1;i<=NUMREDSHIFTS;i++)
	{
		workptr = (u8int far *)&redshifts[i-1][0];
		baseptr = &gamepal;

		for (j=0;j<=255;j++)
		{
			delta = 64-*baseptr;
			*workptr++ = *baseptr++ + delta * i / REDSTEPS;
			delta = -*baseptr;
			*workptr++ = *baseptr++ + delta * i / REDSTEPS;
			delta = -*baseptr;
			*workptr++ = *baseptr++ + delta * i / REDSTEPS;
		}
	}

	for (i=1;i<=NUMWHITESHIFTS;i++)
	{
		workptr = (u8int far *)&whiteshifts[i-1][0];
		baseptr = &gamepal;

		for (j=0;j<=255;j++)
		{
			delta = 64-*baseptr;
			*workptr++ = *baseptr++ + delta * i / WHITESTEPS;
			delta = 62-*baseptr;
			*workptr++ = *baseptr++ + delta * i / WHITESTEPS;
			delta = 0-*baseptr;
			*workptr++ = *baseptr++ + delta * i / WHITESTEPS;
		}
	}
}


/*
=====================
=
= ClearPaletteShifts
=
=====================
*/

void ClearPaletteShifts (void)
{
	bonuscount = damagecount = 0;
}


/*
=====================
=
= StartBonusFlash
=
=====================
*/

void StartBonusFlash (void)
{
	bonuscount = NUMWHITESHIFTS*WHITETICS;		// white shift palette
}


/*
=====================
=
= StartDamageFlash
=
=====================
*/

void StartDamageFlash (s16int damage)
{
	damagecount += damage;
}


/*
=====================
=
= UpdatePaletteShifts
=
=====================
*/

void UpdatePaletteShifts (void)
{
	s16int	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)
	{
		VW_WaitVBL(1);
		VL_SetPalette (redshifts[red-1]);
		palshifted = true;
	}
	else if (white)
	{
		VW_WaitVBL(1);
		VL_SetPalette (whiteshifts[white-1]);
		palshifted = true;
	}
	else if (palshifted)
	{
		VW_WaitVBL(1);
		VL_SetPalette (&gamepal);		// back to normal
		palshifted = false;
	}
}


/*
=====================
=
= FinishPaletteShifts
=
= Resets palette to normal if needed
=
=====================
*/

void FinishPaletteShifts (void)
{
	if (palshifted)
	{
		palshifted = 0;
		VW_WaitVBL(1);
		VL_SetPalette (&gamepal);
	}
}


/*
=============================================================================

						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 =	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-=tics;
	while ( ob->ticcount <= 0)
	{
		think = 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 =	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
=
===================
*/
s32int funnyticount;


void PlayLoop (void)
{
	s16int		give;
	s16int	helmetangle;

	playstate = TimeCount = lasttimecount = 0;
	frameon = 0;
	running = false;
	anglefrac = 0;
	facecount = 0;
	funnyticount = 0;
	memset (buttonstate,0,sizeof(buttonstate));
	ClearPaletteShifts ();

	if (MousePresent)
		Mouse(MDelta);	// 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;
			StatusDrawPic (17,4,Pwait+(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;
			}
		}
	}while (!playstate && !startgame);

	if (playstate != ex_died)
		FinishPaletteShifts ();
}