/* * Portions of this file are copyright Rebirth contributors and licensed as * described in COPYING.txt. * Portions of this file are copyright Parallax Software and licensed * according to the Parallax license below. * See COPYING.txt for license details. THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX SOFTWARE CORPORATION ("PARALLAX"). PARALLAX, IN DISTRIBUTING THE CODE TO END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS IN USING, DISPLAYING, AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE FREE PURPOSES. IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES. THE END-USER UNDERSTANDS AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE. COPYRIGHT 1993-1999 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED. */ /* * * Game loop for Inferno * */ #include #include #include #include #include #ifdef OGL #include "ogl_init.h" #endif #include "pstypes.h" #include "console.h" #include "gr.h" #include "inferno.h" #include "game.h" #include "key.h" #include "config.h" #include "object.h" #include "physics.h" #include "dxxerror.h" #include "joy.h" #include "iff.h" #include "pcx.h" #include "timer.h" #include "render.h" #include "laser.h" #include "screens.h" #include "textures.h" #include "slew.h" #include "gauges.h" #include "texmap.h" #include "3d.h" #include "effects.h" #include "menu.h" #include "gameseg.h" #include "wall.h" #include "ai.h" #include "fuelcen.h" #include "digi.h" #include "u_mem.h" #include "palette.h" #include "morph.h" #include "lighting.h" #include "newdemo.h" #include "collide.h" #include "weapon.h" #include "sounds.h" #include "args.h" #include "gameseq.h" #include "automap.h" #include "text.h" #include "powerup.h" #include "fireball.h" #include "newmenu.h" #include "gamefont.h" #include "endlevel.h" #include "kconfig.h" #include "mouse.h" #include "switch.h" #include "controls.h" #include "songs.h" #include "rbaudio.h" #include "multi.h" #include "cntrlcen.h" #include "pcx.h" #include "state.h" #include "piggy.h" #include "multibot.h" #include "fvi.h" #include "ai.h" #include "robot.h" #include "playsave.h" #include "maths.h" #include "hudmsg.h" #if defined(DXX_BUILD_DESCENT_II) #include "gamepal.h" #include "movie.h" #endif #include "event.h" #include "window.h" #ifdef EDITOR #include "editor/editor.h" #include "editor/esegment.h" #endif #include "compiler-range_for.h" #include "highest_valid.h" #include "partial_range.h" #include "segiter.h" #ifndef NDEBUG int Mark_count = 0; // number of debugging marks set #endif static fix64 last_timer_value=0; fix ThisLevelTime=0; grs_canvas Screen_3d_window; // The rectangle for rendering the mine to int force_cockpit_redraw=0; int PaletteRedAdd, PaletteGreenAdd, PaletteBlueAdd; #ifdef EDITOR //flag for whether initial fade-in has been done char faded_in; #endif int Game_suspended=0; //if non-zero, nothing moves but player fix64 Auto_fire_fusion_cannon_time = 0; fix Fusion_charge = 0; int Game_mode = GM_GAME_OVER; int Global_laser_firing_count = 0; int Global_missile_firing_count = 0; fix64 Next_flare_fire_time = 0; // Function prototypes for GAME.C exclusively. static void GameProcessFrame(void); static void FireLaser(void); static void powerup_grab_cheat_all(void); #if defined(DXX_BUILD_DESCENT_II) static void slide_textures(void); static void flicker_lights(); #endif // Cheats game_cheats cheats; // ============================================================================================== //this is called once per game void init_game() { init_objects(); init_special_effects(); init_exploding_walls(); Clear_window = 2; // do portal only window clear. } void reset_palette_add() { PaletteRedAdd = 0; PaletteGreenAdd = 0; PaletteBlueAdd = 0; } u_int32_t Game_screen_mode = SM(640,480); //initialize the various canvases on the game screen //called every time the screen mode or cockpit changes void init_cockpit() { //Initialize the on-screen canvases if (Screen_mode != SCREEN_GAME) return; if ( Screen_mode == SCREEN_EDITOR ) PlayerCfg.CockpitMode[1] = CM_FULL_SCREEN; #ifndef OGL #if defined(DXX_BUILD_DESCENT_II) int HiresGFXAvailable = !GameArg.GfxSkipHiresGFX; #endif if ( Game_screen_mode != (HiresGFXAvailable? SM(640,480) : SM(320,200)) && PlayerCfg.CockpitMode[1] != CM_LETTERBOX) { PlayerCfg.CockpitMode[1] = CM_FULL_SCREEN; } #endif gr_set_current_canvas(NULL); switch( PlayerCfg.CockpitMode[1] ) { case CM_FULL_COCKPIT: game_init_render_sub_buffers(0, 0, SWIDTH, (SHEIGHT*2)/3); break; case CM_REAR_VIEW: { unsigned x1 = 0, y1 = 0, x2 = SWIDTH, y2 = (SHEIGHT*2)/3; int mode = PlayerCfg.CockpitMode[1]; #if defined(DXX_BUILD_DESCENT_II) mode += (HIRESMODE?(Num_cockpits/2):0); #endif PIGGY_PAGE_IN(cockpit_bitmap[mode]); auto &bm = GameBitmaps[cockpit_bitmap[mode].index]; gr_bitblt_find_transparent_area(bm, x1, y1, x2, y2); game_init_render_sub_buffers(x1*((float)SWIDTH/bm.bm_w), y1*((float)SHEIGHT/bm.bm_h), (x2-x1+1)*((float)SWIDTH/bm.bm_w), (y2-y1+2)*((float)SHEIGHT/bm.bm_h)); break; } case CM_FULL_SCREEN: game_init_render_sub_buffers(0, 0, SWIDTH, SHEIGHT); break; case CM_STATUS_BAR: game_init_render_sub_buffers( 0, 0, SWIDTH, (HIRESMODE?(SHEIGHT*2)/2.6:(SHEIGHT*2)/2.72) ); break; case CM_LETTERBOX: { int x,y,w,h; x = 0; w = SM_W(Game_screen_mode); h = (SM_H(Game_screen_mode) * 3) / 4; // true letterbox size (16:9) y = (SM_H(Game_screen_mode)-h)/2; gr_rect(x,0,w,SM_H(Game_screen_mode)-h); gr_rect(x,SM_H(Game_screen_mode)-h,w,SM_H(Game_screen_mode)); game_init_render_sub_buffers( x, y, w, h ); break; } } gr_set_current_canvas(NULL); } //selects a given cockpit (or lack of one). See types in game.h void select_cockpit(cockpit_mode_t mode) { if (mode != PlayerCfg.CockpitMode[1]) { //new mode PlayerCfg.CockpitMode[1]=mode; init_cockpit(); } } //force cockpit redraw next time. call this if you've trashed the screen void reset_cockpit() { force_cockpit_redraw=1; last_drawn_cockpit = -1; } void game_init_render_sub_buffers( int x, int y, int w, int h ) { gr_clear_canvas(0); gr_init_sub_canvas(Screen_3d_window, grd_curscreen->sc_canvas, x, y, w, h); } //called to change the screen mode. Parameter sm is the new mode, one of //SMODE_GAME or SMODE_EDITOR. returns mode acutally set (could be other //mode if cannot init requested mode) int set_screen_mode(int sm) { if ( (Screen_mode == sm) && !((sm==SCREEN_GAME) && (grd_curscreen->sc_mode != Game_screen_mode)) && !(sm==SCREEN_MENU) ) { gr_set_current_canvas(NULL); return 1; } #ifdef EDITOR Canv_editor = NULL; #endif Screen_mode = sm; switch( Screen_mode ) { case SCREEN_MENU: if (grd_curscreen->sc_mode != Game_screen_mode) if (gr_set_mode(Game_screen_mode)) Error("Cannot set screen mode."); break; case SCREEN_GAME: if (grd_curscreen->sc_mode != Game_screen_mode) if (gr_set_mode(Game_screen_mode)) Error("Cannot set screen mode."); break; #ifdef EDITOR case SCREEN_EDITOR: if (grd_curscreen->sc_mode != SM(800,600)) { int gr_error; if ((gr_error=gr_set_mode(SM(800,600)))!=0) { //force into game scrren Warning("Cannot init editor screen (error=%d)",gr_error); return 0; } } break; #endif #if defined(DXX_BUILD_DESCENT_II) case SCREEN_MOVIE: if (grd_curscreen->sc_mode != SM(MOVIE_WIDTH,MOVIE_HEIGHT)) { if (gr_set_mode(SM(MOVIE_WIDTH,MOVIE_HEIGHT))) Error("Cannot set screen mode for game!"); gr_palette_load( gr_palette ); } break; #endif default: Error("Invalid screen mode %d",sm); } gr_set_current_canvas(NULL); return 1; } static int time_paused=0; void stop_time() { if (time_paused==0) { const fix64 time = timer_update(); last_timer_value = time - last_timer_value; if (last_timer_value < 0) { last_timer_value = 0; } } time_paused++; } void start_time() { time_paused--; Assert(time_paused >= 0); if (time_paused==0) { const fix64 time = timer_update(); last_timer_value = time - last_timer_value; } } void game_flush_inputs() { int dx,dy,dz; event_flush(); key_flush(); joy_flush(); mouse_flush(); mouse_get_delta( &dx, &dy, &dz ); // Read mouse Controls = {}; } /* * timer that every sets d_tick_step true and increments d_tick_count every 1000/DESIGNATED_GAME_FPS ms. */ void calc_d_tick() { static fix timer = 0; d_tick_step = 0; timer += FrameTime; if (timer >= DESIGNATED_GAME_FRAMETIME) { d_tick_step = 1; d_tick_count++; if (d_tick_count > 1000000) d_tick_count = 0; timer -= DESIGNATED_GAME_FRAMETIME; } } void reset_time() { last_timer_value = timer_update(); } void calc_frame_time() { fix last_frametime = FrameTime; fix64 timer_value = timer_update(); FrameTime = timer_value - last_timer_value; while (FrameTime < f1_0 / (GameCfg.VSync?MAXIMUM_FPS:GameArg.SysMaxFPS)) { if (Game_mode & GM_MULTI) multi_do_frame(); // during long wait, keep packets flowing if (!GameArg.SysNoNiceFPS && !GameCfg.VSync) timer_delay(F1_0>>8); timer_value = timer_update(); FrameTime = timer_value - last_timer_value; } if ( cheats.turbo ) FrameTime *= 2; last_timer_value = timer_value; if (FrameTime < 0) //if bogus frametime... FrameTime = (last_frametime==0?1:last_frametime); //...then use time from last frame GameTime64 += FrameTime; calc_d_tick(); } void move_player_2_segment(const vsegptridx_t seg,int side) { compute_segment_center(ConsoleObject->pos,seg); auto vp = compute_center_point_on_side(seg,side); vm_vec_sub2(vp,ConsoleObject->pos); vm_vector_2_matrix(ConsoleObject->orient,vp,nullptr,nullptr); obj_relink( ConsoleObject-Objects, seg ); } #ifndef OGL void save_screen_shot(int automap_flag) { grs_canvas *screen_canv=&grd_curscreen->sc_canvas; static int savenum=0; grs_canvas *save_canv; char savename[FILENAME_LEN+sizeof(SCRNS_DIR)]; palette_array_t pal; stop_time(); if (!PHYSFSX_exists(SCRNS_DIR,0)) PHYSFS_mkdir(SCRNS_DIR); //try making directory save_canv = grd_curcanv; auto temp_canv = gr_create_canvas(screen_canv->cv_bitmap.bm_w,screen_canv->cv_bitmap.bm_h); gr_set_current_canvas(temp_canv); gr_ubitmap(screen_canv->cv_bitmap); gr_set_current_canvas(save_canv); do { sprintf(savename, "%sscrn%04d.pcx",SCRNS_DIR, savenum++); } while (PHYSFSX_exists(savename,0)); gr_set_current_canvas(NULL); if (!automap_flag) HUD_init_message(HM_DEFAULT, "%s 'scrn%04d.pcx'", TXT_DUMPING_SCREEN, savenum-1 ); gr_palette_read(pal); //get actual palette from the hardware pcx_write_bitmap(savename,&temp_canv->cv_bitmap,pal); gr_set_current_canvas(screen_canv); gr_ubitmap(temp_canv->cv_bitmap); gr_set_current_canvas(save_canv); start_time(); } #endif //initialize flying void fly_init(const vobjptr_t obj) { obj->control_type = CT_FLYING; obj->movement_type = MT_PHYSICS; vm_vec_zero(obj->mtype.phys_info.velocity); vm_vec_zero(obj->mtype.phys_info.thrust); vm_vec_zero(obj->mtype.phys_info.rotvel); vm_vec_zero(obj->mtype.phys_info.rotthrust); } // ------------------------------------------------------------------------------------ static void do_cloak_stuff(void) { for (int i = 0; i < N_players; i++) if (Players[i].flags & PLAYER_FLAGS_CLOAKED) { if (GameTime64 > Players[i].cloak_time+CLOAK_TIME_MAX) { Players[i].flags &= ~PLAYER_FLAGS_CLOAKED; if (i == Player_num) { digi_play_sample( SOUND_CLOAK_OFF, F1_0); if (Game_mode & GM_MULTI) multi_send_play_sound(SOUND_CLOAK_OFF, F1_0); maybe_drop_net_powerup(POW_CLOAK); if ( Newdemo_state != ND_STATE_PLAYBACK ) multi_send_decloak(); // For demo recording } } } } static int FakingInvul=0; // ------------------------------------------------------------------------------------ static void do_invulnerable_stuff(void) { if (Players[Player_num].flags & PLAYER_FLAGS_INVULNERABLE) { if (GameTime64 > Players[Player_num].invulnerable_time+INVULNERABLE_TIME_MAX) { Players[Player_num].flags ^= PLAYER_FLAGS_INVULNERABLE; if (FakingInvul==0) { digi_play_sample( SOUND_INVULNERABILITY_OFF, F1_0); if (Game_mode & GM_MULTI) { multi_send_play_sound(SOUND_INVULNERABILITY_OFF, F1_0); maybe_drop_net_powerup(POW_INVULNERABILITY); } } FakingInvul=0; } } } #if defined(DXX_BUILD_DESCENT_I) static inline void do_afterburner_stuff() { } #elif defined(DXX_BUILD_DESCENT_II) ubyte Last_afterburner_state = 0; fix Last_afterburner_charge = 0; fix64 Time_flash_last_played; #define AFTERBURNER_LOOP_START ((GameArg.SndDigiSampleRate==SAMPLE_RATE_22K)?32027:(32027/2)) //20098 #define AFTERBURNER_LOOP_END ((GameArg.SndDigiSampleRate==SAMPLE_RATE_22K)?48452:(48452/2)) //25776 int Ab_scale = 4; static void do_afterburner_stuff(void) { static sbyte func_play = 0; if (!(Players[Player_num].flags & PLAYER_FLAGS_AFTERBURNER)) Afterburner_charge = 0; const auto plobj = vcobjptridx(Players[Player_num].objnum); if (Endlevel_sequence || Player_is_dead) { digi_kill_sound_linked_to_object(plobj); if (Game_mode & GM_MULTI && func_play) { multi_send_sound_function (0,0); func_play = 0; } } if ((Controls.state.afterburner != Last_afterburner_state && Last_afterburner_charge) || (Last_afterburner_state && Last_afterburner_charge && !Afterburner_charge)) { if (Afterburner_charge && Controls.state.afterburner && (Players[Player_num].flags & PLAYER_FLAGS_AFTERBURNER)) { digi_link_sound_to_object3( SOUND_AFTERBURNER_IGNITE, plobj, 1, F1_0, i2f(256), AFTERBURNER_LOOP_START, AFTERBURNER_LOOP_END ); if (Game_mode & GM_MULTI) { multi_send_sound_function (3,SOUND_AFTERBURNER_IGNITE); func_play = 1; } } else { digi_kill_sound_linked_to_object(plobj); digi_link_sound_to_object2(SOUND_AFTERBURNER_PLAY, plobj, 0, F1_0, i2f(256)); if (Game_mode & GM_MULTI) { multi_send_sound_function (0,0); func_play = 0; } } } //@@if (Controls.state.afterburner && Afterburner_charge) //@@ afterburner_shake(); Last_afterburner_state = Controls.state.afterburner; Last_afterburner_charge = Afterburner_charge; } #endif // Amount to diminish guns towards normal, per second. #define DIMINISH_RATE 16 // gots to be a power of 2, else change the code in diminish_palette_towards_normal //adds to rgb values for palette flash void PALETTE_FLASH_ADD(int _dr, int _dg, int _db) { int maxval; PaletteRedAdd += _dr; PaletteGreenAdd += _dg; PaletteBlueAdd += _db; #if defined(DXX_BUILD_DESCENT_II) if (Flash_effect) maxval = 60; else #endif maxval = MAX_PALETTE_ADD; if (PaletteRedAdd > maxval) PaletteRedAdd = maxval; if (PaletteGreenAdd > maxval) PaletteGreenAdd = maxval; if (PaletteBlueAdd > maxval) PaletteBlueAdd = maxval; if (PaletteRedAdd < -maxval) PaletteRedAdd = -maxval; if (PaletteGreenAdd < -maxval) PaletteGreenAdd = -maxval; if (PaletteBlueAdd < -maxval) PaletteBlueAdd = -maxval; } static void diminish_palette_color_toward_zero(int& palette_color_add, const int& dec_amount) { if (palette_color_add > 0 ) { if (palette_color_add < dec_amount) palette_color_add = 0; else palette_color_add -= dec_amount; } else if (palette_color_add < 0 ) { if (palette_color_add > -dec_amount ) palette_color_add = 0; else palette_color_add += dec_amount; } } // ------------------------------------------------------------------------------------ // Diminish palette effects towards normal. static void diminish_palette_towards_normal(void) { int dec_amount = 0; float brightness_correction = 1-((float)gr_palette_get_gamma()/64); // to compensate for brightness setting of the game // Diminish at DIMINISH_RATE units/second. if (FrameTime < (F1_0/DIMINISH_RATE)) { static fix diminish_timer = 0; diminish_timer += FrameTime; if (diminish_timer >= (F1_0/DIMINISH_RATE)) { diminish_timer -= (F1_0/DIMINISH_RATE); dec_amount = 1; } } else { dec_amount = f2i(FrameTime*DIMINISH_RATE); // one second = DIMINISH_RATE counts if (dec_amount == 0) dec_amount++; // make sure we decrement by something } #if defined(DXX_BUILD_DESCENT_II) if (Flash_effect) { int force_do = 0; static fix Flash_step_up_timer = 0; // Part of hack system to force update of palette after exiting a menu. if (Time_flash_last_played) { force_do = 1; PaletteRedAdd ^= 1; // Very Tricky! In gr_palette_step_up, if all stepups same as last time, won't do anything! } if (Time_flash_last_played + F1_0/8 < GameTime64) { digi_play_sample( SOUND_CLOAK_OFF, Flash_effect/4); Time_flash_last_played = GameTime64; } Flash_effect -= FrameTime; Flash_step_up_timer += FrameTime; if (Flash_effect < 0) Flash_effect = 0; if (force_do || (Flash_step_up_timer >= F1_0/26)) // originally time interval based on (d_rand() > 4096) { Flash_step_up_timer -= (F1_0/26); if ( (Newdemo_state==ND_STATE_RECORDING) && (PaletteRedAdd || PaletteGreenAdd || PaletteBlueAdd) ) newdemo_record_palette_effect(PaletteRedAdd, PaletteGreenAdd, PaletteBlueAdd); gr_palette_step_up( PaletteRedAdd*brightness_correction, PaletteGreenAdd*brightness_correction, PaletteBlueAdd*brightness_correction ); return; } } #endif diminish_palette_color_toward_zero(PaletteRedAdd, dec_amount); diminish_palette_color_toward_zero(PaletteGreenAdd, dec_amount); diminish_palette_color_toward_zero(PaletteBlueAdd, dec_amount); if ( (Newdemo_state==ND_STATE_RECORDING) && (PaletteRedAdd || PaletteGreenAdd || PaletteBlueAdd) ) newdemo_record_palette_effect(PaletteRedAdd, PaletteGreenAdd, PaletteBlueAdd); gr_palette_step_up( PaletteRedAdd*brightness_correction, PaletteGreenAdd*brightness_correction, PaletteBlueAdd*brightness_correction ); } int Redsave, Bluesave, Greensave; void palette_save(void) { Redsave = PaletteRedAdd; Bluesave = PaletteBlueAdd; Greensave = PaletteGreenAdd; } void palette_restore(void) { float brightness_correction = 1-((float)gr_palette_get_gamma()/64); PaletteRedAdd = Redsave; PaletteBlueAdd = Bluesave; PaletteGreenAdd = Greensave; gr_palette_step_up( PaletteRedAdd*brightness_correction, PaletteGreenAdd*brightness_correction, PaletteBlueAdd*brightness_correction ); #if defined(DXX_BUILD_DESCENT_II) // Forces flash effect to fixup palette next frame. Time_flash_last_played = 0; #endif } // -------------------------------------------------------------------------------------------------- int allowed_to_fire_laser(void) { if (Player_is_dead) { Global_missile_firing_count = 0; return 0; } // Make sure enough time has elapsed to fire laser if (Next_laser_fire_time > GameTime64) return 0; return 1; } int allowed_to_fire_flare(void) { if (Next_flare_fire_time > GameTime64) return 0; #if defined(DXX_BUILD_DESCENT_II) if (Players[Player_num].energy < Weapon_info[FLARE_ID].energy_usage) #define FLARE_BIG_DELAY (F1_0*2) Next_flare_fire_time = GameTime64 + FLARE_BIG_DELAY; else #endif Next_flare_fire_time = GameTime64 + F1_0/4; return 1; } int allowed_to_fire_missile(void) { // Make sure enough time has elapsed to fire missile if (Next_missile_fire_time > GameTime64) return 0; return 1; } #if defined(DXX_BUILD_DESCENT_II) void full_palette_save(void) { palette_save(); reset_palette_add(); gr_palette_load( gr_palette ); } #endif #ifdef USE_SDLMIXER #define EXT_MUSIC_TEXT "Jukebox/Audio CD" #else #define EXT_MUSIC_TEXT "Audio CD" #endif static int free_help(newmenu *menu,const d_event &event, newmenu_item *items) { if (event.type == EVENT_WINDOW_CLOSE) { std::default_delete()(items); } return 0; } #if (defined(__APPLE__) || defined(macintosh)) #define _DXX_HELP_MENU_SAVE_LOAD(VERB) \ DXX_##VERB##_TEXT("Alt-F2/F3 (\x85-SHIFT-s/o)\t SAVE/LOAD GAME", HELP_AF2_3) \ DXX_##VERB##_TEXT("Alt-Shift-F2/F3 (\x85-s/o)\t Quick Save/Load", HELP_ASF2_3) #define _DXX_HELP_MENU_PAUSE(VERB) DXX_##VERB##_TEXT("Pause (\x85-P)\t Pause", HELP_PAUSE) #define _DXX_HELP_MENU_AUDIO(VERB) \ DXX_##VERB##_TEXT("\x85-E\t Eject Audio CD", HELP_ASF9) \ DXX_##VERB##_TEXT("\x85-Up/Down\t Play/Pause " EXT_MUSIC_TEXT, HELP_ASF10) \ DXX_##VERB##_TEXT("\x85-Left/Right\t Previous/Next Song", HELP_ASF11_12) #define _DXX_HELP_MENU_HINT_CMD_KEY(VERB, PREFIX) \ DXX_##VERB##_TEXT("", PREFIX##_SEP_HINT_CMD) \ DXX_##VERB##_TEXT("(Use \x85-# for F#. e.g. \x85-1 for F1)", PREFIX##_HINT_CMD) #define _DXX_NETHELP_SAVELOAD_GAME(VERB) \ DXX_##VERB##_TEXT("Alt-F2/F3 (\x85-SHIFT-s/\x85-o)\t SAVE/LOAD COOP GAME", NETHELP_SAVELOAD) #else #define _DXX_HELP_MENU_SAVE_LOAD(VERB) \ DXX_##VERB##_TEXT("Alt-F2/F3\t SAVE/LOAD GAME", HELP_AF2_3) \ DXX_##VERB##_TEXT("Alt-Shift-F2/F3\t Fast Save", HELP_ASF2_3) #define _DXX_HELP_MENU_PAUSE(VERB) DXX_##VERB##_TEXT(TXT_HELP_PAUSE, HELP_PAUSE) #define _DXX_HELP_MENU_AUDIO(VERB) \ DXX_##VERB##_TEXT("Alt-Shift-F9\t Eject Audio CD", HELP_ASF9) \ DXX_##VERB##_TEXT("Alt-Shift-F10\t Play/Pause " EXT_MUSIC_TEXT, HELP_ASF10) \ DXX_##VERB##_TEXT("Alt-Shift-F11/F12\t Previous/Next Song", HELP_ASF11_12) #define _DXX_HELP_MENU_HINT_CMD_KEY(VERB, PREFIX) #define _DXX_NETHELP_SAVELOAD_GAME(VERB) \ DXX_##VERB##_TEXT("Alt-F2/F3\t SAVE/LOAD COOP GAME", NETHELP_SAVELOAD) #endif #if defined(DXX_BUILD_DESCENT_II) #define _DXX_HELP_MENU_D2_DXX_F4(VERB) DXX_##VERB##_TEXT(TXT_HELP_F4, HELP_F4) #define _DXX_HELP_MENU_D2_DXX_FEATURES(VERB) \ DXX_##VERB##_TEXT("Shift-F1/F2\t Cycle left/right window", HELP_SF1_2) \ DXX_##VERB##_TEXT("Shift-F4\t GuideBot menu", HELP_SF4) \ DXX_##VERB##_TEXT("Alt-Shift-F4\t Rename GuideBot", HELP_ASF4) \ DXX_##VERB##_TEXT("Shift-F5/F6\t Drop primary/secondary", HELP_SF5_6) \ DXX_##VERB##_TEXT("Shift-number\t GuideBot commands", HELP_GUIDEBOT_COMMANDS) #define _DXX_NETHELP_DROPFLAG(VERB) \ DXX_##VERB##_TEXT("ALT-0\t DROP FLAG", NETHELP_DROPFLAG) #else #define _DXX_HELP_MENU_D2_DXX_F4(VERB) #define _DXX_HELP_MENU_D2_DXX_FEATURES(VERB) #define _DXX_NETHELP_DROPFLAG(VERB) #endif #define DXX_HELP_MENU(VERB) \ DXX_##VERB##_TEXT(TXT_HELP_ESC, HELP_ESC) \ DXX_##VERB##_TEXT("SHIFT-ESC\t SHOW GAME LOG", HELP_LOG) \ DXX_##VERB##_TEXT("F1\t THIS SCREEN", HELP_HELP) \ DXX_##VERB##_TEXT(TXT_HELP_F2, HELP_F2) \ _DXX_HELP_MENU_SAVE_LOAD(VERB) \ DXX_##VERB##_TEXT("F3\t SWITCH COCKPIT MODES", HELP_F3) \ _DXX_HELP_MENU_D2_DXX_F4(VERB) \ DXX_##VERB##_TEXT(TXT_HELP_F5, HELP_F5) \ DXX_##VERB##_TEXT("ALT-F7\t SWITCH HUD MODES", HELP_AF7) \ _DXX_HELP_MENU_PAUSE(VERB) \ DXX_##VERB##_TEXT(TXT_HELP_PRTSCN, HELP_PRTSCN) \ DXX_##VERB##_TEXT(TXT_HELP_1TO5, HELP_1TO5) \ DXX_##VERB##_TEXT(TXT_HELP_6TO10, HELP_6TO10) \ _DXX_HELP_MENU_D2_DXX_FEATURES(VERB) \ _DXX_HELP_MENU_AUDIO(VERB) \ _DXX_HELP_MENU_HINT_CMD_KEY(VERB, HELP) \ enum { DXX_HELP_MENU(ENUM) }; void show_help() { const unsigned nitems = DXX_HELP_MENU(COUNT); auto m = new newmenu_item[nitems]; DXX_HELP_MENU(ADD); newmenu_dotiny(NULL, TXT_KEYS, nitems, m, 0, free_help, m); } #undef DXX_HELP_MENU #define DXX_NETHELP_MENU(VERB) \ DXX_##VERB##_TEXT("F1\t THIS SCREEN", NETHELP_HELP) \ _DXX_NETHELP_DROPFLAG(VERB) \ _DXX_NETHELP_SAVELOAD_GAME(VERB) \ DXX_##VERB##_TEXT("ALT-F4\t SHOW PLAYER NAMES ON HUD", NETHELP_HUDNAMES) \ DXX_##VERB##_TEXT("F7\t TOGGLE KILL LIST", NETHELP_TOGGLE_KILL_LIST) \ DXX_##VERB##_TEXT("F8\t SEND MESSAGE", NETHELP_SENDMSG) \ DXX_##VERB##_TEXT("(SHIFT-)F9 to F12\t (DEFINE)SEND MACRO", NETHELP_MACRO) \ DXX_##VERB##_TEXT("PAUSE\t SHOW NETGAME INFORMATION", NETHELP_GAME_INFO) \ _DXX_HELP_MENU_HINT_CMD_KEY(VERB, NETHELP) \ DXX_##VERB##_TEXT("", NETHELP_SEP1) \ DXX_##VERB##_TEXT("MULTIPLAYER MESSAGE COMMANDS:", NETHELP_COMMAND_HEADER) \ DXX_##VERB##_TEXT("(*): TEXT\t SEND TEXT TO PLAYER/TEAM (*)", NETHELP_DIRECT_MESSAGE) \ DXX_##VERB##_TEXT("/Handicap: (*)\t SET YOUR STARTING SHIELDS TO (*) [10-100]", NETHELP_COMMAND_HANDICAP) \ DXX_##VERB##_TEXT("/move: (*)\t MOVE PLAYER (*) TO OTHER TEAM (Host-only)", NETHELP_COMMAND_MOVE) \ DXX_##VERB##_TEXT("/kick: (*)\t KICK PLAYER (*) FROM GAME (Host-only)", NETHELP_COMMAND_KICK) \ DXX_##VERB##_TEXT("/KillReactor\t BLOW UP THE MINE (Host-only)", NETHELP_COMMAND_KILL_REACTOR) \ enum { DXX_NETHELP_MENU(ENUM) }; void show_netgame_help() { const unsigned nitems = DXX_NETHELP_MENU(COUNT); auto m = new newmenu_item[nitems]; DXX_NETHELP_MENU(ADD); newmenu_dotiny(NULL, TXT_KEYS, nitems, m, 0, free_help, m); } #undef DXX_NETHELP_MENU #define DXX_NEWDEMO_HELP_MENU(VERB) \ DXX_##VERB##_TEXT("ESC\t QUIT DEMO PLAYBACK", DEMOHELP_QUIT) \ DXX_##VERB##_TEXT("F1\t THIS SCREEN", DEMOHELP_HELP) \ DXX_##VERB##_TEXT(TXT_HELP_F2, DEMOHELP_F2) \ DXX_##VERB##_TEXT("F3\t SWITCH COCKPIT MODES", DEMOHELP_F3) \ DXX_##VERB##_TEXT("F4\t TOGGLE PERCENTAGE DISPLAY", DEMOHELP_F4) \ DXX_##VERB##_TEXT("UP\t PLAY", DEMOHELP_PLAY) \ DXX_##VERB##_TEXT("DOWN\t PAUSE", DEMOHELP_PAUSE) \ DXX_##VERB##_TEXT("RIGHT\t ONE FRAME FORWARD", DEMOHELP_FRAME_FORWARD) \ DXX_##VERB##_TEXT("LEFT\t ONE FRAME BACKWARD", DEMOHELP_FRAME_BACKWARD) \ DXX_##VERB##_TEXT("SHIFT-RIGHT\t FAST FORWARD", DEMOHELP_FAST_FORWARD) \ DXX_##VERB##_TEXT("SHIFT-LEFT\t FAST BACKWARD", DEMOHELP_FAST_BACKWARD) \ DXX_##VERB##_TEXT("CTRL-RIGHT\t JUMP TO END", DEMOHELP_JUMP_END) \ DXX_##VERB##_TEXT("CTRL-LEFT\t JUMP TO START", DEMOHELP_JUMP_START) \ _DXX_HELP_MENU_HINT_CMD_KEY(VERB, DEMOHELP) \ enum { DXX_NEWDEMO_HELP_MENU(ENUM) }; void show_newdemo_help() { const unsigned nitems = DXX_NEWDEMO_HELP_MENU(COUNT); auto m = new newmenu_item[nitems]; DXX_NEWDEMO_HELP_MENU(ADD); newmenu_dotiny(NULL, "DEMO PLAYBACK CONTROLS", nitems, m, 0, free_help, m); } #undef DXX_NEWDEMO_HELP_MENU #define LEAVE_TIME 0x4000 //how long until we decide key is down (Used to be 0x4000) //deal with rear view - switch it on, or off, or whatever void check_rear_view() { static int leave_mode; static fix64 entry_time; if (Newdemo_state == ND_STATE_PLAYBACK) return; if ( Controls.state.rear_view) { //key/button has gone down Controls.state.rear_view = 0; if (Rear_view) { Rear_view = 0; if (PlayerCfg.CockpitMode[1]==CM_REAR_VIEW) { select_cockpit(PlayerCfg.CockpitMode[0]); } if (Newdemo_state == ND_STATE_RECORDING) newdemo_record_restore_rearview(); } else { Rear_view = 1; leave_mode = 0; //means wait for another key entry_time = timer_query(); if (PlayerCfg.CockpitMode[1] == CM_FULL_COCKPIT) { select_cockpit(CM_REAR_VIEW); } if (Newdemo_state == ND_STATE_RECORDING) newdemo_record_rearview(); } } else if (Controls.state.rear_view) { if (leave_mode == 0 && (timer_query() - entry_time) > LEAVE_TIME) leave_mode = 1; } else { if (leave_mode==1 && Rear_view) { Rear_view = 0; if (PlayerCfg.CockpitMode[1]==CM_REAR_VIEW) { select_cockpit(PlayerCfg.CockpitMode[0]); } if (Newdemo_state == ND_STATE_RECORDING) newdemo_record_restore_rearview(); } } } void reset_rear_view(void) { if (Rear_view) { if (Newdemo_state == ND_STATE_RECORDING) newdemo_record_restore_rearview(); } Rear_view = 0; select_cockpit(PlayerCfg.CockpitMode[0]); } int Config_menu_flag; //turns off all cheats & resets cheater flag void game_disable_cheats() { cheats = {}; } // game_setup() // ---------------------------------------------------------------------------- window *game_setup(void) { window *game_wind; PlayerCfg.CockpitMode[1] = PlayerCfg.CockpitMode[0]; last_drawn_cockpit = -1; // Force cockpit to redraw next time a frame renders. Endlevel_sequence = 0; game_wind = window_create(&grd_curscreen->sc_canvas, 0, 0, SWIDTH, SHEIGHT, game_handler, unused_window_userdata); if (!game_wind) return NULL; reset_palette_add(); init_cockpit(); init_gauges(); netplayerinfo_on = 0; #ifdef EDITOR if (!Cursegp) { Cursegp = &Segments[0]; Curside = 0; } if (Segments[ConsoleObject->segnum].segnum == segment_none) //segment no longer exists obj_relink( ConsoleObject-Objects, Cursegp ); if (!check_obj_seg(ConsoleObject)) move_player_2_segment(Cursegp,Curside); #endif Viewer = ConsoleObject; fly_init(ConsoleObject); Game_suspended = 0; reset_time(); FrameTime = 0; //make first frame zero #ifdef EDITOR if (Current_level_num == 0) { //not a real level init_player_stats_game(Player_num); init_ai_objects(); } #endif fix_object_segs(); return game_wind; } window *Game_wind = NULL; // Event handler for the game window_event_result game_handler(window *,const d_event &event, const unused_window_userdata_t *) { switch (event.type) { case EVENT_WINDOW_ACTIVATED: set_screen_mode(SCREEN_GAME); event_toggle_focus(1); key_toggle_repeat(0); game_flush_inputs(); if (time_paused) start_time(); if (!((Game_mode & GM_MULTI) && (Newdemo_state != ND_STATE_PLAYBACK))) digi_resume_digi_sounds(); if (!((Game_mode & GM_MULTI) && (Newdemo_state != ND_STATE_PLAYBACK))) palette_restore(); reset_cockpit(); break; case EVENT_WINDOW_DEACTIVATED: if (!(((Game_mode & GM_MULTI) && (Newdemo_state != ND_STATE_PLAYBACK)) && (!Endlevel_sequence)) ) stop_time(); if (!((Game_mode & GM_MULTI) && (Newdemo_state != ND_STATE_PLAYBACK))) digi_pause_digi_sounds(); if (!((Game_mode & GM_MULTI) && (Newdemo_state != ND_STATE_PLAYBACK))) full_palette_save(); event_toggle_focus(0); key_toggle_repeat(1); break; case EVENT_JOYSTICK_BUTTON_UP: case EVENT_JOYSTICK_BUTTON_DOWN: case EVENT_JOYSTICK_MOVED: case EVENT_MOUSE_BUTTON_UP: case EVENT_MOUSE_BUTTON_DOWN: case EVENT_MOUSE_MOVED: case EVENT_KEY_COMMAND: case EVENT_KEY_RELEASE: case EVENT_IDLE: return ReadControls(event); case EVENT_WINDOW_DRAW: if (!time_paused) { calc_frame_time(); GameProcessFrame(); } if (!Automap_active) // efficiency hack { if (force_cockpit_redraw) { //screen need redrawing? init_cockpit(); force_cockpit_redraw=0; } game_render_frame(); } break; case EVENT_WINDOW_CLOSE: digi_stop_digi_sounds(); if ( (Newdemo_state == ND_STATE_RECORDING) || (Newdemo_state == ND_STATE_PAUSED) ) newdemo_stop_recording(); multi_leave_game(); if ( Newdemo_state == ND_STATE_PLAYBACK ) newdemo_stop_playback(); songs_play_song( SONG_TITLE, 1 ); game_disable_cheats(); Game_mode = GM_GAME_OVER; #ifdef EDITOR if (!EditorWindow) // have to do it this way because of the necessary longjmp. Yuck. #endif show_menus(); Game_wind = NULL; event_toggle_focus(0); key_toggle_repeat(1); break; case EVENT_WINDOW_CLOSED: break; default: break; } return window_event_result::ignored; } // Initialise game, actually runs in main event loop void game() { hide_menus(); Game_wind = game_setup(); } //called at the end of the program void close_game() { close_gauges(); restore_effect_bitmap_icons(); } #if defined(DXX_BUILD_DESCENT_II) object *Missile_viewer=NULL; int Missile_viewer_sig=-1; int Marker_viewer_num[2]={-1,-1}; int Coop_view_player[2]={-1,-1}; //returns ptr to escort robot, or NULL objptridx_t find_escort() { range_for (const auto i, highest_valid(Objects)) { auto o = vobjptridx(i); if (o->type == OBJ_ROBOT && Robot_info[get_robot_id(o)].companion) return o; } return object_none; } //if water or fire level, make occasional sound static void do_ambient_sounds() { int has_water,has_lava; int sound; const auto s2_flags = Segments[ConsoleObject->segnum].s2_flags; has_lava = (s2_flags & S2F_AMBIENT_LAVA); has_water = (s2_flags & S2F_AMBIENT_WATER); if (has_lava) { //has lava sound = SOUND_AMBIENT_LAVA; if (has_water && (d_rand() & 1)) //both, pick one sound = SOUND_AMBIENT_WATER; } else if (has_water) //just water sound = SOUND_AMBIENT_WATER; else return; if (((d_rand() << 3) < FrameTime)) { //play the sound fix volume = d_rand() + f1_0/2; digi_play_sample(sound,volume); } } #endif void game_leave_menus(void) { window *wind; if (!Game_wind) return; while ((wind = window_get_front()) && (wind != Game_wind)) // go through all windows and actually close them if they want to window_close(wind); } void GameProcessFrame(void) { fix player_shields = Players[Player_num].shields; int player_was_dead = Player_is_dead; update_player_stats(); diminish_palette_towards_normal(); // Should leave palette effect up for as long as possible by putting right before render. do_afterburner_stuff(); do_cloak_stuff(); do_invulnerable_stuff(); remove_obsolete_stuck_objects(); #if defined(DXX_BUILD_DESCENT_II) init_ai_frame(); do_final_boss_frame(); if ((Players[Player_num].flags & PLAYER_FLAGS_HEADLIGHT) && (Players[Player_num].flags & PLAYER_FLAGS_HEADLIGHT_ON)) { static int turned_off=0; Players[Player_num].energy -= (FrameTime*3/8); if (Players[Player_num].energy < i2f(10)) { if (!turned_off) { Players[Player_num].flags &= ~PLAYER_FLAGS_HEADLIGHT_ON; turned_off = 1; if (Game_mode & GM_MULTI) multi_send_flags(Player_num); } } else turned_off = 0; if (Players[Player_num].energy <= 0) { Players[Player_num].energy = 0; Players[Player_num].flags &= ~PLAYER_FLAGS_HEADLIGHT_ON; if (Game_mode & GM_MULTI) multi_send_flags(Player_num); } } #endif #ifdef EDITOR check_create_player_path(); player_follow_path(ConsoleObject); #endif if (Game_mode & GM_MULTI) { multi_do_frame(); if (Netgame.PlayTimeAllowed && ThisLevelTime>=i2f((Netgame.PlayTimeAllowed*5*60))) multi_check_for_killgoal_winner(); } dead_player_frame(); if (Newdemo_state != ND_STATE_PLAYBACK) do_controlcen_dead_frame(); #if defined(DXX_BUILD_DESCENT_II) process_super_mines_frame(); do_seismic_stuff(); do_ambient_sounds(); #endif if ((Game_mode & GM_MULTI) && Netgame.PlayTimeAllowed) ThisLevelTime +=FrameTime; digi_sync_sounds(); if (Endlevel_sequence) { do_endlevel_frame(); powerup_grab_cheat_all(); do_special_effects(); return; //skip everything else } if (Newdemo_state != ND_STATE_PLAYBACK) do_exploding_wall_frame(); if ((Newdemo_state != ND_STATE_PLAYBACK) || (Newdemo_vcr_state != ND_STATE_PAUSED)) { do_special_effects(); wall_frame_process(); triggers_frame_process(); } if (Control_center_destroyed) { if (Newdemo_state==ND_STATE_RECORDING ) newdemo_record_control_center_destroyed(); } flash_frame(); if ( Newdemo_state == ND_STATE_PLAYBACK ) { newdemo_playback_one_frame(); if ( Newdemo_state != ND_STATE_PLAYBACK ) { if (Game_wind) window_close(Game_wind); // Go back to menu return; } } else { // Note the link to above! Players[Player_num].homing_object_dist = -1; // Assume not being tracked. Laser_do_weapon_sequence modifies this. object_move_all(); powerup_grab_cheat_all(); if (Endlevel_sequence) //might have been started during move return; fuelcen_update_all(); do_ai_frame_all(); if (allowed_to_fire_laser()) FireLaser(); // Fire Laser! if (Auto_fire_fusion_cannon_time) { if (Primary_weapon != FUSION_INDEX) Auto_fire_fusion_cannon_time = 0; else if (GameTime64 + FrameTime/2 >= Auto_fire_fusion_cannon_time) { Auto_fire_fusion_cannon_time = 0; Global_laser_firing_count = 1; } else if (d_tick_step) { fix bump_amount; Global_laser_firing_count = 0; ConsoleObject->mtype.phys_info.rotvel.x += (d_rand() - 16384)/8; ConsoleObject->mtype.phys_info.rotvel.z += (d_rand() - 16384)/8; const auto rand_vec = make_random_vector(); bump_amount = F1_0*4; if (Fusion_charge > F1_0*2) bump_amount = Fusion_charge*4; bump_one_object(ConsoleObject, rand_vec, bump_amount); } else { Global_laser_firing_count = 0; } } if (Global_laser_firing_count) Global_laser_firing_count -= do_laser_firing_player(); if (Global_laser_firing_count < 0) Global_laser_firing_count = 0; } if (Do_appearance_effect) { create_player_appearance_effect(vobjptridx(ConsoleObject)); Do_appearance_effect = 0; if ((Game_mode & GM_MULTI) && Netgame.InvulAppear) { Players[Player_num].flags |= PLAYER_FLAGS_INVULNERABLE; Players[Player_num].invulnerable_time = GameTime64-i2f(27); FakingInvul=1; } } #if defined(DXX_BUILD_DESCENT_II) omega_charge_frame(); slide_textures(); flicker_lights(); //if the player is taking damage, give up guided missile control if (Players[Player_num].shields != player_shields) release_guided_missile(Player_num); #endif // Check if we have to close in-game menus for multiplayer if ((Game_mode & GM_MULTI) && (Players[Player_num].connected == CONNECT_PLAYING)) { if ( Endlevel_sequence || ((Control_center_destroyed) && (Countdown_seconds_left <= 1)) || // close menus when end of level... (Automap_active && ((Player_is_dead != player_was_dead) || (Players[Player_num].shields<=0 && player_shields>0))) ) // close autmap when dying ... game_leave_menus(); } } #if defined(DXX_BUILD_DESCENT_II) ubyte Slide_segs[MAX_SEGMENTS]; int Slide_segs_computed; static void compute_slide_segs(void) { range_for (const auto segnum, highest_valid(Segments)) { Slide_segs[segnum] = 0; for (int sidenum=0;sidenum<6;sidenum++) { int tmn = Segments[segnum].sides[sidenum].tmap_num; if (TmapInfo[tmn].slide_u != 0 || TmapInfo[tmn].slide_v != 0) Slide_segs[segnum] |= 1 << sidenum; } } Slide_segs_computed = 1; } // ----------------------------------------------------------------------------- static void slide_textures(void) { if (!Slide_segs_computed) compute_slide_segs(); range_for (const auto segnum, highest_valid(Segments)) { if (Slide_segs[segnum]) { for (int sidenum=0;sidenum<6;sidenum++) { if (Slide_segs[segnum] & (1 << sidenum)) { int tmn = Segments[segnum].sides[sidenum].tmap_num; if (TmapInfo[tmn].slide_u != 0 || TmapInfo[tmn].slide_v != 0) { for (int i=0;i<4;i++) { Segments[segnum].sides[sidenum].uvls[i].u += fixmul(FrameTime,TmapInfo[tmn].slide_u<<8); Segments[segnum].sides[sidenum].uvls[i].v += fixmul(FrameTime,TmapInfo[tmn].slide_v<<8); if (Segments[segnum].sides[sidenum].uvls[i].u > f2_0) { int j; for (j=0;j<4;j++) Segments[segnum].sides[sidenum].uvls[j].u -= f1_0; } if (Segments[segnum].sides[sidenum].uvls[i].v > f2_0) { int j; for (j=0;j<4;j++) Segments[segnum].sides[sidenum].uvls[j].v -= f1_0; } if (Segments[segnum].sides[sidenum].uvls[i].u < -f2_0) { int j; for (j=0;j<4;j++) Segments[segnum].sides[sidenum].uvls[j].u += f1_0; } if (Segments[segnum].sides[sidenum].uvls[i].v < -f2_0) { int j; for (j=0;j<4;j++) Segments[segnum].sides[sidenum].uvls[j].v += f1_0; } } } } } } } } Flickering_light_array_t Flickering_lights; unsigned Num_flickering_lights; static void flicker_lights() { range_for (auto &rf, partial_range(Flickering_lights, Num_flickering_lights)) { auto f = &rf; segment *segp = &Segments[f->segnum]; //make sure this is actually a light if (! (WALL_IS_DOORWAY(segp, f->sidenum) & WID_RENDER_FLAG)) continue; if (! (TmapInfo[segp->sides[f->sidenum].tmap_num].lighting | TmapInfo[segp->sides[f->sidenum].tmap_num2 & 0x3fff].lighting)) continue; if (static_cast(f->timer) == 0x80000000) //disabled continue; if ((f->timer -= FrameTime) < 0) { while (f->timer < 0) f->timer += f->delay; f->mask = ((f->mask&0x80000000)?1:0) + (f->mask<<1); if (f->mask & 1) add_light(f->segnum,f->sidenum); else subtract_light(f->segnum,f->sidenum); } } } //returns ptr to flickering light structure, or NULL if can't find static std::pair find_flicker(segnum_t segnum, int sidenum) { //see if there's already an entry for this seg/side auto pr = partial_range(Flickering_lights, Num_flickering_lights); auto predicate = [segnum, sidenum](const flickering_light &f) { return f.segnum == segnum && f.sidenum == sidenum; //found it! }; return {std::find_if(pr.begin(), pr.end(), predicate), pr.end()}; } template static inline void update_flicker(segnum_t segnum, int sidenum, F f) { auto i = find_flicker(segnum, sidenum); if (i.first != i.second) f(*i.first); } //turn flickering off (because light has been turned off) void disable_flicker(segnum_t segnum,int sidenum) { auto F = [](flickering_light &f) { f.timer = 0x80000000; }; update_flicker(segnum, sidenum, F); } //turn flickering off (because light has been turned on) void enable_flicker(segnum_t segnum,int sidenum) { auto F = [](flickering_light &f) { f.timer = 0; }; update_flicker(segnum, sidenum, F); } #endif // ----------------------------------------------------------------------------- // Fire Laser: Registers a laser fire, and performs special stuff for the fusion // cannon. void FireLaser() { Global_laser_firing_count = Controls.state.fire_primary?Weapon_info[Primary_weapon_to_weapon_info[Primary_weapon]].fire_count:0; if ((Primary_weapon == FUSION_INDEX) && (Global_laser_firing_count)) { if ((Players[Player_num].energy < F1_0*2) && (Auto_fire_fusion_cannon_time == 0)) { Global_laser_firing_count = 0; } else { static fix64 Fusion_next_sound_time = 0; if (Fusion_charge == 0) Players[Player_num].energy -= F1_0*2; Fusion_charge += FrameTime; Players[Player_num].energy -= FrameTime; if (Players[Player_num].energy <= 0) { Players[Player_num].energy = 0; Auto_fire_fusion_cannon_time = GameTime64 -1; // Fire now! } else Auto_fire_fusion_cannon_time = GameTime64 + FrameTime/2 + 1; // Fire the fusion cannon at this time in the future. if (Fusion_charge < F1_0*2) PALETTE_FLASH_ADD(Fusion_charge >> 11, 0, Fusion_charge >> 11); else PALETTE_FLASH_ADD(Fusion_charge >> 11, Fusion_charge >> 11, 0); if (Fusion_next_sound_time > GameTime64 + F1_0/8 + D_RAND_MAX/4) // GameTime64 is smaller than max delay - player in new level? Fusion_next_sound_time = GameTime64 - 1; if (Fusion_next_sound_time < GameTime64) { if (Fusion_charge > F1_0*2) { digi_play_sample( 11, F1_0 ); #if defined(DXX_BUILD_DESCENT_I) if(Game_mode & GM_MULTI) multi_send_play_sound(11, F1_0); #endif const auto cobjp = vobjptridx(ConsoleObject); apply_damage_to_player(cobjp, cobjp, d_rand() * 4, 0); } else { create_awareness_event(ConsoleObject, PA_WEAPON_ROBOT_COLLISION); digi_play_sample( SOUND_FUSION_WARMUP, F1_0 ); if (Game_mode & GM_MULTI) multi_send_play_sound(SOUND_FUSION_WARMUP, F1_0); } Fusion_next_sound_time = GameTime64 + F1_0/8 + d_rand()/4; } } } } // ------------------------------------------------------------------------------------------------------- // If player is close enough to objnum, which ought to be a powerup, pick it up! // This could easily be made difficulty level dependent. static void powerup_grab_cheat(const vobjptr_t player, const vobjptridx_t powerup) { fix powerup_size; fix player_size; fix dist; Assert(powerup->type == OBJ_POWERUP); powerup_size = powerup->size; player_size = player->size; dist = vm_vec_dist_quick(powerup->pos, player->pos); if ((dist < 2*(powerup_size + player_size)) && !(powerup->flags & OF_SHOULD_BE_DEAD)) { const auto collision_point = vm_vec_avg(powerup->pos, player->pos); collide_player_and_powerup(player, powerup, collision_point); } } // ------------------------------------------------------------------------------------------------------- // Make it easier to pick up powerups. // For all powerups in this segment, pick them up at up to twice pickuppable distance based on dot product // from player to powerup and player's forward vector. // This has the effect of picking them up more easily left/right and up/down, but not making them disappear // way before the player gets there. void powerup_grab_cheat_all(void) { auto segp = &Segments[ConsoleObject->segnum]; range_for (const auto objnum, objects_in(*segp)) if (objnum->type == OBJ_POWERUP) powerup_grab_cheat(ConsoleObject, objnum); } int Last_level_path_created = -1; #ifdef SHOW_EXIT_PATH // ------------------------------------------------------------------------------------------------------------------ // Create path for player from current segment to goal segment. // Return true if path created, else return false. static int mark_player_path_to_segment(segnum_t segnum) { short player_path_length=0; int player_hide_index=-1; if (Last_level_path_created == Current_level_num) { return 0; } Last_level_path_created = Current_level_num; auto objp = vobjptridx(ConsoleObject); if (create_path_points(objp, objp->segnum, segnum, Point_segs_free_ptr, &player_path_length, 100, 0, 0, segment_none) == -1) { return 0; } player_hide_index = Point_segs_free_ptr - Point_segs; Point_segs_free_ptr += player_path_length; if (Point_segs_free_ptr - Point_segs + MAX_PATH_LENGTH*2 > MAX_POINT_SEGS) { ai_reset_all_paths(); return 0; } for (int i=1; irtype.vclip_info.vclip_num = Powerup_info[get_powerup_id(obj)].vclip_num; obj->rtype.vclip_info.frametime = Vclip[obj->rtype.vclip_info.vclip_num].frame_time; obj->rtype.vclip_info.framenum = 0; obj->lifeleft = F1_0*100 + d_rand() * 4; } return 1; } // Return true if it happened, else return false. int create_special_path(void) { // ---------- Find exit doors ---------- range_for (const auto i, highest_valid(Segments)) for (int j=0; jsegnum = PHYSFSX_readShort(fp); fl->sidenum = PHYSFSX_readShort(fp); fl->mask = PHYSFSX_readInt(fp); fl->timer = PHYSFSX_readFix(fp); fl->delay = PHYSFSX_readFix(fp); } void flickering_light_write(flickering_light *fl, PHYSFS_file *fp) { PHYSFS_writeSLE16(fp, fl->segnum); PHYSFS_writeSLE16(fp, fl->sidenum); PHYSFS_writeULE32(fp, fl->mask); PHYSFSX_writeFix(fp, fl->timer); PHYSFSX_writeFix(fp, fl->delay); } #endif