/* * 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 "dxxsconf.h" #include #include #include #include #include #include #if DXX_USE_SCREENSHOT_FORMAT_PNG #include #include "vers_id.h" #endif #if DXX_USE_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 "dxxerror.h" #include "joy.h" #include "pcx.h" #include "timer.h" #include "render.h" #include "laser.h" #include "screens.h" #include "textures.h" #include "gauges.h" #include "3d.h" #include "effects.h" #include "menu.h" #include "player.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 "multi.h" #include "cntrlcen.h" #include "pcx.h" #include "state.h" #include "piggy.h" #include "ai.h" #include "robot.h" #include "playsave.h" #include "maths.h" #include "hudmsg.h" #if defined(DXX_BUILD_DESCENT_II) #include #include "gamepal.h" #include "movie.h" #endif #include "event.h" #include "window.h" #if DXX_USE_EDITOR #include "editor/editor.h" #include "editor/esegment.h" #endif #include "d_enumerate.h" #include "d_levelstate.h" #include "d_range.h" #include "compiler-range_for.h" #include "partial_range.h" #include "segiter.h" d_time_fix ThisLevelTime; namespace dcx { namespace { static fix64 last_timer_value; static fix64 sync_timer_value; } grs_subcanvas Screen_3d_window; // The rectangle for rendering the mine to int force_cockpit_redraw=0; int PaletteRedAdd, PaletteGreenAdd, PaletteBlueAdd; int Game_suspended=0; //if non-zero, nothing moves but player game_mode_flags Game_mode; int Global_missile_firing_count = 0; std::optional build_difficulty_level_from_untrusted(const int8_t untrusted) { switch (untrusted) { case static_cast(Difficulty_level_type::_0): case static_cast(Difficulty_level_type::_1): case static_cast(Difficulty_level_type::_2): case static_cast(Difficulty_level_type::_3): case static_cast(Difficulty_level_type::_4): return Difficulty_level_type{untrusted}; default: return std::nullopt; } } } // Function prototypes for GAME.C exclusively. namespace dsx { game_window *Game_wind; namespace { static window_event_result GameProcessFrame(const d_level_shared_robot_info_state &); static bool FireLaser(player_info &, const control_info &Controls); static void powerup_grab_cheat_all(); } #if defined(DXX_BUILD_DESCENT_II) d_flickering_light_state Flickering_light_state; namespace { static void slide_textures(void); static void flicker_lights(const d_level_shared_destructible_light_state &LevelSharedDestructibleLightState, d_flickering_light_state &fls, fvmsegptridx &vmsegptridx); } #endif // Cheats game_cheats cheats; // ============================================================================================== //this is called once per game void init_game() { init_objects(); init_special_effects(); Clear_window = 2; // do portal only window clear. } } namespace dcx { void reset_palette_add() { PaletteRedAdd = 0; PaletteGreenAdd = 0; PaletteBlueAdd = 0; } #if !DXX_USE_OGL constexpr screen_mode initial_small_game_screen_mode{320, 200}; #endif constexpr screen_mode initial_large_game_screen_mode{1024, 768}; screen_mode Game_screen_mode = initial_large_game_screen_mode; StereoFormat VR_stereo; fix VR_eye_width = F1_0; int VR_eye_offset = 0; int VR_sync_width = 20; grs_subcanvas VR_hud_left; grs_subcanvas VR_hud_right; } namespace dsx { void init_stereo() { #if DXX_USE_OGL // init stereo options if (CGameArg.OglStereo || CGameArg.OglStereoView) { if (VR_stereo == StereoFormat::None && !VR_eye_offset) VR_stereo = (CGameArg.OglStereoView) ? static_cast(CGameArg.OglStereoView % (static_cast(StereoFormat::HighestFormat) + 1)) : StereoFormat::AboveBelow; constexpr int half_width_eye_offset = -6; constexpr int full_width_eye_offset = -12; switch (VR_stereo) { case StereoFormat::None: case StereoFormat::AboveBelow: case StereoFormat::AboveBelowSync: VR_eye_offset = full_width_eye_offset; break; case StereoFormat::SideBySideFullHeight: case StereoFormat::SideBySideHalfHeight: VR_eye_offset = half_width_eye_offset; break; } VR_eye_width = (F1_0 * 7) / 10; // Descent 1.5 defaults VR_sync_width = (20 * SHEIGHT) / 480; PlayerCfg.CockpitMode[1] = cockpit_mode_t::full_screen; } else { VR_stereo = StereoFormat::None; } #endif } //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] = cockpit_mode_t::full_screen; #if !DXX_USE_OGL if (PlayerCfg.CockpitMode[1] != CM_LETTERBOX) { #if defined(DXX_BUILD_DESCENT_II) int HiresGFXAvailable = !GameArg.GfxSkipHiresGFX; #endif auto full_screen_mode = HiresGFXAvailable ? initial_large_game_screen_mode : initial_small_game_screen_mode; if (Game_screen_mode != full_screen_mode) { PlayerCfg.CockpitMode[1] = CM_FULL_SCREEN; } } #endif gr_set_default_canvas(); auto &canvas = *grd_curcanv; switch( PlayerCfg.CockpitMode[1] ) { case cockpit_mode_t::full_cockpit: game_init_render_sub_buffers(canvas, 0, 0, SWIDTH, (SHEIGHT*2)/3); break; case cockpit_mode_t::rear_view: { unsigned x1 = 0, y1 = 0, x2 = SWIDTH, y2 = (SHEIGHT*2)/3; const auto mode = #if defined(DXX_BUILD_DESCENT_II) HIRESMODE ? static_cast(static_cast(cockpit_mode_t::rear_view) + (Num_cockpits / 2)) : #endif cockpit_mode_t::rear_view; auto &cb = cockpit_bitmap[mode]; PIGGY_PAGE_IN(cb); auto &bm = GameBitmaps[cb.index]; gr_bitblt_find_transparent_area(bm, x1, y1, x2, y2); game_init_render_sub_buffers(canvas, x1 * (static_cast(SWIDTH) / bm.bm_w), y1 * (static_cast(SHEIGHT) / bm.bm_h), (x2 - x1 + 1) * (static_cast(SWIDTH) / bm.bm_w), (y2 - y1 + 2) * (static_cast(SHEIGHT) / bm.bm_h)); break; } case cockpit_mode_t::full_screen: { unsigned w = SWIDTH; unsigned h = SHEIGHT; switch (VR_stereo) { case StereoFormat::None: /* Preserve width */ /* Preserve height */ break; case StereoFormat::AboveBelow: case StereoFormat::AboveBelowSync: /* Preserve width */ /* Change height */ h /= 2; break; case StereoFormat::SideBySideHalfHeight: /* Change width */ /* Change height */ h /= 2; [[fallthrough]]; case StereoFormat::SideBySideFullHeight: /* Change width */ /* Preserve height */ w /= 2; break; } game_init_render_sub_buffers(canvas, 0, 0, w, h); } break; case cockpit_mode_t::status_bar: game_init_render_sub_buffers(canvas, 0, 0, SWIDTH, (HIRESMODE?(SHEIGHT*2)/2.6:(SHEIGHT*2)/2.72)); break; case cockpit_mode_t::letterbox: { const unsigned gsm_height = grd_curscreen->get_screen_height(); const unsigned w = grd_curscreen->get_screen_width(); const unsigned h = (gsm_height * 3) / 4; // true letterbox size (16:9) const unsigned x = 0; const unsigned y = (gsm_height - h) / 2; const uint8_t color = 0; auto &canvas = *grd_curcanv; gr_rect(canvas, x, 0, w, gsm_height - h, color); gr_rect(canvas, x, gsm_height - h, w, gsm_height, color); game_init_render_sub_buffers(canvas, x, y, w, h); break; } } gr_set_default_canvas(); } } //selects a given cockpit (or lack of one). See types in game.h void select_cockpit(const cockpit_mode_t mode) { // skip switching cockpit views while stereo viewport active if (VR_stereo != StereoFormat::None && mode != cockpit_mode_t::full_screen) return; if (mode != PlayerCfg.CockpitMode[1]) { //new mode PlayerCfg.CockpitMode[1]=mode; init_cockpit(); } } namespace dcx { //force cockpit redraw next time. call this if you've trashed the screen void reset_cockpit() { force_cockpit_redraw=1; last_drawn_cockpit = cockpit_mode_t{UINT8_MAX}; } void game_init_render_sub_buffers(grs_canvas &canvas, const int x, const int y, const int w, const int h) { gr_clear_canvas(canvas, 0); gr_init_sub_canvas(Screen_3d_window, canvas, x, y, w, h); if (VR_stereo != StereoFormat::None) { // offset HUD screen rects to force out-of-screen parallax on HUD overlays const int dx = (VR_eye_offset < 0) ? -VR_eye_offset : 0; const int dy = VR_sync_width / 2; struct { uint16_t x; uint16_t y; uint16_t w; uint16_t h; } l, r; switch (VR_stereo) { case StereoFormat::None: default: return; case StereoFormat::AboveBelow: l.x = x + dx; l.y = y; l.w = r.w = w - dx; l.h = r.h = h; r.x = x; r.y = y + h; break; case StereoFormat::AboveBelowSync: l.x = x + dx; l.y = y; l.w = r.w = w - dx; l.h = r.h = h - dy; r.x = x; r.y = y + h + dy; break; case StereoFormat::SideBySideFullHeight: l.x = x + dx; l.y = r.y = y; l.w = r.w = w - dx; l.h = r.h = h; r.x = x + w; break; case StereoFormat::SideBySideHalfHeight: l.x = x + dx; l.y = r.y = y + (h / 2); l.w = r.w = w - dx; l.h = r.h = h; r.x = x + w; break; } gr_init_sub_canvas(VR_hud_left, grd_curscreen->sc_canvas, l.x, l.y, l.w, l.h); gr_init_sub_canvas(VR_hud_right, grd_curscreen->sc_canvas, r.x, r.y, r.w, r.h); } } } namespace dsx { //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->get_screen_mode() != Game_screen_mode)) && !(sm==SCREEN_MENU) ) { return 1; } #if DXX_USE_EDITOR Canv_editor = NULL; #endif Screen_mode = sm; #if SDL_MAJOR_VERSION == 1 switch( Screen_mode ) { case SCREEN_MENU: if (grd_curscreen->get_screen_mode() != Game_screen_mode) if (gr_set_mode(Game_screen_mode)) Error("Cannot set screen mode."); break; case SCREEN_GAME: if (grd_curscreen->get_screen_mode() != Game_screen_mode) if (gr_set_mode(Game_screen_mode)) Error("Cannot set screen mode."); break; #if DXX_USE_EDITOR case SCREEN_EDITOR: { const screen_mode editor_mode{800, 600}; if (grd_curscreen->get_screen_mode() != editor_mode) { int gr_error; if ((gr_error = gr_set_mode(editor_mode)) != 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: { const screen_mode movie_mode{MOVIE_WIDTH, MOVIE_HEIGHT}; if (grd_curscreen->get_screen_mode() != movie_mode) { if (gr_set_mode(movie_mode)) Error("Cannot set screen mode for game!"); gr_palette_load( gr_palette ); } } break; #endif default: Error("Invalid screen mode %d",sm); } #endif return 1; } } namespace dcx { namespace { class game_world_time_paused { unsigned time_paused; public: explicit operator bool() const { return time_paused; } void increase_pause_count(); void decrease_pause_count(); }; static game_world_time_paused time_paused; } void game_world_time_paused::increase_pause_count() { 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 game_world_time_paused::decrease_pause_count() { Assert(time_paused > 0); --time_paused; if (time_paused==0) { const fix64 time = timer_update(); last_timer_value = time - last_timer_value; } } void start_time() { time_paused.decrease_pause_count(); } void stop_time() { time_paused.increase_pause_count(); } pause_game_world_time::pause_game_world_time() { stop_time(); } pause_game_world_time::~pause_game_world_time() { start_time(); } namespace { static void game_flush_common_inputs() { event_flush(); key_flush(); joy_flush(); mouse_flush(); } } } namespace dsx { void game_flush_inputs(control_info &Controls) { Controls = {}; game_flush_common_inputs(); } void game_flush_respawn_inputs(control_info &Controls) { static_cast(Controls.state) = {}; } } namespace dcx { /* * 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; auto t = timer + FrameTime; d_tick_step = t >= DESIGNATED_GAME_FRAMETIME; if (d_tick_step) { d_tick_count++; if (d_tick_count > 1000000) d_tick_count = 0; t -= DESIGNATED_GAME_FRAMETIME; } timer = t; } void reset_time() { last_timer_value = timer_update(); } } void calc_frame_time() { fix last_frametime = FrameTime; const auto vsync = CGameCfg.VSync; const auto bound = f1_0 / (likely(vsync) ? MAXIMUM_FPS : CGameArg.SysMaxFPS); const auto may_sleep = !CGameArg.SysNoNiceFPS && !vsync; for (;;) { const auto timer_value = timer_update(); FrameTime = timer_value - last_timer_value; if (FrameTime > 0 && timer_value - sync_timer_value >= bound) { last_timer_value = timer_value; sync_timer_value += bound; if (sync_timer_value + bound < timer_value) { sync_timer_value = timer_value; } break; } if (Game_mode & GM_MULTI) multi_do_frame(); // during long wait, keep packets flowing if (may_sleep) timer_delay_ms(1); } if ( cheats.turbo ) FrameTime *= 2; if (FrameTime < 0) //if bogus frametime... FrameTime = (last_frametime==0?1:last_frametime); //...then use time from last frame GameTime64 += FrameTime; calc_d_tick(); #ifdef NEWHOMER calc_d_homer_tick(); #endif } namespace dsx { #if DXX_USE_EDITOR void move_player_2_segment(const vmsegptridx_t seg, const sidenum_t side) { auto &LevelSharedVertexState = LevelSharedSegmentState.get_vertex_state(); auto &Objects = LevelUniqueObjectState.Objects; auto &Vertices = LevelSharedVertexState.get_vertices(); auto &vmobjptr = Objects.vmptr; auto &vmobjptridx = Objects.vmptridx; const auto &&console = vmobjptridx(ConsoleObject); auto &vcvertptr = Vertices.vcptr; compute_segment_center(vcvertptr, console->pos, seg); auto vp = compute_center_point_on_side(vcvertptr, seg, side); vm_vec_sub2(vp, console->pos); vm_vector_2_matrix(console->orient, vp, nullptr, nullptr); obj_relink(vmobjptr, vmsegptr, console, seg); } #endif } namespace dcx { namespace { #if DXX_USE_SCREENSHOT_FORMAT_PNG struct RAIIpng_struct { png_struct *png_ptr; png_info *info_ptr = nullptr; RAIIpng_struct(png_struct *const p) : png_ptr(p) { } ~RAIIpng_struct() { png_destroy_write_struct(&png_ptr, &info_ptr); } }; struct d_screenshot : RAIIpng_struct { using RAIIpng_struct::RAIIpng_struct; /* error handling callbacks */ [[noreturn]] static void png_error_cb(png_struct *png, const char *str); static void png_warn_cb(png_struct *png, const char *str); /* output callbacks */ static void png_write_cb(png_struct *png, uint8_t *buf, png_size_t); static void png_flush_cb(png_struct *png); class png_exception : std::exception { }; }; void d_screenshot::png_error_cb(png_struct *const png, const char *const str) { /* libpng requires that this function not return to its caller, and * will abort the program if this requirement is violated. However, * throwing an exception that unwinds out past libpng is permitted. */ (void)png; con_printf(CON_URGENT, "libpng error: %s", str); throw png_exception(); } void d_screenshot::png_warn_cb(png_struct *const png, const char *const str) { (void)png; con_printf(CON_URGENT, "libpng warning: %s", str); } void d_screenshot::png_write_cb(png_struct *const png, uint8_t *const buf, const png_size_t size) { const auto file = reinterpret_cast(png_get_io_ptr(png)); PHYSFS_write(file, buf, size, 1); } void d_screenshot::png_flush_cb(png_struct *const png) { (void)png; } void record_screenshot_time(const struct tm &tm, png_struct *const png_ptr, png_info *const info_ptr) { #ifdef PNG_tIME_SUPPORTED png_time pt{}; pt.year = tm.tm_year + 1900; pt.month = tm.tm_mon + 1; pt.day = tm.tm_mday; pt.hour = tm.tm_hour; pt.minute = tm.tm_min; pt.second = tm.tm_sec; png_set_tIME(png_ptr, info_ptr, &pt); #else (void)png_ptr; (void)info_ptr; con_printf(CON_NORMAL, "libpng configured without support for time chunk: screenshot will lack time record."); #endif } #ifdef PNG_TEXT_SUPPORTED void record_screenshot_text_metadata(png_struct *const png_ptr, png_info *const info_ptr) { std::array text_fields{}; char descent_version[80]; char descent_build_datetime[21]; std::string current_mission_path; ntstring current_mission_name; char current_level_number[4]; char viewer_segment[sizeof("65536")]; unsigned idx = 0; char key_descent_version[] = "Rebirth.version"; { auto &t = text_fields[idx++]; auto &text = descent_version; t.key = key_descent_version; text[sizeof(text) - 1] = 0; strncpy(text, g_descent_version, sizeof(text) - 1); t.text = text; t.compression = PNG_TEXT_COMPRESSION_NONE; } char key_descent_build_datetime[] = "Rebirth.build_datetime"; { auto &t = text_fields[idx++]; auto &text = descent_build_datetime; t.key = key_descent_build_datetime; text[sizeof(text) - 1] = 0; strncpy(text, g_descent_build_datetime, sizeof(text) - 1); t.text = text; t.compression = PNG_TEXT_COMPRESSION_NONE; } char key_current_mission_path[] = "Rebirth.mission.pathname"; char key_current_mission_name[] = "Rebirth.mission.textname"; char key_viewer_segment[] = "Rebirth.viewer_segment"; char key_current_level_number[] = "Rebirth.current_level_number"; if (const auto current_mission = Current_mission.get()) { { auto &t = text_fields[idx++]; t.key = key_current_mission_path; current_mission_path = current_mission->path; t.text = ¤t_mission_path[0]; t.compression = PNG_TEXT_COMPRESSION_NONE; } { auto &t = text_fields[idx++]; t.key = key_current_mission_name; current_mission_name = current_mission->mission_name; t.text = current_mission_name.data(); t.compression = PNG_TEXT_COMPRESSION_NONE; } { auto &t = text_fields[idx++]; t.key = key_current_level_number; t.text = current_level_number; t.compression = PNG_TEXT_COMPRESSION_NONE; snprintf(current_level_number, sizeof(current_level_number), "%i", Current_level_num); } if (const auto viewer = Viewer) { auto &t = text_fields[idx++]; t.key = key_viewer_segment; t.text = viewer_segment; t.compression = PNG_TEXT_COMPRESSION_NONE; snprintf(viewer_segment, sizeof(viewer_segment), "%hu", viewer->segnum); } } png_set_text(png_ptr, info_ptr, text_fields.data(), idx); } #endif #if DXX_USE_OGL #define write_screenshot_png(F,T,B,P) write_screenshot_png(F,T,B) #endif unsigned write_screenshot_png(PHYSFS_File *const file, const struct tm *const tm, const grs_bitmap &bitmap, const palette_array_t &pal) { const unsigned bm_w = ((bitmap.bm_w + 3) & ~3); const unsigned bm_h = ((bitmap.bm_h + 3) & ~3); #if DXX_USE_OGL const unsigned bufsize = bm_w * bm_h * 3; const auto buf = std::make_unique(bufsize); const auto begin_byte_buffer = buf.get(); glReadPixels(0, 0, bm_w, bm_h, GL_RGB, GL_UNSIGNED_BYTE, begin_byte_buffer); #else const unsigned bufsize = bitmap.bm_rowsize * bm_h; const auto begin_byte_buffer = bitmap.bm_mdata; #endif d_screenshot ss(png_create_write_struct(PNG_LIBPNG_VER_STRING, &ss, &d_screenshot::png_error_cb, &d_screenshot::png_warn_cb)); if (!ss.png_ptr) { con_puts(CON_URGENT, "Cannot save screenshot: libpng png_create_write_struct failed"); return 1; } /* Assert that Rebirth type rgb_t is layout compatible with * libpng type png_color, so that the Rebirth palette_array_t * can be safely reinterpret_cast to an array of png_color. * Without this, it would be necessary to copy each rgb_t * palette entry into a libpng png_color. */ static_assert(sizeof(png_color) == sizeof(rgb_t), "size mismatch"); static_assert(offsetof(png_color, red) == offsetof(rgb_t, r), "red offsetof mismatch"); static_assert(offsetof(png_color, green) == offsetof(rgb_t, g), "green offsetof mismatch"); static_assert(offsetof(png_color, blue) == offsetof(rgb_t, b), "blue offsetof mismatch"); try { ss.info_ptr = png_create_info_struct(ss.png_ptr); if (tm) record_screenshot_time(*tm, ss.png_ptr, ss.info_ptr); png_set_write_fn(ss.png_ptr, file, &d_screenshot::png_write_cb, &d_screenshot::png_flush_cb); #if DXX_USE_OGL const auto color_type = PNG_COLOR_TYPE_RGB; #else png_set_PLTE(ss.png_ptr, ss.info_ptr, reinterpret_cast(pal.data()), pal.size()); const auto color_type = PNG_COLOR_TYPE_PALETTE; #endif png_set_IHDR(ss.png_ptr, ss.info_ptr, bm_w, bm_h, 8 /* always 256 colors */, color_type, PNG_INTERLACE_NONE, PNG_COMPRESSION_TYPE_BASE, PNG_FILTER_TYPE_BASE); #ifdef PNG_TEXT_SUPPORTED record_screenshot_text_metadata(ss.png_ptr, ss.info_ptr); #endif png_write_info(ss.png_ptr, ss.info_ptr); std::array row_pointers; const auto rpb = row_pointers.begin(); auto o = rpb; const auto end_byte_buffer = begin_byte_buffer + bufsize; #if DXX_USE_OGL /* OpenGL glReadPixels returns an image with origin in bottom * left. Write rows from end back to beginning, since PNG * expects origin in top left. If rows were written in memory * order, the image would be vertically flipped. */ const uint_fast32_t stride = bm_w * 3; /* Without palette, written data is 3-byte-sized RGB tuples of color */ for (auto p = end_byte_buffer; p != begin_byte_buffer;) #else const uint_fast32_t stride = bm_w; /* With palette, written data is byte-sized indices into a color table */ /* SDL canvas uses an image with origin in top left. Write rows * in memory order, since this matches the PNG layout. */ for (auto p = begin_byte_buffer; p != end_byte_buffer;) #endif { #if DXX_USE_OGL p -= stride; #else p += stride; #endif *o++ = p; if (o == row_pointers.end()) { /* Internal capacity exhausted. Flush rows and rewind * to the beginning of the array. */ o = rpb; png_write_rows(ss.png_ptr, o, row_pointers.size()); } } /* Flush any trailing rows */ if (const auto len = o - rpb) png_write_rows(ss.png_ptr, rpb, len); png_write_end(ss.png_ptr, ss.info_ptr); return 0; } catch (const d_screenshot::png_exception &) { /* Destructor unwind will handle the exception. This catch is * only required to prevent further propagation. * * Return nonzero to instruct the caller to delete the failed * file. */ return 1; } } #endif } #if DXX_USE_SCREENSHOT void save_screen_shot(int automap_flag) { #if DXX_USE_OGL if (!CGameArg.DbgGlReadPixelsOk) { if (!automap_flag) HUD_init_message_literal(HM_DEFAULT, "glReadPixels not supported on your configuration"); return; } #endif #if DXX_USE_SCREENSHOT_FORMAT_PNG #define DXX_SCREENSHOT_FILE_EXTENSION "png" #elif DXX_USE_SCREENSHOT_FORMAT_LEGACY #if DXX_USE_OGL #define DXX_SCREENSHOT_FILE_EXTENSION "tga" #else #define DXX_SCREENSHOT_FILE_EXTENSION "pcx" #endif #endif if (!PHYSFSX_exists(SCRNS_DIR,0)) PHYSFS_mkdir(SCRNS_DIR); //try making directory pause_game_world_time p; unsigned tm_sec; unsigned tm_min; unsigned tm_hour; unsigned tm_mday; unsigned tm_mon; unsigned tm_year; const auto t = time(nullptr); struct tm *tm = nullptr; if (t == static_cast(-1) || !(tm = gmtime(&t))) tm_year = tm_mon = tm_mday = tm_hour = tm_min = tm_sec = 0; else { tm_sec = tm->tm_sec; tm_min = tm->tm_min; tm_hour = tm->tm_hour; tm_mday = tm->tm_mday; tm_mon = tm->tm_mon + 1; tm_year = tm->tm_year + 1900; } /* Colon is not legal in Windows filenames, so use - to separate * hour:minute:second. */ #define DXX_SCREENSHOT_TIME_FORMAT_STRING SCRNS_DIR "%04u-%02u-%02u.%02u-%02u-%02u" #define DXX_SCREENSHOT_TIME_FORMAT_VALUES tm_year, tm_mon, tm_mday, tm_hour, tm_min, tm_sec /* Reserve extra space for the trailing -NN disambiguation. This * is only used if multiple screenshots get the same time, so it is * unlikely to be seen in practice and very unlikely to be exhausted * (unless the clock is frozen or returns invalid times). */ char savename[sizeof(SCRNS_DIR) + sizeof("2000-01-01.00-00-00.NN.ext")]; snprintf(savename, sizeof(savename), DXX_SCREENSHOT_TIME_FORMAT_STRING "." DXX_SCREENSHOT_FILE_EXTENSION, DXX_SCREENSHOT_TIME_FORMAT_VALUES); for (unsigned savenum = 0; PHYSFS_exists(savename) && savenum != 100; ++savenum) { snprintf(savename, sizeof(savename), DXX_SCREENSHOT_TIME_FORMAT_STRING ".%02u." DXX_SCREENSHOT_FILE_EXTENSION, DXX_SCREENSHOT_TIME_FORMAT_VALUES, savenum); #undef DXX_SCREENSHOT_TIME_FORMAT_VALUES #undef DXX_SCREENSHOT_TIME_FORMAT_STRING #undef DXX_SCREENSHOT_FILE_EXTENSION } if (const auto &&[file, physfserr] = PHYSFSX_openWriteBuffered(savename); file) { if (!automap_flag) HUD_init_message(HM_DEFAULT, "%s '%s'", TXT_DUMPING_SCREEN, &savename[sizeof(SCRNS_DIR) - 1]); #if DXX_USE_OGL #if !DXX_USE_OGLES glReadBuffer(GL_FRONT); #endif #if DXX_USE_SCREENSHOT_FORMAT_PNG auto write_error = write_screenshot_png(file, tm, grd_curscreen->sc_canvas.cv_bitmap, void /* unused */); #elif DXX_USE_SCREENSHOT_FORMAT_LEGACY write_bmp(file, grd_curscreen->get_screen_width(), grd_curscreen->get_screen_height()); /* write_bmp never fails */ std::false_type write_error; #endif #else grs_canvas &screen_canv = grd_curscreen->sc_canvas; palette_array_t pal; const auto &&temp_canv = gr_create_canvas(screen_canv.cv_bitmap.bm_w, screen_canv.cv_bitmap.bm_h); gr_ubitmap(*temp_canv, screen_canv.cv_bitmap); gr_palette_read(pal); //get actual palette from the hardware // Correct palette colors range_for (auto &i, pal) { i.r <<= 2; i.g <<= 2; i.b <<= 2; } #if DXX_USE_SCREENSHOT_FORMAT_PNG auto write_error = write_screenshot_png(file, tm, grd_curscreen->sc_canvas.cv_bitmap, pal); #elif DXX_USE_SCREENSHOT_FORMAT_LEGACY auto write_error = pcx_write_bitmap(file, &temp_canv->cv_bitmap, pal); #endif #endif if (write_error) PHYSFS_delete(savename); } else { const auto e = PHYSFS_getErrorByCode(physfserr); if (!automap_flag) HUD_init_message(HM_DEFAULT, "Failed to open screenshot file for writing: %s: %s", &savename[sizeof(SCRNS_DIR) - 1], e); else con_printf(CON_URGENT, "Failed to open screenshot file for writing: %s: %s", savename, e); return; } } #endif //initialize flying void fly_init(object_base &obj) { obj.control_source = object::control_type::flying; obj.movement_source = object::movement_type::physics; obj.mtype.phys_info.velocity = {}; obj.mtype.phys_info.thrust = {}; obj.mtype.phys_info.rotvel = {}; obj.mtype.phys_info.rotthrust = {}; } } namespace dsx { namespace { // ------------------------------------------------------------------------------------ static void do_cloak_stuff() { auto &Objects = LevelUniqueObjectState.Objects; auto &vmobjptr = Objects.vmptr; for (auto &&[i, value] : enumerate(partial_range(Players, N_players))) { auto &plobj = *vmobjptr(value.objnum); auto &player_info = plobj.ctype.player_info; auto &pl_flags = player_info.powerup_flags; if (pl_flags & PLAYER_FLAGS_CLOAKED) { if (GameTime64 > player_info.cloak_time+CLOAK_TIME_MAX) { pl_flags &= ~PLAYER_FLAGS_CLOAKED; if (i == Player_num) { multi_digi_play_sample(SOUND_CLOAK_OFF, F1_0); maybe_drop_net_powerup(POW_CLOAK, 1, 0); if ( Newdemo_state != ND_STATE_PLAYBACK ) multi_send_decloak(); // For demo recording } } } } } // ------------------------------------------------------------------------------------ static void do_invulnerable_stuff(player_info &player_info) { auto &pl_flags = player_info.powerup_flags; if (pl_flags & PLAYER_FLAGS_INVULNERABLE) { if (GameTime64 > player_info.invulnerable_time + INVULNERABLE_TIME_MAX) { pl_flags &= ~PLAYER_FLAGS_INVULNERABLE; if (auto &FakingInvul = player_info.FakingInvul) { FakingInvul = 0; return; } multi_digi_play_sample(SOUND_INVULNERABILITY_OFF, F1_0); if (Game_mode & GM_MULTI) { maybe_drop_net_powerup(POW_INVULNERABILITY, 1, 0); } } } } } #if defined(DXX_BUILD_DESCENT_I) static inline void do_afterburner_stuff(object_array &) { } #elif defined(DXX_BUILD_DESCENT_II) ubyte Last_afterburner_state = 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 namespace { static fix Last_afterburner_charge; static void do_afterburner_stuff(object_array &Objects) { auto &vmobjptr = Objects.vmptr; auto &vcobjptridx = Objects.vcptridx; static sbyte func_play = 0; auto &player_info = get_local_plrobj().ctype.player_info; const auto have_afterburner = player_info.powerup_flags & PLAYER_FLAGS_AFTERBURNER; if (!have_afterburner) Afterburner_charge = 0; const auto plobj = vcobjptridx(get_local_player().objnum); if (Endlevel_sequence || Player_dead_state != player_dead_state::no) { 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 && have_afterburner) { digi_link_sound_to_object3(SOUND_AFTERBURNER_IGNITE, plobj, 1, F1_0, sound_stack::allow_stacking, vm_distance{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, sound_stack::allow_stacking, vm_distance{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; } } namespace { 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; } } } namespace dsx { namespace { // ------------------------------------------------------------------------------------ // Diminish palette effects towards normal. static void diminish_palette_towards_normal(void) { int dec_amount = 0; float brightness_correction = 1-(static_cast(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 ); } } } namespace { int Redsave, Bluesave, Greensave; } #if defined(DXX_BUILD_DESCENT_II) static #endif void palette_save(void) { Redsave = PaletteRedAdd; Bluesave = PaletteBlueAdd; Greensave = PaletteGreenAdd; } namespace dsx { void palette_restore(void) { float brightness_correction = 1-(static_cast(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 } // -------------------------------------------------------------------------------------------------- bool allowed_to_fire_laser(const player_info &player_info) { if (Player_dead_state != player_dead_state::no) { Global_missile_firing_count = 0; return 0; } auto &Next_laser_fire_time = player_info.Next_laser_fire_time; // Make sure enough time has elapsed to fire laser if (Next_laser_fire_time > GameTime64) return 0; return 1; } int allowed_to_fire_missile(const player_info &player_info) { auto &Next_missile_fire_time = player_info.Next_missile_fire_time; // 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 namespace { #if DXX_USE_SDLMIXER #define EXT_MUSIC_TEXT "Jukebox/Audio CD" #else #define EXT_MUSIC_TEXT "Audio CD" #endif #if (defined(__APPLE__) || defined(macintosh)) #define _DXX_HELP_MENU_SAVE_LOAD(VERB) \ DXX_MENUITEM(VERB, TEXT, "Alt-F2/F3 (\x85-SHIFT-s/o)\t SAVE/LOAD GAME", HELP_AF2_3) \ DXX_MENUITEM(VERB, TEXT, "Alt-Shift-F2/F3 (\x85-s/o)\t Quick Save/Load", HELP_ASF2_3) #define _DXX_HELP_MENU_PAUSE(VERB) DXX_MENUITEM(VERB, TEXT, "Pause (\x85-P)\t Pause", HELP_PAUSE) #if DXX_USE_SDL_REDBOOK_AUDIO #define _DXX_HELP_MENU_AUDIO_REDBOOK(VERB) \ DXX_MENUITEM(VERB, TEXT, "\x85-E\t Eject Audio CD", HELP_ASF9) \ #else #define _DXX_HELP_MENU_AUDIO_REDBOOK(VERB) #endif #define _DXX_HELP_MENU_AUDIO(VERB) \ _DXX_HELP_MENU_AUDIO_REDBOOK(VERB) \ DXX_MENUITEM(VERB, TEXT, "\x85-Up/Down\t Play/Pause " EXT_MUSIC_TEXT, HELP_ASF10) \ DXX_MENUITEM(VERB, TEXT, "\x85-Left/Right\t Previous/Next Song", HELP_ASF11_12) #define _DXX_HELP_MENU_HINT_CMD_KEY(VERB, PREFIX) \ DXX_MENUITEM(VERB, TEXT, "", PREFIX##_SEP_HINT_CMD) \ DXX_MENUITEM(VERB, TEXT, "(Use \x85-# for F#. e.g. \x85-1 for F1)", PREFIX##_HINT_CMD) #define _DXX_NETHELP_SAVELOAD_GAME(VERB) \ DXX_MENUITEM(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_MENUITEM(VERB, TEXT, "Alt-F2/F3\t SAVE/LOAD GAME", HELP_AF2_3) \ DXX_MENUITEM(VERB, TEXT, "Alt-Shift-F2/F3\t Fast Save", HELP_ASF2_3) #define _DXX_HELP_MENU_PAUSE(VERB) DXX_MENUITEM(VERB, TEXT, TXT_HELP_PAUSE, HELP_PAUSE) #if DXX_USE_SDL_REDBOOK_AUDIO #define _DXX_HELP_MENU_AUDIO_REDBOOK(VERB) \ DXX_MENUITEM(VERB, TEXT, "Alt-Shift-F9\t Eject Audio CD", HELP_ASF9) \ #else #define _DXX_HELP_MENU_AUDIO_REDBOOK(VERB) #endif #define _DXX_HELP_MENU_AUDIO(VERB) \ _DXX_HELP_MENU_AUDIO_REDBOOK(VERB) \ DXX_MENUITEM(VERB, TEXT, "Alt-Shift-F10\t Play/Pause " EXT_MUSIC_TEXT, HELP_ASF10) \ DXX_MENUITEM(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_MENUITEM(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_MENUITEM(VERB, TEXT, TXT_HELP_F4, HELP_F4) #define _DXX_HELP_MENU_D2_DXX_FEATURES(VERB) \ DXX_MENUITEM(VERB, TEXT, "Shift-F1/F2\t Cycle left/right window", HELP_SF1_2) \ DXX_MENUITEM(VERB, TEXT, "Shift-F4\t GuideBot menu", HELP_SF4) \ DXX_MENUITEM(VERB, TEXT, "Alt-Shift-F4\t Rename GuideBot", HELP_ASF4) \ DXX_MENUITEM(VERB, TEXT, "Shift-F5/F6\t Drop primary/secondary", HELP_SF5_6) \ DXX_MENUITEM(VERB, TEXT, "Shift-number\t GuideBot commands", HELP_GUIDEBOT_COMMANDS) #define DSX_NETHELP_DROPFLAG(VERB) \ DXX_MENUITEM(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 DSX_NETHELP_DROPFLAG(VERB) #endif #define DXX_HELP_MENU(VERB) \ DXX_MENUITEM(VERB, TEXT, TXT_HELP_ESC, HELP_ESC) \ DXX_MENUITEM(VERB, TEXT, "SHIFT-ESC\t SHOW GAME LOG", HELP_LOG) \ DXX_MENUITEM(VERB, TEXT, "F1\t THIS SCREEN", HELP_HELP) \ DXX_MENUITEM(VERB, TEXT, TXT_HELP_F2, HELP_F2) \ _DXX_HELP_MENU_SAVE_LOAD(VERB) \ DXX_MENUITEM(VERB, TEXT, "F3\t SWITCH COCKPIT MODES", HELP_F3) \ _DXX_HELP_MENU_D2_DXX_F4(VERB) \ DXX_MENUITEM(VERB, TEXT, TXT_HELP_F5, HELP_F5) \ DXX_MENUITEM(VERB, TEXT, "ALT-F7\t SWITCH HUD MODES", HELP_AF7) \ _DXX_HELP_MENU_PAUSE(VERB) \ DXX_MENUITEM(VERB, TEXT, TXT_HELP_PRTSCN, HELP_PRTSCN) \ DXX_MENUITEM(VERB, TEXT, TXT_HELP_1TO5, HELP_1TO5) \ DXX_MENUITEM(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) \ } void show_help() { struct help_menu_items { enum { DXX_HELP_MENU(ENUM) }; std::array m; help_menu_items() { DXX_HELP_MENU(ADD); } }; struct help_menu : help_menu_items, passive_newmenu { help_menu(grs_canvas &src) : passive_newmenu(menu_title{nullptr}, menu_subtitle{TXT_KEYS}, menu_filename{nullptr}, tiny_mode_flag::tiny, tab_processing_flag::ignore, adjusted_citem::create(m, 0), src) { } }; auto menu = window_create(grd_curscreen->sc_canvas); (void)menu; } #undef DXX_HELP_MENU #define DSX_NETHELP_MENU(VERB) \ DXX_MENUITEM(VERB, TEXT, "F1\t THIS SCREEN", NETHELP_HELP) \ DSX_NETHELP_DROPFLAG(VERB) \ _DXX_NETHELP_SAVELOAD_GAME(VERB) \ DXX_MENUITEM(VERB, TEXT, "ALT-F4\t SHOW PLAYER NAMES ON HUD", NETHELP_HUDNAMES) \ DXX_MENUITEM(VERB, TEXT, "F7\t TOGGLE KILL LIST", NETHELP_TOGGLE_KILL_LIST) \ DXX_MENUITEM(VERB, TEXT, "F8\t SEND MESSAGE", NETHELP_SENDMSG) \ DXX_MENUITEM(VERB, TEXT, "(SHIFT-)F9 to F12\t (DEFINE)SEND MACRO", NETHELP_MACRO) \ DXX_MENUITEM(VERB, TEXT, "PAUSE\t SHOW NETGAME INFORMATION", NETHELP_GAME_INFO) \ DXX_MENUITEM(VERB, TEXT, "SHIFT-PAUSE\t SHOW NETGAME INFO & RULES", NETHELP_GAME_INFORULES) \ _DXX_HELP_MENU_HINT_CMD_KEY(VERB, NETHELP) \ DXX_MENUITEM(VERB, TEXT, "", NETHELP_SEP1) \ DXX_MENUITEM(VERB, TEXT, "MULTIPLAYER MESSAGE COMMANDS:", NETHELP_COMMAND_HEADER) \ DXX_MENUITEM(VERB, TEXT, "(*): TEXT\t SEND TEXT TO PLAYER/TEAM (*)", NETHELP_DIRECT_MESSAGE) \ DXX_MENUITEM(VERB, TEXT, "/Handicap: (*)\t SET YOUR STARTING SHIELDS TO (*) [10-100]", NETHELP_COMMAND_HANDICAP) \ DXX_MENUITEM(VERB, TEXT, "/move: (*)\t MOVE PLAYER (*) TO OTHER TEAM (Host-only)", NETHELP_COMMAND_MOVE) \ DXX_MENUITEM(VERB, TEXT, "/kick: (*)\t KICK PLAYER (*) FROM GAME (Host-only)", NETHELP_COMMAND_KICK) \ DXX_MENUITEM(VERB, TEXT, "/KillReactor\t BLOW UP THE MINE (Host-only)", NETHELP_COMMAND_KILL_REACTOR) \ enum { DSX_NETHELP_MENU(ENUM) }; void show_netgame_help() { struct help_menu_items { enum { DSX_NETHELP_MENU(ENUM) }; std::array m; help_menu_items() { DSX_NETHELP_MENU(ADD); } }; struct help_menu : help_menu_items, passive_newmenu { help_menu(grs_canvas &src) : passive_newmenu(menu_title{nullptr}, menu_subtitle{TXT_KEYS}, menu_filename{nullptr}, tiny_mode_flag::tiny, tab_processing_flag::ignore, adjusted_citem::create(m, 0), src) { } }; auto menu = window_create(grd_curscreen->sc_canvas); (void)menu; } #undef DSX_NETHELP_MENU #define DXX_NEWDEMO_HELP_MENU(VERB) \ DXX_MENUITEM(VERB, TEXT, "ESC\t QUIT DEMO PLAYBACK", DEMOHELP_QUIT) \ DXX_MENUITEM(VERB, TEXT, "F1\t THIS SCREEN", DEMOHELP_HELP) \ DXX_MENUITEM(VERB, TEXT, TXT_HELP_F2, DEMOHELP_F2) \ DXX_MENUITEM(VERB, TEXT, "F3\t SWITCH COCKPIT MODES", DEMOHELP_F3) \ DXX_MENUITEM(VERB, TEXT, "F4\t TOGGLE PERCENTAGE DISPLAY", DEMOHELP_F4) \ DXX_MENUITEM(VERB, TEXT, "UP\t PLAY", DEMOHELP_PLAY) \ DXX_MENUITEM(VERB, TEXT, "DOWN\t PAUSE", DEMOHELP_PAUSE) \ DXX_MENUITEM(VERB, TEXT, "RIGHT\t ONE FRAME FORWARD", DEMOHELP_FRAME_FORWARD) \ DXX_MENUITEM(VERB, TEXT, "LEFT\t ONE FRAME BACKWARD", DEMOHELP_FRAME_BACKWARD) \ DXX_MENUITEM(VERB, TEXT, "SHIFT-RIGHT\t FAST FORWARD", DEMOHELP_FAST_FORWARD) \ DXX_MENUITEM(VERB, TEXT, "SHIFT-LEFT\t FAST BACKWARD", DEMOHELP_FAST_BACKWARD) \ DXX_MENUITEM(VERB, TEXT, "CTRL-RIGHT\t JUMP TO END", DEMOHELP_JUMP_END) \ DXX_MENUITEM(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() { struct help_menu_items { enum { DXX_NEWDEMO_HELP_MENU(ENUM) }; std::array m; help_menu_items() { DXX_NEWDEMO_HELP_MENU(ADD); } }; struct help_menu : help_menu_items, passive_newmenu { help_menu(grs_canvas &src) : passive_newmenu(menu_title{nullptr}, menu_subtitle{"DEMO PLAYBACK CONTROLS"}, menu_filename{nullptr}, tiny_mode_flag::tiny, tab_processing_flag::ignore, adjusted_citem::create(m, 0), src) { } }; auto menu = window_create(grd_curscreen->sc_canvas); (void)menu; } } namespace { #undef DXX_NEWDEMO_HELP_MENU #define LEAVE_TIME 0x4000 //how long until we decide key is down (Used to be 0x4000) enum class leave_type : uint_fast8_t { none, maybe_on_release, wait_for_release, on_press, }; static leave_type leave_mode; static void end_rear_view() { Rear_view = 0; if (PlayerCfg.CockpitMode[1] == cockpit_mode_t::rear_view) select_cockpit(PlayerCfg.CockpitMode[0]); if (Newdemo_state == ND_STATE_RECORDING) newdemo_record_restore_rearview(); } static void check_end_rear_view() { leave_mode = leave_type::none; if (Rear_view) end_rear_view(); } } namespace dsx { //deal with rear view - switch it on, or off, or whatever void check_rear_view(control_info &Controls) { static fix64 entry_time; if (Newdemo_state == ND_STATE_PLAYBACK) return; const auto rear_view = Controls.state.rear_view; switch (leave_mode) { case leave_type::none: if (!rear_view) return; if (Rear_view) end_rear_view(); else { Rear_view = 1; leave_mode = leave_type::maybe_on_release; //means wait for another key entry_time = timer_query(); if (PlayerCfg.CockpitMode[1] == cockpit_mode_t::full_cockpit) select_cockpit(cockpit_mode_t::rear_view); if (Newdemo_state == ND_STATE_RECORDING) newdemo_record_rearview(); } return; case leave_type::maybe_on_release: if (rear_view) { if (timer_query() - entry_time > LEAVE_TIME) leave_mode = leave_type::wait_for_release; } else leave_mode = leave_type::on_press; return; case leave_type::wait_for_release: if (!rear_view) check_end_rear_view(); return; case leave_type::on_press: if (rear_view) { Controls.state.rear_view = 0; check_end_rear_view(); } return; default: break; } } } 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 cheats_enabled() { return cheats.enabled; } //turns off all cheats & resets cheater flag void game_disable_cheats() { #if defined(DXX_BUILD_DESCENT_II) if (cheats.homingfire) weapons_homing_all_reset(); #endif cheats = {}; } // game_setup() // ---------------------------------------------------------------------------- namespace dsx { game_window *game_setup() { PlayerCfg.CockpitMode[1] = PlayerCfg.CockpitMode[0]; last_drawn_cockpit = cockpit_mode_t{UINT8_MAX}; // Force cockpit to redraw next time a frame renders. Endlevel_sequence = 0; auto game_wind = window_create(grd_curscreen->sc_canvas, 0, 0, SWIDTH, SHEIGHT); reset_palette_add(); init_stereo(); init_cockpit(); init_gauges(); netplayerinfo_on = 0; #if DXX_USE_EDITOR if (!Cursegp) { Cursegp = imsegptridx(segment_first); Curside = sidenum_t::WLEFT; } #endif Viewer = ConsoleObject; fly_init(*ConsoleObject); Game_suspended = 0; reset_time(); FrameTime = 0; //make first frame zero fix_object_segs(); if (CGameArg.SysAutoRecordDemo && Newdemo_state == ND_STATE_NORMAL) newdemo_start_recording(); return game_wind; } // Event handler for the game window_event_result game_window::event_handler(const d_event &event) { auto result = window_event_result::ignored; switch (event.type) { case EVENT_WINDOW_ACTIVATED: set_screen_mode(SCREEN_GAME); event_toggle_focus(1); key_toggle_repeat(0); game_flush_inputs(Controls); 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; #if DXX_MAX_BUTTONS_PER_JOYSTICK case EVENT_JOYSTICK_BUTTON_UP: case EVENT_JOYSTICK_BUTTON_DOWN: #endif #if DXX_MAX_AXES_PER_JOYSTICK case EVENT_JOYSTICK_MOVED: #endif 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(LevelSharedRobotInfoState, event, Controls); case EVENT_WINDOW_DRAW: if (!time_paused) { calc_frame_time(); result = GameProcessFrame(LevelSharedRobotInfoState); } if (!Automap_active) // efficiency hack { if (force_cockpit_redraw) { //screen need redrawing? init_cockpit(); force_cockpit_redraw=0; } game_render_frame(LevelSharedRobotInfoState.Robot_info, Controls); } 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 = {}; #if DXX_USE_EDITOR if (!EditorWindow) // have to do it this way because of the necessary longjmp. Yuck. #endif show_menus(); event_toggle_focus(0); key_toggle_repeat(1); Game_wind = nullptr; return window_event_result::ignored; case EVENT_LOOP_BEGIN_LOOP: kconfig_begin_loop(Controls); break; case EVENT_LOOP_END_LOOP: kconfig_end_loop(Controls, FrameTime); break; default: break; } return result; } // 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) namespace dsx { object *Missile_viewer=NULL; object_signature_t Missile_viewer_sig; enumerated_array Marker_viewer_num{ {{ game_marker_index::None, game_marker_index::None, }} }; enumerated_array Coop_view_player{ {{ UINT_MAX, UINT_MAX }} }; //returns ptr to escort robot, or NULL imobjptridx_t find_escort(fvmobjptridx &vmobjptridx, const d_robot_info_array &Robot_info) { range_for (const auto &&o, vmobjptridx) { if (o->type == OBJ_ROBOT && Robot_info[get_robot_id(o)].companion) return imobjptridx_t(o); } return object_none; } namespace { //if water or fire level, make occasional sound static void do_ambient_sounds(const uint8_t s2_flags) { const auto has_water = (s2_flags & S2F_AMBIENT_WATER); sound_effect sound; if (s2_flags & S2F_AMBIENT_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) { if (!Game_wind) return; for (;;) // go through all windows and actually close them if they want to { const auto wind = window_get_front(); if (!wind) break; if (wind == Game_wind) break; if (!window_close(wind)) break; } } namespace dsx { namespace { window_event_result GameProcessFrame(const d_level_shared_robot_info_state &LevelSharedRobotInfoState) { auto &LevelUniqueControlCenterState = LevelUniqueObjectState.ControlCenterState; auto &Objects = LevelUniqueObjectState.Objects; auto &vmobjptr = Objects.vmptr; auto &plrobj = get_local_plrobj(); auto &player_info = plrobj.ctype.player_info; auto &local_player_shields_ref = plrobj.shields; fix player_shields = local_player_shields_ref; const auto player_was_dead = Player_dead_state; auto result = window_event_result::ignored; state_poll_autosave_game(GameUniqueState, LevelUniqueObjectState); 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(Objects); do_cloak_stuff(); do_invulnerable_stuff(player_info); #if defined(DXX_BUILD_DESCENT_II) init_ai_frame(player_info.powerup_flags, Controls); result = do_final_boss_frame(); auto &pl_flags = player_info.powerup_flags; if (pl_flags & PLAYER_FLAGS_HEADLIGHT_ON) { static int turned_off=0; auto &energy = player_info.energy; energy -= (FrameTime*3/8); if (energy < i2f(10)) { if (!turned_off) { pl_flags &= ~PLAYER_FLAGS_HEADLIGHT_ON; turned_off = 1; if (Game_mode & GM_MULTI) multi_send_flags(Player_num); } } else turned_off = 0; if (energy <= 0) { energy = 0; pl_flags &= ~PLAYER_FLAGS_HEADLIGHT_ON; if (Game_mode & GM_MULTI) multi_send_flags(Player_num); } } #endif #if DXX_USE_EDITOR check_create_player_path(); player_follow_path(vmobjptr(ConsoleObject)); #endif if (Game_mode & GM_MULTI) { result = std::max(multi_do_frame(), result); if (Netgame.PlayTimeAllowed.count()) { if (ThisLevelTime >= Netgame.PlayTimeAllowed) multi_check_for_killgoal_winner(LevelSharedRobotInfoState.Robot_info); ThisLevelTime += d_time_fix(FrameTime); } } result = std::max(dead_player_frame(LevelSharedRobotInfoState.Robot_info), result); if (Newdemo_state != ND_STATE_PLAYBACK) result = std::max(do_controlcen_dead_frame(), result); if (result == window_event_result::close) return result; // skip everything else - don't set Player_dead_state again #if defined(DXX_BUILD_DESCENT_II) process_super_mines_frame(); do_seismic_stuff(); do_ambient_sounds(vcsegptr(ConsoleObject->segnum)->s2_flags); #endif digi_sync_sounds(); if (Endlevel_sequence) { result = std::max(do_endlevel_frame(LevelSharedRobotInfoState), result); powerup_grab_cheat_all(); do_special_effects(); return result; //skip everything else } if ((Newdemo_state != ND_STATE_PLAYBACK) || (Newdemo_vcr_state != ND_STATE_PAUSED)) { do_special_effects(); wall_frame_process(LevelSharedRobotInfoState.Robot_info); } if (LevelUniqueControlCenterState.Control_center_destroyed) { if (Newdemo_state==ND_STATE_RECORDING ) newdemo_record_control_center_destroyed(); } flash_frame(); if ( Newdemo_state == ND_STATE_PLAYBACK ) { result = std::max(newdemo_playback_one_frame(), result); if ( Newdemo_state != ND_STATE_PLAYBACK ) { Assert(result == window_event_result::close); return window_event_result::close; // Go back to menu } } else { // Note the link to above! #ifndef NEWHOMER player_info.homing_object_dist = -1; // Assume not being tracked. Laser_do_weapon_sequence modifies this. #endif result = std::max(game_move_all_objects(LevelSharedRobotInfoState), result); powerup_grab_cheat_all(); if (Endlevel_sequence) //might have been started during move return result; fuelcen_update_all(LevelSharedRobotInfoState.Robot_info); do_ai_frame_all(LevelSharedRobotInfoState.Robot_info); auto laser_firing_count = FireLaser(player_info, Controls); if (auto &Auto_fire_fusion_cannon_time = player_info.Auto_fire_fusion_cannon_time) { if (player_info.Primary_weapon != primary_weapon_index_t::FUSION_INDEX) Auto_fire_fusion_cannon_time = 0; else if ((laser_firing_count = (GameTime64 + FrameTime/2 >= Auto_fire_fusion_cannon_time))) { Auto_fire_fusion_cannon_time = 0; } else if (d_tick_step) { const auto rx = (d_rand() - 16384) / 8; const auto rz = (d_rand() - 16384) / 8; const auto &&console = vmobjptr(ConsoleObject); auto &rotvel = console->mtype.phys_info.rotvel; rotvel.x += rx; rotvel.z += rz; const auto bump_amount = player_info.Fusion_charge > F1_0*2 ? player_info.Fusion_charge * 4 : F1_0 * 4; bump_one_object(console, make_random_vector(), bump_amount); } } if (laser_firing_count) do_laser_firing_player(plrobj); delayed_autoselect(player_info, Controls); } if (Do_appearance_effect) { Do_appearance_effect = 0; create_player_appearance_effect(Vclip, *ConsoleObject); } #if defined(DXX_BUILD_DESCENT_II) omega_charge_frame(player_info); slide_textures(); auto &LevelSharedDestructibleLightState = LevelSharedSegmentState.DestructibleLights; flicker_lights(LevelSharedDestructibleLightState, Flickering_light_state, vmsegptridx); //if the player is taking damage, give up guided missile control if (local_player_shields_ref != player_shields) { const auto player_num = Player_num; if (const auto &&gimobj = LevelUniqueObjectState.Guided_missile.get_player_active_guided_missile(vmobjptr, player_num)) release_local_guided_missile(LevelUniqueObjectState, player_num, *gimobj); } #endif // Check if we have to close in-game menus for multiplayer if ((Game_mode & GM_MULTI) && get_local_player().connected == player_connection_status::playing) { if (Endlevel_sequence || Player_dead_state != player_was_dead || local_player_shields_ref < player_shields || (LevelUniqueControlCenterState.Control_center_destroyed && LevelUniqueControlCenterState.Countdown_seconds_left < 10)) game_leave_menus(); } return result; } } #if defined(DXX_BUILD_DESCENT_II) void compute_slide_segs() { auto &TmapInfo = LevelUniqueTmapInfoState.TmapInfo; for (const csmusegment suseg : vmsegptr) { sidemask_t slide_textures{}; for (const auto sidenum : MAX_SIDES_PER_SEGMENT) { const auto &uside = suseg.u.sides[sidenum]; const auto &ti = TmapInfo[get_texture_index(uside.tmap_num)]; if (!(ti.slide_u || ti.slide_v)) continue; const auto &sside = suseg.s.sides[sidenum]; if (IS_CHILD(suseg.s.children[sidenum]) && sside.wall_num == wall_none) /* If a wall exists, it could be visible at start or * become visible later, so always enable sliding for * walls. */ continue; slide_textures |= build_sidemask(sidenum); } suseg.u.slide_textures = slide_textures; } } namespace { template static void update_uv(std::array &uvls, uvl &i, fix a) { if (!a) return; const auto ip = (i.*p += a); if (ip > f2_0) range_for (auto &j, uvls) j.*p -= f1_0; else if (ip < -f2_0) range_for (auto &j, uvls) j.*p += f1_0; } // ----------------------------------------------------------------------------- static void slide_textures(void) { auto &TmapInfo = LevelUniqueTmapInfoState.TmapInfo; for (unique_segment &useg : vmsegptr) { if (const auto slide_seg = useg.slide_textures; slide_seg != sidemask_t{}) { for (const auto sidenum : MAX_SIDES_PER_SEGMENT) { if (slide_seg & build_sidemask(sidenum)) { auto &side = useg.sides[sidenum]; const auto &ti = TmapInfo[get_texture_index(side.tmap_num)]; const auto tiu = ti.slide_u; const auto tiv = ti.slide_v; if (tiu || tiv) { const auto frametime = FrameTime; const auto ua = fixmul(frametime, tiu << 8); const auto va = fixmul(frametime, tiv << 8); auto &uvls = side.uvls; range_for (auto &i, uvls) { update_uv<&uvl::u>(uvls, i, ua); update_uv<&uvl::v>(uvls, i, va); } } } } } } } constexpr std::integral_constant flicker_timer_disabled{}; static void flicker_lights(const d_level_shared_destructible_light_state &LevelSharedDestructibleLightState, d_flickering_light_state &fls, fvmsegptridx &vmsegptridx) { auto &TmapInfo = LevelUniqueTmapInfoState.TmapInfo; auto &Walls = LevelUniqueWallSubsystemState.Walls; auto &vcwallptr = Walls.vcptr; range_for (auto &f, partial_range(fls.Flickering_lights, fls.Num_flickering_lights)) { if (f.timer == flicker_timer_disabled) //disabled continue; const auto &&segp = vmsegptridx(f.segnum); const auto sidenum = f.sidenum; { auto &side = segp->unique_segment::sides[sidenum]; if (!(TmapInfo[get_texture_index(side.tmap_num)].lighting || TmapInfo[get_texture_index(side.tmap_num2)].lighting)) continue; } //make sure this is actually a light if (! (WALL_IS_DOORWAY(GameBitmaps, Textures, vcwallptr, segp, sidenum) & WALL_IS_DOORWAY_FLAG::render)) 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(LevelSharedDestructibleLightState, segp, sidenum); else subtract_light(LevelSharedDestructibleLightState, segp, sidenum); } } } //returns ptr to flickering light structure, or NULL if can't find static std::pair find_flicker(d_flickering_light_state &fls, const vmsegidx_t segnum, const sidenum_t sidenum) { //see if there's already an entry for this seg/side const auto &&pr = partial_range(fls.Flickering_lights, fls.Num_flickering_lights); const auto &&predicate = [segnum, sidenum](const flickering_light &f) { return f.segnum == segnum && f.sidenum == sidenum; //found it! }; const auto &&pe = pr.end(); return {std::find_if(pr.begin(), pe, predicate), pe}; } static void update_flicker(d_flickering_light_state &fls, const vmsegidx_t segnum, const sidenum_t sidenum, const fix timer) { const auto &&i = find_flicker(fls, segnum, sidenum); if (i.first != i.second) i.first->timer = timer; } } //turn flickering off (because light has been turned off) void disable_flicker(d_flickering_light_state &fls, const vmsegidx_t segnum, const sidenum_t sidenum) { update_flicker(fls, segnum, sidenum, flicker_timer_disabled); } //turn flickering off (because light has been turned on) void enable_flicker(d_flickering_light_state &fls, const vmsegidx_t segnum, const sidenum_t sidenum) { update_flicker(fls, segnum, sidenum, 0); } #endif namespace { // ----------------------------------------------------------------------------- // Fire Laser: Registers a laser fire, and performs special stuff for the fusion // cannon. bool FireLaser(player_info &player_info, const control_info &Controls) { auto &Objects = LevelUniqueObjectState.Objects; auto &vmobjptr = Objects.vmptr; auto &vmobjptridx = Objects.vmptridx; if (!Controls.state.fire_primary) return false; if (!allowed_to_fire_laser(player_info)) return false; auto &Primary_weapon = player_info.Primary_weapon; if (!Weapon_info[Primary_weapon_to_weapon_info[Primary_weapon]].fire_count) /* Retail data sets fire_count=1 for all primary weapons */ return false; if (Primary_weapon == primary_weapon_index_t::FUSION_INDEX) { auto &energy = player_info.energy; auto &Auto_fire_fusion_cannon_time = player_info.Auto_fire_fusion_cannon_time; if (energy < F1_0 * 2 && Auto_fire_fusion_cannon_time == 0) { return false; } else { static fix64 Fusion_next_sound_time = 0; if (player_info.Fusion_charge == 0) energy -= F1_0*2; const auto Fusion_charge = (player_info.Fusion_charge += FrameTime); energy -= FrameTime; if (energy <= 0) { 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. { int dg, db; const int dr = Fusion_charge >> 11; if (Fusion_charge < F1_0*2) dg = 0, db = dr; else dg = dr, db = 0; PALETTE_FLASH_ADD(dr, dg, db); } 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, sound_stack::allow_stacking); #endif const auto cobjp = vmobjptridx(ConsoleObject); apply_damage_to_player(cobjp, cobjp, d_rand() * 4, apply_damage_player::always); } else { create_awareness_event(vmobjptr(ConsoleObject), player_awareness_type_t::PA_WEAPON_ROBOT_COLLISION, LevelUniqueRobotAwarenessState); multi_digi_play_sample(SOUND_FUSION_WARMUP, F1_0); } Fusion_next_sound_time = GameTime64 + F1_0/8 + d_rand()/4; } } } return true; } // ------------------------------------------------------------------------------------------------------- // 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(object &player, const vmobjptridx_t powerup) { fix powerup_size; fix player_size; Assert(powerup->type == OBJ_POWERUP); powerup_size = powerup->size; player_size = player.size; const auto dist = vm_vec_dist_quick(powerup->pos, player.pos); if ((dist < 2*(powerup_size + player_size)) && !(powerup->flags & OF_SHOULD_BE_DEAD)) { collide_live_local_player_and_powerup(powerup); } } // ------------------------------------------------------------------------------------------------------- // 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 &Objects = LevelUniqueObjectState.Objects; auto &vmobjptr = Objects.vmptr; auto &vmobjptridx = Objects.vmptridx; if (Endlevel_sequence) return; if (Player_dead_state != player_dead_state::no) return; const auto &&console = vmobjptr(ConsoleObject); range_for (const auto objnum, objects_in(vmsegptr(console->segnum), vmobjptridx, vmsegptr)) if (objnum->type == OBJ_POWERUP) powerup_grab_cheat(console, objnum); } } } #ifdef SHOW_EXIT_PATH namespace dsx { namespace { // ------------------------------------------------------------------------------------------------------------------ // 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(const d_vclip_array &Vclip, fvmobjptridx &vmobjptridx, fvmsegptridx &vmsegptridx, segnum_t segnum) { int player_hide_index=-1; if (LevelUniqueObjectState.Level_path_created) return 0; LevelUniqueObjectState.Level_path_created = 1; auto objp = vmobjptridx(ConsoleObject); const auto &&cr = create_path_points(objp, create_path_unused_robot_info, objp->segnum, segnum, Point_segs_free_ptr, 100, create_path_random_flag::nonrandom, create_path_safety_flag::unsafe, segment_none); const unsigned player_path_length = cr.second; if (cr.first == create_path_result::early) 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) { auto &Objects = LevelUniqueObjectState.Objects; auto &vmobjptridx = Objects.vmptridx; // ---------- Find exit doors ---------- range_for (const auto &&segp, vcsegptridx) { for (const auto child_segnum : segp->shared_segment::children) if (child_segnum == segment_exit) { return mark_player_path_to_segment(Vclip, vmobjptridx, vmsegptridx, segp); } } return 0; } } #endif #if defined(DXX_BUILD_DESCENT_II) namespace dsx { /* * reads a flickering_light structure from a PHYSFS_File */ void flickering_light_read(flickering_light &fl, PHYSFS_File *fp) { { const auto s = segnum_t{static_cast(PHYSFSX_readShort(fp))}; fl.segnum = vmsegidx_t::check_nothrow_index(s) ? s : segment_none; } const auto sidenum = build_sidenum_from_untrusted(PHYSFSX_readShort(fp)); fl.mask = PHYSFSX_readInt(fp); fl.timer = PHYSFSX_readFix(fp); fl.delay = PHYSFSX_readFix(fp); if (!sidenum) { fl = {}; return; } fl.sidenum = sidenum.value(); } void flickering_light_write(const flickering_light &fl, PHYSFS_File *fp) { PHYSFS_writeSLE16(fp, fl.segnum); PHYSFS_writeSLE16(fp, underlying_value(fl.sidenum)); PHYSFS_writeULE32(fp, fl.mask); PHYSFSX_writeFix(fp, fl.timer); PHYSFSX_writeFix(fp, fl.delay); } } #endif