/* * 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 "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 "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 "partial_range.h" #include "segiter.h" static fix64 last_timer_value=0; fix ThisLevelTime=0; grs_canvas Screen_3d_window; // The rectangle for rendering the mine to namespace dcx { int force_cockpit_redraw=0; int PaletteRedAdd, PaletteGreenAdd, PaletteBlueAdd; 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. namespace dsx { static void GameProcessFrame(void); static void FireLaser(); static void powerup_grab_cheat_all(); #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(); Clear_window = 2; // do portal only window clear. } } namespace dcx { void reset_palette_add() { PaletteRedAdd = 0; PaletteGreenAdd = 0; PaletteBlueAdd = 0; } screen_mode Game_screen_mode{640, 480}; } namespace dsx { //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 (PlayerCfg.CockpitMode[1] != CM_LETTERBOX) { #if defined(DXX_BUILD_DESCENT_II) int HiresGFXAvailable = !GameArg.GfxSkipHiresGFX; #endif auto full_screen_mode = HiresGFXAvailable ? screen_mode{640, 480} : screen_mode{320, 200}; if (Game_screen_mode != full_screen_mode) { 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*(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 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: { const unsigned gsm_height = SM_H(Game_screen_mode); const unsigned w = SM_W(Game_screen_mode); 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; gr_rect(x, 0, w, gsm_height - h, color); gr_rect(x, gsm_height - h, w, gsm_height, color); 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(); } } 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 = -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); } } 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) ) { 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->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; #ifdef 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); } gr_set_current_canvas(NULL); 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(); } static void game_flush_common_inputs() { event_flush(); key_flush(); joy_flush(); mouse_flush(); } } namespace dsx { void game_flush_inputs() { Controls = {}; game_flush_common_inputs(); } } namespace dcx { void game_flush_respawn_inputs() { static_cast(Controls.state) = {}; game_flush_common_inputs(); } /* * 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 >= bound) { last_timer_value = timer_value; break; } if (Game_mode & GM_MULTI) multi_do_frame(); // during long wait, keep packets flowing if (may_sleep) timer_delay(F1_0>>8); } 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(); calc_d_homer_tick(); } namespace dsx { void move_player_2_segment(const vsegptridx_t seg,int side) { const auto &&console = vobjptridx(ConsoleObject); compute_segment_center(console->pos,seg); auto vp = compute_center_point_on_side(seg,side); vm_vec_sub2(vp, console->pos); vm_vector_2_matrix(console->orient, vp, nullptr, nullptr); obj_relink(console, seg ); } } #ifndef OGL namespace dcx { 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; pause_game_world_time p; 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 { snprintf(savename, sizeof(savename), "%sscrn%04d.pcx",SCRNS_DIR, savenum++); if (savenum >= 9999) break; // that's enough I think. } 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); } } #endif namespace dsx { //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++) { const auto &&plobj = vobjptr(Players[i].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(void) { auto &plobj = get_local_plrobj(); auto &player_info = plobj.ctype.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); } } } } namespace dsx { #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 static void do_afterburner_stuff(void) { static sbyte func_play = 0; const auto have_afterburner = get_local_player_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, 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, 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; } } 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 { // ------------------------------------------------------------------------------------ // 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; } 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 } // -------------------------------------------------------------------------------------------------- int allowed_to_fire_laser(void) { if (Player_dead_state != player_dead_state::no) { 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 (get_local_player_energy() < Weapon_info[weapon_id_type::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 *, 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_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) #define _DXX_HELP_MENU_AUDIO(VERB) \ DXX_MENUITEM(VERB, TEXT, "\x85-E\t Eject Audio CD", HELP_ASF9) \ 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) #define _DXX_HELP_MENU_AUDIO(VERB) \ DXX_MENUITEM(VERB, TEXT, "Alt-Shift-F9\t Eject Audio CD", HELP_ASF9) \ 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 _DXX_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 _DXX_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) \ 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_MENUITEM(VERB, TEXT, "F1\t THIS SCREEN", NETHELP_HELP) \ _DXX_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 { 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_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() { 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) 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] == CM_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(); } //deal with rear view - switch it on, or off, or whatever void check_rear_view() { 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] == CM_FULL_COCKPIT) select_cockpit(CM_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() { cheats = {}; } // game_setup() // ---------------------------------------------------------------------------- namespace dsx { 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 = segptridx(segment_first); Curside = 0; } if (Segments[ConsoleObject->segnum].segnum == segment_none) //segment no longer exists obj_relink(vobjptridx(ConsoleObject), Cursegp); if (!check_obj_seg(ConsoleObject)) move_player_2_segment(Cursegp,Curside); #endif Viewer = ConsoleObject; fly_init(vobjptr(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(); if (CGameArg.SysAutoRecordDemo && Newdemo_state == ND_STATE_NORMAL) newdemo_start_recording(); return game_wind; } } window *Game_wind = NULL; namespace dsx { // 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) namespace dsx { object *Missile_viewer=NULL; object_signature_t Missile_viewer_sig; array Marker_viewer_num{{-1,-1}}; array Coop_view_player{{-1,-1}}; //returns ptr to escort robot, or NULL objptridx_t find_escort() { range_for (const auto &&o, vobjptridx) { if (o->type == OBJ_ROBOT && Robot_info[get_robot_id(o)].companion) return objptridx_t(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) { 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 { void GameProcessFrame(void) { auto &local_player_shields_ref = get_local_player_shields(); fix player_shields = local_player_shields_ref; const auto player_was_dead = Player_dead_state; 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(); auto &pl_flags = get_local_player_flags(); if (pl_flags & PLAYER_FLAGS_HEADLIGHT_ON) { static int turned_off=0; auto &energy = get_local_player_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 #ifdef EDITOR check_create_player_path(); player_follow_path(vobjptr(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! 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! auto laser_firing_count = Global_laser_firing_count; if (Auto_fire_fusion_cannon_time) { if (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 = vobjptr(ConsoleObject); auto &rotvel = console->mtype.phys_info.rotvel; rotvel.x += rx; rotvel.z += rz; const auto rand_vec = make_random_vector(); const auto bump_amount = Fusion_charge > F1_0*2 ? Fusion_charge*4 : F1_0*4; bump_one_object(console, rand_vec, bump_amount); } } if (laser_firing_count) { laser_firing_count -= do_laser_firing_player(); if (laser_firing_count < 0) laser_firing_count = 0; } Global_laser_firing_count = laser_firing_count; delayed_autoselect(); } if (Do_appearance_effect) { Do_appearance_effect = 0; create_player_appearance_effect(vobjptridx(ConsoleObject)); } #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 (local_player_shields_ref != player_shields) release_guided_missile(Player_num); #endif // Check if we have to close in-game menus for multiplayer if ((Game_mode & GM_MULTI) && (get_local_player().connected == CONNECT_PLAYING)) { if (Endlevel_sequence || (Player_dead_state != player_was_dead) || (local_player_shields_ref < player_shields) || (Control_center_destroyed && Countdown_seconds_left < 10)) game_leave_menus(); } } #if defined(DXX_BUILD_DESCENT_II) void compute_slide_segs() { range_for (const auto &&segp, vsegptr) { uint8_t slide_textures = 0; for (int sidenum=0;sidenum<6;sidenum++) { const auto &side = segp->sides[sidenum]; const auto &ti = TmapInfo[side.tmap_num]; if (!(ti.slide_u || ti.slide_v)) continue; if (IS_CHILD(segp->children[sidenum]) && side.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 |= 1 << sidenum; } segp->slide_textures = slide_textures; } } template static void update_uv(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) { range_for (const auto &&segp, vsegptr) { if (const auto slide_seg = segp->slide_textures) { for (int sidenum=0;sidenum<6;sidenum++) { if (slide_seg & (1 << sidenum)) { auto &side = segp->sides[sidenum]; const auto &ti = TmapInfo[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); } } } } } } } Flickering_light_array_t Flickering_lights; unsigned Num_flickering_lights; constexpr fix flicker_timer_disabled = 0x80000000; static void flicker_lights() { range_for (auto &f, partial_range(Flickering_lights, Num_flickering_lights)) { if (f.timer == flicker_timer_disabled) //disabled continue; const auto &&segp = vsegptridx(f.segnum); const auto sidenum = f.sidenum; { auto &side = segp->sides[sidenum]; if (!(TmapInfo[side.tmap_num].lighting || TmapInfo[side.tmap_num2 & 0x3fff].lighting)) continue; } //make sure this is actually a light if (! (WALL_IS_DOORWAY(segp, sidenum) & WID_RENDER_FLAG)) 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(segp, sidenum); else subtract_light(segp, 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 const 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()}; } static void update_flicker(const segnum_t segnum, const unsigned sidenum, const fix timer) { auto i = find_flicker(segnum, sidenum); if (i.first != i.second) i.first->timer = timer; } //turn flickering off (because light has been turned off) void disable_flicker(segnum_t segnum,int sidenum) { update_flicker(segnum, sidenum, flicker_timer_disabled); } //turn flickering off (because light has been turned on) void enable_flicker(segnum_t segnum,int sidenum) { update_flicker(segnum, sidenum, 0); } #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 == primary_weapon_index_t::FUSION_INDEX) && (Global_laser_firing_count)) { auto &energy = get_local_player_energy(); if (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) energy -= F1_0*2; 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. 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(vobjptr(ConsoleObject), player_awareness_type_t::PA_WEAPON_ROBOT_COLLISION); multi_digi_play_sample(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(object &player, const vobjptridx_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)) { 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) { const auto &&console = vobjptr(ConsoleObject); range_for (const auto objnum, objects_in(vsegptr(console->segnum))) if (objnum->type == OBJ_POWERUP) powerup_grab_cheat(console, 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 &&segp, vcsegptridx) { for (int j=0; jchildren[j] == segment_exit) { return mark_player_path_to_segment(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) { fl->segnum = 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(const 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