dxx-rebirth/similar/main/game.cpp
Kp 7034b68357 Manage world time automatically where possible
For all cases where world time nests, use automatic management.  Some
sites disable time in one function and enable it elsewhere.  These are
untouched.
2015-10-09 02:46:09 +00:00

1828 lines
48 KiB
C++

/*
* 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 <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <stdarg.h>
#include <SDL.h>
#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 "highest_valid.h"
#include "partial_range.h"
#include "segiter.h"
#ifndef NDEBUG
int Mark_count = 0; // number of debugging marks set
#endif
static fix64 last_timer_value=0;
fix ThisLevelTime=0;
grs_canvas Screen_3d_window; // The rectangle for rendering the mine to
int force_cockpit_redraw=0;
int PaletteRedAdd, PaletteGreenAdd, PaletteBlueAdd;
#ifdef EDITOR
//flag for whether initial fade-in has been done
char faded_in;
#endif
int Game_suspended=0; //if non-zero, nothing moves but player
fix64 Auto_fire_fusion_cannon_time = 0;
fix Fusion_charge = 0;
int Game_mode = GM_GAME_OVER;
int Global_laser_firing_count = 0;
int Global_missile_firing_count = 0;
fix64 Next_flare_fire_time = 0;
// Function prototypes for GAME.C exclusively.
static void GameProcessFrame(void);
static void FireLaser(void);
static void powerup_grab_cheat_all(void);
#if defined(DXX_BUILD_DESCENT_II)
static void slide_textures(void);
static void flicker_lights();
#endif
// Cheats
game_cheats cheats;
// ==============================================================================================
//this is called once per game
void init_game()
{
init_objects();
init_special_effects();
Clear_window = 2; // do portal only window clear.
}
void reset_palette_add()
{
PaletteRedAdd = 0;
PaletteGreenAdd = 0;
PaletteBlueAdd = 0;
}
screen_mode Game_screen_mode{640, 480};
//initialize the various canvases on the game screen
//called every time the screen mode or cockpit changes
void init_cockpit()
{
//Initialize the on-screen canvases
if (Screen_mode != SCREEN_GAME)
return;
if ( Screen_mode == SCREEN_EDITOR )
PlayerCfg.CockpitMode[1] = CM_FULL_SCREEN;
#ifndef OGL
if (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*((float)SWIDTH/bm.bm_w), y1*((float)SHEIGHT/bm.bm_h), (x2-x1+1)*((float)SWIDTH/bm.bm_w), (y2-y1+2)*((float)SHEIGHT/bm.bm_h));
break;
}
case CM_FULL_SCREEN:
game_init_render_sub_buffers(0, 0, SWIDTH, SHEIGHT);
break;
case CM_STATUS_BAR:
game_init_render_sub_buffers( 0, 0, SWIDTH, (HIRESMODE?(SHEIGHT*2)/2.6:(SHEIGHT*2)/2.72) );
break;
case CM_LETTERBOX: {
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;
gr_rect(x, 0, w, gsm_height - h);
gr_rect(x, gsm_height - h, w, gsm_height);
game_init_render_sub_buffers( x, y, w, h );
break;
}
}
gr_set_current_canvas(NULL);
}
//selects a given cockpit (or lack of one). See types in game.h
void select_cockpit(cockpit_mode_t mode)
{
if (mode != PlayerCfg.CockpitMode[1]) { //new mode
PlayerCfg.CockpitMode[1]=mode;
init_cockpit();
}
}
//force cockpit redraw next time. call this if you've trashed the screen
void reset_cockpit()
{
force_cockpit_redraw=1;
last_drawn_cockpit = -1;
}
void game_init_render_sub_buffers( int x, int y, int w, int h )
{
gr_clear_canvas(0);
gr_init_sub_canvas(Screen_3d_window, grd_curscreen->sc_canvas, x, y, w, h);
}
//called to change the screen mode. Parameter sm is the new mode, one of
//SMODE_GAME or SMODE_EDITOR. returns mode acutally set (could be other
//mode if cannot init requested mode)
int set_screen_mode(int sm)
{
if ( (Screen_mode == sm) && !((sm==SCREEN_GAME) && (grd_curscreen->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 {
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();
}
void game_flush_inputs()
{
Controls = {};
game_flush_common_inputs();
}
void game_flush_respawn_inputs()
{
static_cast<control_info::fire_controls_t &>(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 : GameArg.SysMaxFPS);
const auto may_sleep = !GameArg.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();
}
void move_player_2_segment(const vsegptridx_t seg,int side)
{
compute_segment_center(ConsoleObject->pos,seg);
auto vp = compute_center_point_on_side(seg,side);
vm_vec_sub2(vp,ConsoleObject->pos);
vm_vector_2_matrix(ConsoleObject->orient,vp,nullptr,nullptr);
obj_relink( ConsoleObject-Objects, seg );
}
#ifndef OGL
void save_screen_shot(int automap_flag)
{
grs_canvas *screen_canv=&grd_curscreen->sc_canvas;
static int savenum=0;
grs_canvas *save_canv;
char savename[FILENAME_LEN+sizeof(SCRNS_DIR)];
palette_array_t pal;
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
{
sprintf(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
//initialize flying
void fly_init(const vobjptr_t obj)
{
obj->control_type = CT_FLYING;
obj->movement_type = MT_PHYSICS;
vm_vec_zero(obj->mtype.phys_info.velocity);
vm_vec_zero(obj->mtype.phys_info.thrust);
vm_vec_zero(obj->mtype.phys_info.rotvel);
vm_vec_zero(obj->mtype.phys_info.rotthrust);
}
// ------------------------------------------------------------------------------------
static void do_cloak_stuff(void)
{
for (int i = 0; i < N_players; i++)
if (Players[i].flags & PLAYER_FLAGS_CLOAKED) {
if (GameTime64 > Players[i].cloak_time+CLOAK_TIME_MAX)
{
Players[i].flags &= ~PLAYER_FLAGS_CLOAKED;
if (i == Player_num) {
multi_digi_play_sample(SOUND_CLOAK_OFF, F1_0);
maybe_drop_net_powerup(POW_CLOAK);
if ( Newdemo_state != ND_STATE_PLAYBACK )
multi_send_decloak(); // For demo recording
}
}
}
}
static int FakingInvul=0;
// ------------------------------------------------------------------------------------
static void do_invulnerable_stuff(void)
{
auto &player = get_local_player();
if (player.flags & PLAYER_FLAGS_INVULNERABLE)
{
if (GameTime64 > player.invulnerable_time + INVULNERABLE_TIME_MAX)
{
player.flags &= ~PLAYER_FLAGS_INVULNERABLE;
if (FakingInvul)
{
FakingInvul = 0;
return;
}
multi_digi_play_sample(SOUND_INVULNERABILITY_OFF, F1_0);
if (Game_mode & GM_MULTI)
{
maybe_drop_net_powerup(POW_INVULNERABILITY);
}
}
}
}
#if defined(DXX_BUILD_DESCENT_I)
static inline void do_afterburner_stuff()
{
}
#elif defined(DXX_BUILD_DESCENT_II)
ubyte Last_afterburner_state = 0;
fix Last_afterburner_charge = 0;
fix64 Time_flash_last_played;
#define AFTERBURNER_LOOP_START ((GameArg.SndDigiSampleRate==SAMPLE_RATE_22K)?32027:(32027/2)) //20098
#define AFTERBURNER_LOOP_END ((GameArg.SndDigiSampleRate==SAMPLE_RATE_22K)?48452:(48452/2)) //25776
int Ab_scale = 4;
static void do_afterburner_stuff(void)
{
static sbyte func_play = 0;
if (!(get_local_player().flags & PLAYER_FLAGS_AFTERBURNER))
Afterburner_charge = 0;
const auto plobj = vcobjptridx(get_local_player().objnum);
if (Endlevel_sequence || Player_is_dead)
{
digi_kill_sound_linked_to_object(plobj);
if (Game_mode & GM_MULTI && func_play)
{
multi_send_sound_function (0,0);
func_play = 0;
}
}
if ((Controls.state.afterburner != Last_afterburner_state && Last_afterburner_charge) || (Last_afterburner_state && Last_afterburner_charge && !Afterburner_charge)) {
if (Afterburner_charge && Controls.state.afterburner && (get_local_player().flags & PLAYER_FLAGS_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;
}
}
// ------------------------------------------------------------------------------------
// Diminish palette effects towards normal.
static void diminish_palette_towards_normal(void)
{
int dec_amount = 0;
float brightness_correction = 1-((float)gr_palette_get_gamma()/64); // to compensate for brightness setting of the game
// Diminish at DIMINISH_RATE units/second.
if (FrameTime < (F1_0/DIMINISH_RATE))
{
static fix diminish_timer = 0;
diminish_timer += FrameTime;
if (diminish_timer >= (F1_0/DIMINISH_RATE))
{
diminish_timer -= (F1_0/DIMINISH_RATE);
dec_amount = 1;
}
}
else
{
dec_amount = f2i(FrameTime*DIMINISH_RATE); // one second = DIMINISH_RATE counts
if (dec_amount == 0)
dec_amount++; // make sure we decrement by something
}
#if defined(DXX_BUILD_DESCENT_II)
if (Flash_effect) {
int force_do = 0;
static fix Flash_step_up_timer = 0;
// Part of hack system to force update of palette after exiting a menu.
if (Time_flash_last_played) {
force_do = 1;
PaletteRedAdd ^= 1; // Very Tricky! In gr_palette_step_up, if all stepups same as last time, won't do anything!
}
if (Time_flash_last_played + F1_0/8 < GameTime64) {
digi_play_sample( SOUND_CLOAK_OFF, Flash_effect/4);
Time_flash_last_played = GameTime64;
}
Flash_effect -= FrameTime;
Flash_step_up_timer += FrameTime;
if (Flash_effect < 0)
Flash_effect = 0;
if (force_do || (Flash_step_up_timer >= F1_0/26)) // originally time interval based on (d_rand() > 4096)
{
Flash_step_up_timer -= (F1_0/26);
if ( (Newdemo_state==ND_STATE_RECORDING) && (PaletteRedAdd || PaletteGreenAdd || PaletteBlueAdd) )
newdemo_record_palette_effect(PaletteRedAdd, PaletteGreenAdd, PaletteBlueAdd);
gr_palette_step_up( PaletteRedAdd*brightness_correction, PaletteGreenAdd*brightness_correction, PaletteBlueAdd*brightness_correction );
return;
}
}
#endif
diminish_palette_color_toward_zero(PaletteRedAdd, dec_amount);
diminish_palette_color_toward_zero(PaletteGreenAdd, dec_amount);
diminish_palette_color_toward_zero(PaletteBlueAdd, dec_amount);
if ( (Newdemo_state==ND_STATE_RECORDING) && (PaletteRedAdd || PaletteGreenAdd || PaletteBlueAdd) )
newdemo_record_palette_effect(PaletteRedAdd, PaletteGreenAdd, PaletteBlueAdd);
gr_palette_step_up( PaletteRedAdd*brightness_correction, PaletteGreenAdd*brightness_correction, PaletteBlueAdd*brightness_correction );
}
int Redsave, Bluesave, Greensave;
void palette_save(void)
{
Redsave = PaletteRedAdd; Bluesave = PaletteBlueAdd; Greensave = PaletteGreenAdd;
}
void palette_restore(void)
{
float brightness_correction = 1-((float)gr_palette_get_gamma()/64);
PaletteRedAdd = Redsave; PaletteBlueAdd = Bluesave; PaletteGreenAdd = Greensave;
gr_palette_step_up( PaletteRedAdd*brightness_correction, PaletteGreenAdd*brightness_correction, PaletteBlueAdd*brightness_correction );
#if defined(DXX_BUILD_DESCENT_II)
// Forces flash effect to fixup palette next frame.
Time_flash_last_played = 0;
#endif
}
// --------------------------------------------------------------------------------------------------
int allowed_to_fire_laser(void)
{
if (Player_is_dead) {
Global_missile_firing_count = 0;
return 0;
}
// Make sure enough time has elapsed to fire laser
if (Next_laser_fire_time > GameTime64)
return 0;
return 1;
}
int allowed_to_fire_flare(void)
{
if (Next_flare_fire_time > GameTime64)
return 0;
#if defined(DXX_BUILD_DESCENT_II)
if (get_local_player().energy < Weapon_info[FLARE_ID].energy_usage)
#define FLARE_BIG_DELAY (F1_0*2)
Next_flare_fire_time = GameTime64 + FLARE_BIG_DELAY;
else
#endif
Next_flare_fire_time = GameTime64 + F1_0/4;
return 1;
}
int allowed_to_fire_missile(void)
{
// Make sure enough time has elapsed to fire missile
if (Next_missile_fire_time > GameTime64)
return 0;
return 1;
}
#if defined(DXX_BUILD_DESCENT_II)
void full_palette_save(void)
{
palette_save();
reset_palette_add();
gr_palette_load( gr_palette );
}
#endif
#ifdef USE_SDLMIXER
#define EXT_MUSIC_TEXT "Jukebox/Audio CD"
#else
#define EXT_MUSIC_TEXT "Audio CD"
#endif
static int free_help(newmenu *, const d_event &event, newmenu_item *items)
{
if (event.type == EVENT_WINDOW_CLOSE)
{
std::default_delete<newmenu_item[]>()(items);
}
return 0;
}
#if (defined(__APPLE__) || defined(macintosh))
#define _DXX_HELP_MENU_SAVE_LOAD(VERB) \
DXX_##VERB##_TEXT("Alt-F2/F3 (\x85-SHIFT-s/o)\t SAVE/LOAD GAME", HELP_AF2_3) \
DXX_##VERB##_TEXT("Alt-Shift-F2/F3 (\x85-s/o)\t Quick Save/Load", HELP_ASF2_3)
#define _DXX_HELP_MENU_PAUSE(VERB) DXX_##VERB##_TEXT("Pause (\x85-P)\t Pause", HELP_PAUSE)
#define _DXX_HELP_MENU_AUDIO(VERB) \
DXX_##VERB##_TEXT("\x85-E\t Eject Audio CD", HELP_ASF9) \
DXX_##VERB##_TEXT("\x85-Up/Down\t Play/Pause " EXT_MUSIC_TEXT, HELP_ASF10) \
DXX_##VERB##_TEXT("\x85-Left/Right\t Previous/Next Song", HELP_ASF11_12)
#define _DXX_HELP_MENU_HINT_CMD_KEY(VERB, PREFIX) \
DXX_##VERB##_TEXT("", PREFIX##_SEP_HINT_CMD) \
DXX_##VERB##_TEXT("(Use \x85-# for F#. e.g. \x85-1 for F1)", PREFIX##_HINT_CMD)
#define _DXX_NETHELP_SAVELOAD_GAME(VERB) \
DXX_##VERB##_TEXT("Alt-F2/F3 (\x85-SHIFT-s/\x85-o)\t SAVE/LOAD COOP GAME", NETHELP_SAVELOAD)
#else
#define _DXX_HELP_MENU_SAVE_LOAD(VERB) \
DXX_##VERB##_TEXT("Alt-F2/F3\t SAVE/LOAD GAME", HELP_AF2_3) \
DXX_##VERB##_TEXT("Alt-Shift-F2/F3\t Fast Save", HELP_ASF2_3)
#define _DXX_HELP_MENU_PAUSE(VERB) DXX_##VERB##_TEXT(TXT_HELP_PAUSE, HELP_PAUSE)
#define _DXX_HELP_MENU_AUDIO(VERB) \
DXX_##VERB##_TEXT("Alt-Shift-F9\t Eject Audio CD", HELP_ASF9) \
DXX_##VERB##_TEXT("Alt-Shift-F10\t Play/Pause " EXT_MUSIC_TEXT, HELP_ASF10) \
DXX_##VERB##_TEXT("Alt-Shift-F11/F12\t Previous/Next Song", HELP_ASF11_12)
#define _DXX_HELP_MENU_HINT_CMD_KEY(VERB, PREFIX)
#define _DXX_NETHELP_SAVELOAD_GAME(VERB) \
DXX_##VERB##_TEXT("Alt-F2/F3\t SAVE/LOAD COOP GAME", NETHELP_SAVELOAD)
#endif
#if defined(DXX_BUILD_DESCENT_II)
#define _DXX_HELP_MENU_D2_DXX_F4(VERB) DXX_##VERB##_TEXT(TXT_HELP_F4, HELP_F4)
#define _DXX_HELP_MENU_D2_DXX_FEATURES(VERB) \
DXX_##VERB##_TEXT("Shift-F1/F2\t Cycle left/right window", HELP_SF1_2) \
DXX_##VERB##_TEXT("Shift-F4\t GuideBot menu", HELP_SF4) \
DXX_##VERB##_TEXT("Alt-Shift-F4\t Rename GuideBot", HELP_ASF4) \
DXX_##VERB##_TEXT("Shift-F5/F6\t Drop primary/secondary", HELP_SF5_6) \
DXX_##VERB##_TEXT("Shift-number\t GuideBot commands", HELP_GUIDEBOT_COMMANDS)
#define _DXX_NETHELP_DROPFLAG(VERB) \
DXX_##VERB##_TEXT("ALT-0\t DROP FLAG", NETHELP_DROPFLAG)
#else
#define _DXX_HELP_MENU_D2_DXX_F4(VERB)
#define _DXX_HELP_MENU_D2_DXX_FEATURES(VERB)
#define _DXX_NETHELP_DROPFLAG(VERB)
#endif
#define DXX_HELP_MENU(VERB) \
DXX_##VERB##_TEXT(TXT_HELP_ESC, HELP_ESC) \
DXX_##VERB##_TEXT("SHIFT-ESC\t SHOW GAME LOG", HELP_LOG) \
DXX_##VERB##_TEXT("F1\t THIS SCREEN", HELP_HELP) \
DXX_##VERB##_TEXT(TXT_HELP_F2, HELP_F2) \
_DXX_HELP_MENU_SAVE_LOAD(VERB) \
DXX_##VERB##_TEXT("F3\t SWITCH COCKPIT MODES", HELP_F3) \
_DXX_HELP_MENU_D2_DXX_F4(VERB) \
DXX_##VERB##_TEXT(TXT_HELP_F5, HELP_F5) \
DXX_##VERB##_TEXT("ALT-F7\t SWITCH HUD MODES", HELP_AF7) \
_DXX_HELP_MENU_PAUSE(VERB) \
DXX_##VERB##_TEXT(TXT_HELP_PRTSCN, HELP_PRTSCN) \
DXX_##VERB##_TEXT(TXT_HELP_1TO5, HELP_1TO5) \
DXX_##VERB##_TEXT(TXT_HELP_6TO10, HELP_6TO10) \
_DXX_HELP_MENU_D2_DXX_FEATURES(VERB) \
_DXX_HELP_MENU_AUDIO(VERB) \
_DXX_HELP_MENU_HINT_CMD_KEY(VERB, HELP) \
enum {
DXX_HELP_MENU(ENUM)
};
void show_help()
{
const unsigned nitems = DXX_HELP_MENU(COUNT);
auto m = new newmenu_item[nitems];
DXX_HELP_MENU(ADD);
newmenu_dotiny(NULL, TXT_KEYS, nitems, m, 0, free_help, m);
}
#undef DXX_HELP_MENU
#define DXX_NETHELP_MENU(VERB) \
DXX_##VERB##_TEXT("F1\t THIS SCREEN", NETHELP_HELP) \
_DXX_NETHELP_DROPFLAG(VERB) \
_DXX_NETHELP_SAVELOAD_GAME(VERB) \
DXX_##VERB##_TEXT("ALT-F4\t SHOW PLAYER NAMES ON HUD", NETHELP_HUDNAMES) \
DXX_##VERB##_TEXT("F7\t TOGGLE KILL LIST", NETHELP_TOGGLE_KILL_LIST) \
DXX_##VERB##_TEXT("F8\t SEND MESSAGE", NETHELP_SENDMSG) \
DXX_##VERB##_TEXT("(SHIFT-)F9 to F12\t (DEFINE)SEND MACRO", NETHELP_MACRO) \
DXX_##VERB##_TEXT("PAUSE\t SHOW NETGAME INFORMATION", NETHELP_GAME_INFO) \
_DXX_HELP_MENU_HINT_CMD_KEY(VERB, NETHELP) \
DXX_##VERB##_TEXT("", NETHELP_SEP1) \
DXX_##VERB##_TEXT("MULTIPLAYER MESSAGE COMMANDS:", NETHELP_COMMAND_HEADER) \
DXX_##VERB##_TEXT("(*): TEXT\t SEND TEXT TO PLAYER/TEAM (*)", NETHELP_DIRECT_MESSAGE) \
DXX_##VERB##_TEXT("/Handicap: (*)\t SET YOUR STARTING SHIELDS TO (*) [10-100]", NETHELP_COMMAND_HANDICAP) \
DXX_##VERB##_TEXT("/move: (*)\t MOVE PLAYER (*) TO OTHER TEAM (Host-only)", NETHELP_COMMAND_MOVE) \
DXX_##VERB##_TEXT("/kick: (*)\t KICK PLAYER (*) FROM GAME (Host-only)", NETHELP_COMMAND_KICK) \
DXX_##VERB##_TEXT("/KillReactor\t BLOW UP THE MINE (Host-only)", NETHELP_COMMAND_KILL_REACTOR) \
enum {
DXX_NETHELP_MENU(ENUM)
};
void show_netgame_help()
{
const unsigned nitems = DXX_NETHELP_MENU(COUNT);
auto m = new newmenu_item[nitems];
DXX_NETHELP_MENU(ADD);
newmenu_dotiny(NULL, TXT_KEYS, nitems, m, 0, free_help, m);
}
#undef DXX_NETHELP_MENU
#define DXX_NEWDEMO_HELP_MENU(VERB) \
DXX_##VERB##_TEXT("ESC\t QUIT DEMO PLAYBACK", DEMOHELP_QUIT) \
DXX_##VERB##_TEXT("F1\t THIS SCREEN", DEMOHELP_HELP) \
DXX_##VERB##_TEXT(TXT_HELP_F2, DEMOHELP_F2) \
DXX_##VERB##_TEXT("F3\t SWITCH COCKPIT MODES", DEMOHELP_F3) \
DXX_##VERB##_TEXT("F4\t TOGGLE PERCENTAGE DISPLAY", DEMOHELP_F4) \
DXX_##VERB##_TEXT("UP\t PLAY", DEMOHELP_PLAY) \
DXX_##VERB##_TEXT("DOWN\t PAUSE", DEMOHELP_PAUSE) \
DXX_##VERB##_TEXT("RIGHT\t ONE FRAME FORWARD", DEMOHELP_FRAME_FORWARD) \
DXX_##VERB##_TEXT("LEFT\t ONE FRAME BACKWARD", DEMOHELP_FRAME_BACKWARD) \
DXX_##VERB##_TEXT("SHIFT-RIGHT\t FAST FORWARD", DEMOHELP_FAST_FORWARD) \
DXX_##VERB##_TEXT("SHIFT-LEFT\t FAST BACKWARD", DEMOHELP_FAST_BACKWARD) \
DXX_##VERB##_TEXT("CTRL-RIGHT\t JUMP TO END", DEMOHELP_JUMP_END) \
DXX_##VERB##_TEXT("CTRL-LEFT\t JUMP TO START", DEMOHELP_JUMP_START) \
_DXX_HELP_MENU_HINT_CMD_KEY(VERB, DEMOHELP) \
enum {
DXX_NEWDEMO_HELP_MENU(ENUM)
};
void show_newdemo_help()
{
const unsigned nitems = DXX_NEWDEMO_HELP_MENU(COUNT);
auto m = new newmenu_item[nitems];
DXX_NEWDEMO_HELP_MENU(ADD);
newmenu_dotiny(NULL, "DEMO PLAYBACK CONTROLS", nitems, m, 0, free_help, m);
}
#undef DXX_NEWDEMO_HELP_MENU
#define LEAVE_TIME 0x4000 //how long until we decide key is down (Used to be 0x4000)
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()
// ----------------------------------------------------------------------------
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( ConsoleObject-Objects, 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 (GameArg.SysAutoRecordDemo && Newdemo_state == ND_STATE_NORMAL)
newdemo_start_recording();
return game_wind;
}
window *Game_wind = NULL;
// Event handler for the game
window_event_result game_handler(window *,const d_event &event, const unused_window_userdata_t *)
{
switch (event.type)
{
case EVENT_WINDOW_ACTIVATED:
set_screen_mode(SCREEN_GAME);
event_toggle_focus(1);
key_toggle_repeat(0);
game_flush_inputs();
if (time_paused)
start_time();
if (!((Game_mode & GM_MULTI) && (Newdemo_state != ND_STATE_PLAYBACK)))
digi_resume_digi_sounds();
if (!((Game_mode & GM_MULTI) && (Newdemo_state != ND_STATE_PLAYBACK)))
palette_restore();
reset_cockpit();
break;
case EVENT_WINDOW_DEACTIVATED:
if (!(((Game_mode & GM_MULTI) && (Newdemo_state != ND_STATE_PLAYBACK)) && (!Endlevel_sequence)) )
stop_time();
if (!((Game_mode & GM_MULTI) && (Newdemo_state != ND_STATE_PLAYBACK)))
digi_pause_digi_sounds();
if (!((Game_mode & GM_MULTI) && (Newdemo_state != ND_STATE_PLAYBACK)))
full_palette_save();
event_toggle_focus(0);
key_toggle_repeat(1);
break;
case EVENT_JOYSTICK_BUTTON_UP:
case EVENT_JOYSTICK_BUTTON_DOWN:
case EVENT_JOYSTICK_MOVED:
case EVENT_MOUSE_BUTTON_UP:
case EVENT_MOUSE_BUTTON_DOWN:
case EVENT_MOUSE_MOVED:
case EVENT_KEY_COMMAND:
case EVENT_KEY_RELEASE:
case EVENT_IDLE:
return ReadControls(event);
case EVENT_WINDOW_DRAW:
if (!time_paused)
{
calc_frame_time();
GameProcessFrame();
}
if (!Automap_active) // efficiency hack
{
if (force_cockpit_redraw) { //screen need redrawing?
init_cockpit();
force_cockpit_redraw=0;
}
game_render_frame();
}
break;
case EVENT_WINDOW_CLOSE:
digi_stop_digi_sounds();
if ( (Newdemo_state == ND_STATE_RECORDING) || (Newdemo_state == ND_STATE_PAUSED) )
newdemo_stop_recording();
multi_leave_game();
if ( Newdemo_state == ND_STATE_PLAYBACK )
newdemo_stop_playback();
songs_play_song( SONG_TITLE, 1 );
game_disable_cheats();
Game_mode = GM_GAME_OVER;
#ifdef EDITOR
if (!EditorWindow) // have to do it this way because of the necessary longjmp. Yuck.
#endif
show_menus();
Game_wind = NULL;
event_toggle_focus(0);
key_toggle_repeat(1);
break;
case EVENT_WINDOW_CLOSED:
break;
default:
break;
}
return window_event_result::ignored;
}
// Initialise game, actually runs in main event loop
void game()
{
hide_menus();
Game_wind = game_setup();
}
//called at the end of the program
void close_game()
{
close_gauges();
restore_effect_bitmap_icons();
}
#if defined(DXX_BUILD_DESCENT_II)
object *Missile_viewer=NULL;
object_signature_t Missile_viewer_sig;
array<int, 2> Marker_viewer_num{{-1,-1}};
array<int, 2> Coop_view_player{{-1,-1}};
//returns ptr to escort robot, or NULL
objptridx_t find_escort()
{
range_for (const auto i, highest_valid(Objects))
{
auto o = vobjptridx(i);
if (o->type == OBJ_ROBOT && Robot_info[get_robot_id(o)].companion)
return 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;
}
}
void GameProcessFrame(void)
{
fix player_shields = get_local_player().shields;
int player_was_dead = Player_is_dead;
update_player_stats();
diminish_palette_towards_normal(); // Should leave palette effect up for as long as possible by putting right before render.
do_afterburner_stuff();
do_cloak_stuff();
do_invulnerable_stuff();
remove_obsolete_stuck_objects();
#if defined(DXX_BUILD_DESCENT_II)
init_ai_frame();
do_final_boss_frame();
if ((get_local_player().flags & PLAYER_FLAGS_HEADLIGHT) && (get_local_player().flags & PLAYER_FLAGS_HEADLIGHT_ON)) {
static int turned_off=0;
get_local_player().energy -= (FrameTime*3/8);
if (get_local_player().energy < i2f(10)) {
if (!turned_off) {
get_local_player().flags &= ~PLAYER_FLAGS_HEADLIGHT_ON;
turned_off = 1;
if (Game_mode & GM_MULTI)
multi_send_flags(Player_num);
}
}
else
turned_off = 0;
if (get_local_player().energy <= 0)
{
get_local_player().energy = 0;
get_local_player().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!
if (Auto_fire_fusion_cannon_time) {
if (Primary_weapon != FUSION_INDEX)
Auto_fire_fusion_cannon_time = 0;
else if (GameTime64 + FrameTime/2 >= Auto_fire_fusion_cannon_time) {
Auto_fire_fusion_cannon_time = 0;
Global_laser_firing_count = 1;
} else if (d_tick_step) {
fix bump_amount;
Global_laser_firing_count = 0;
ConsoleObject->mtype.phys_info.rotvel.x += (d_rand() - 16384)/8;
ConsoleObject->mtype.phys_info.rotvel.z += (d_rand() - 16384)/8;
const auto rand_vec = make_random_vector();
bump_amount = F1_0*4;
if (Fusion_charge > F1_0*2)
bump_amount = Fusion_charge*4;
bump_one_object(vobjptr(ConsoleObject), rand_vec, bump_amount);
}
else
{
Global_laser_firing_count = 0;
}
}
if (Global_laser_firing_count)
Global_laser_firing_count -= do_laser_firing_player();
if (Global_laser_firing_count < 0)
Global_laser_firing_count = 0;
}
if (Do_appearance_effect) {
create_player_appearance_effect(vobjptridx(ConsoleObject));
Do_appearance_effect = 0;
if ((Game_mode & GM_MULTI) && Netgame.InvulAppear)
{
get_local_player().flags |= PLAYER_FLAGS_INVULNERABLE;
get_local_player().invulnerable_time = GameTime64 - (i2f(58 - Netgame.InvulAppear) >> 1);
FakingInvul=1;
}
}
#if defined(DXX_BUILD_DESCENT_II)
omega_charge_frame();
slide_textures();
flicker_lights();
//if the player is taking damage, give up guided missile control
if (get_local_player().shields != player_shields)
release_guided_missile(Player_num);
#endif
// Check if we have to close in-game menus for multiplayer
if ((Game_mode & GM_MULTI) && (get_local_player().connected == CONNECT_PLAYING))
{
if ( Endlevel_sequence || ((Control_center_destroyed) && (Countdown_seconds_left <= 1)) || // close menus when end of level...
(Automap_active && ((Player_is_dead != player_was_dead) || (get_local_player().shields<=0 && player_shields>0))) ) // close autmap when dying ...
game_leave_menus();
}
}
#if defined(DXX_BUILD_DESCENT_II)
void compute_slide_segs()
{
range_for (const auto segnum, highest_valid(Segments))
{
const auto &segp = vsegptr(static_cast<segnum_t>(segnum));
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 <fix uvl::*p>
static void update_uv(array<uvl, 4> &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 segnum, highest_valid(Segments))
{
const auto &segp = vsegptr(static_cast<segnum_t>(segnum));
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;
static void flicker_lights()
{
range_for (auto &rf, partial_range(Flickering_lights, Num_flickering_lights))
{
auto f = &rf;
segment *segp = &Segments[f->segnum];
//make sure this is actually a light
if (! (WALL_IS_DOORWAY(segp, f->sidenum) & WID_RENDER_FLAG))
continue;
if (! (TmapInfo[segp->sides[f->sidenum].tmap_num].lighting | TmapInfo[segp->sides[f->sidenum].tmap_num2 & 0x3fff].lighting))
continue;
if (static_cast<unsigned>(f->timer) == 0x80000000) //disabled
continue;
if ((f->timer -= FrameTime) < 0) {
while (f->timer < 0)
f->timer += f->delay;
f->mask = ((f->mask&0x80000000)?1:0) + (f->mask<<1);
if (f->mask & 1)
add_light(f->segnum,f->sidenum);
else
subtract_light(f->segnum,f->sidenum);
}
}
}
//returns ptr to flickering light structure, or NULL if can't find
static std::pair<Flickering_light_array_t::iterator, Flickering_light_array_t::iterator> find_flicker(segnum_t segnum, int sidenum)
{
//see if there's already an entry for this seg/side
auto pr = partial_range(Flickering_lights, Num_flickering_lights);
auto predicate = [segnum, sidenum](const flickering_light &f) {
return f.segnum == segnum && f.sidenum == sidenum; //found it!
};
return {std::find_if(pr.begin(), pr.end(), predicate), pr.end()};
}
template <typename F>
static inline void update_flicker(segnum_t segnum, int sidenum, F f)
{
auto i = find_flicker(segnum, sidenum);
if (i.first != i.second)
f(*i.first);
}
//turn flickering off (because light has been turned off)
void disable_flicker(segnum_t segnum,int sidenum)
{
auto F = [](flickering_light &f) {
f.timer = 0x80000000;
};
update_flicker(segnum, sidenum, F);
}
//turn flickering off (because light has been turned on)
void enable_flicker(segnum_t segnum,int sidenum)
{
auto F = [](flickering_light &f) {
f.timer = 0;
};
update_flicker(segnum, sidenum, F);
}
#endif
// -----------------------------------------------------------------------------
// Fire Laser: Registers a laser fire, and performs special stuff for the fusion
// cannon.
void FireLaser()
{
Global_laser_firing_count = Controls.state.fire_primary?Weapon_info[Primary_weapon_to_weapon_info[Primary_weapon]].fire_count:0;
if ((Primary_weapon == FUSION_INDEX) && (Global_laser_firing_count)) {
if ((get_local_player().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)
get_local_player().energy -= F1_0*2;
Fusion_charge += FrameTime;
get_local_player().energy -= FrameTime;
if (get_local_player().energy <= 0)
{
get_local_player().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(const vobjptr_t 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);
const auto &&segp = vsegptr(console->segnum);
range_for (const auto objnum, objects_in(*segp))
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; i<player_path_length; i++) {
vms_vector seg_center;
auto segnum = Point_segs[player_hide_index+i].segnum;
seg_center = Point_segs[player_hide_index+i].point;
auto obj = obj_create( OBJ_POWERUP, POW_ENERGY, segnum, seg_center, &vmd_identity_matrix, Powerup_info[POW_ENERGY].size, CT_POWERUP, MT_NONE, RT_POWERUP);
if (obj == object_none) {
Int3(); // Unable to drop energy powerup for path
return 1;
}
obj->rtype.vclip_info.vclip_num = Powerup_info[get_powerup_id(obj)].vclip_num;
obj->rtype.vclip_info.frametime = Vclip[obj->rtype.vclip_info.vclip_num].frame_time;
obj->rtype.vclip_info.framenum = 0;
obj->lifeleft = F1_0*100 + d_rand() * 4;
}
return 1;
}
// Return true if it happened, else return false.
int create_special_path(void)
{
// ---------- Find exit doors ----------
range_for (const auto i, highest_valid(Segments))
{
const auto &&segp = vcsegptr(static_cast<segnum_t>(i));
for (int j=0; j<MAX_SIDES_PER_SEGMENT; j++)
if (segp->children[j] == segment_exit)
{
return mark_player_path_to_segment(i);
}
}
return 0;
}
#endif
#if defined(DXX_BUILD_DESCENT_II)
/*
* 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(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