dxx-rebirth/similar/main/game.cpp
Chris Taylor 4cc801f42f Remove calls to window_close(Game_wind) when game finished or over
Replace calls to window_close(Game_wind) with returning window_event_result::close to game handler. Applies to when DoEndGame() is called, DoGameOver() is called, aborting in the kmatrix screen (multiplayer game) during AdvanceLevel() and playing one demo frame causes playback to stop in GameProcessFrame(). Closing a window within its handler is problematic - it can result in an unstable state.
2017-01-08 21:08:50 +08:00

1901 lines
50 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 "dxxsconf.h"
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <stdarg.h>
#include <SDL.h>
#if DXX_USE_OGL
#include "ogl_init.h"
#endif
#include "pstypes.h"
#include "console.h"
#include "gr.h"
#include "inferno.h"
#include "game.h"
#include "key.h"
#include "config.h"
#include "object.h"
#include "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"
#if DXX_USE_EDITOR
#include "editor/editor.h"
#include "editor/esegment.h"
#endif
#include "d_enumerate.h"
#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
int Game_mode = GM_GAME_OVER;
int Global_laser_firing_count = 0;
int Global_missile_firing_count = 0;
}
// Function prototypes for GAME.C exclusively.
namespace dsx {
static window_event_result 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;
#if !DXX_USE_OGL
if (PlayerCfg.CockpitMode[1] != CM_LETTERBOX)
{
#if defined(DXX_BUILD_DESCENT_II)
int HiresGFXAvailable = !GameArg.GfxSkipHiresGFX;
#endif
auto full_screen_mode = HiresGFXAvailable ? 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<float>(SWIDTH)/bm.bm_w), y1*(static_cast<float>(SHEIGHT)/bm.bm_h), (x2-x1+1)*(static_cast<float>(SWIDTH)/bm.bm_w), (y2-y1+2)*(static_cast<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;
const uint8_t color = 0;
gr_rect(*grd_curcanv, x, 0, w, gsm_height - h, color);
gr_rect(*grd_curcanv, 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(*grd_curcanv, 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;
}
#if DXX_USE_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;
#if DXX_USE_EDITOR
case SCREEN_EDITOR:
{
const screen_mode editor_mode{800, 600};
if (grd_curscreen->get_screen_mode() != editor_mode)
{
int gr_error;
if ((gr_error = gr_set_mode(editor_mode)) != 0) { //force into game scrren
Warning("Cannot init editor screen (error=%d)",gr_error);
return 0;
}
}
}
break;
#endif
#if defined(DXX_BUILD_DESCENT_II)
case SCREEN_MOVIE:
{
const screen_mode movie_mode{MOVIE_WIDTH, MOVIE_HEIGHT};
if (grd_curscreen->get_screen_mode() != movie_mode)
{
if (gr_set_mode(movie_mode))
Error("Cannot set screen mode for game!");
gr_palette_load( gr_palette );
}
}
break;
#endif
default:
Error("Invalid screen mode %d",sm);
}
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<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 : 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_ms(1);
}
if ( cheats.turbo )
FrameTime *= 2;
if (FrameTime < 0) //if bogus frametime...
FrameTime = (last_frametime==0?1:last_frametime); //...then use time from last frame
GameTime64 += FrameTime;
calc_d_tick();
#ifdef NEWHOMER
calc_d_homer_tick();
#endif
}
namespace dsx {
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 );
}
}
#if !DXX_USE_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(*grd_curcanv, 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 '%s", TXT_DUMPING_SCREEN, &savename[sizeof(SCRNS_DIR) - 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(*grd_curcanv, temp_canv->cv_bitmap);
gr_set_current_canvas(save_canv);
}
}
#endif
namespace dcx {
//initialize flying
void fly_init(object_base &obj)
{
obj.control_type = CT_FLYING;
obj.movement_type = MT_PHYSICS;
obj.mtype.phys_info.velocity = {};
obj.mtype.phys_info.thrust = {};
obj.mtype.phys_info.rotvel = {};
obj.mtype.phys_info.rotthrust = {};
}
}
namespace dsx {
// ------------------------------------------------------------------------------------
static void do_cloak_stuff(void)
{
range_for (auto &&e, enumerate(partial_range(Players, N_players)))
{
const auto &&plobj = vobjptr(e.value.objnum);
auto &player_info = plobj->ctype.player_info;
auto &pl_flags = player_info.powerup_flags;
if (pl_flags & PLAYER_FLAGS_CLOAKED)
{
if (GameTime64 > player_info.cloak_time+CLOAK_TIME_MAX)
{
pl_flags &= ~PLAYER_FLAGS_CLOAKED;
auto &i = e.idx;
if (i == Player_num) {
multi_digi_play_sample(SOUND_CLOAK_OFF, F1_0);
maybe_drop_net_powerup(POW_CLOAK, 1, 0);
if ( Newdemo_state != ND_STATE_PLAYBACK )
multi_send_decloak(); // For demo recording
}
}
}
}
}
// ------------------------------------------------------------------------------------
static void do_invulnerable_stuff(player_info &player_info)
{
auto &pl_flags = player_info.powerup_flags;
if (pl_flags & PLAYER_FLAGS_INVULNERABLE)
{
if (GameTime64 > player_info.invulnerable_time + INVULNERABLE_TIME_MAX)
{
pl_flags &= ~PLAYER_FLAGS_INVULNERABLE;
if (auto &FakingInvul = player_info.FakingInvul)
{
FakingInvul = 0;
return;
}
multi_digi_play_sample(SOUND_INVULNERABILITY_OFF, F1_0);
if (Game_mode & GM_MULTI)
{
maybe_drop_net_powerup(POW_INVULNERABILITY, 1, 0);
}
}
}
}
#if defined(DXX_BUILD_DESCENT_I)
static inline void do_afterburner_stuff()
{
}
#elif defined(DXX_BUILD_DESCENT_II)
ubyte Last_afterburner_state = 0;
static fix Last_afterburner_charge;
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;
auto &player_info = get_local_plrobj().ctype.player_info;
const auto have_afterburner = player_info.powerup_flags & PLAYER_FLAGS_AFTERBURNER;
if (!have_afterburner)
Afterburner_charge = 0;
const auto plobj = vcobjptridx(get_local_player().objnum);
if (Endlevel_sequence || Player_dead_state != player_dead_state::no)
{
digi_kill_sound_linked_to_object(plobj);
if (Game_mode & GM_MULTI && func_play)
{
multi_send_sound_function (0,0);
func_play = 0;
}
}
if ((Controls.state.afterburner != Last_afterburner_state && Last_afterburner_charge) || (Last_afterburner_state && Last_afterburner_charge && !Afterburner_charge)) {
if (Afterburner_charge && Controls.state.afterburner && have_afterburner) {
digi_link_sound_to_object3(SOUND_AFTERBURNER_IGNITE, plobj, 1, F1_0, 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<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 );
}
}
namespace {
int Redsave, Bluesave, Greensave;
}
#if defined(DXX_BUILD_DESCENT_II)
static
#endif
void palette_save(void)
{
Redsave = PaletteRedAdd; Bluesave = PaletteBlueAdd; Greensave = PaletteGreenAdd;
}
namespace dsx {
void palette_restore(void)
{
float brightness_correction = 1-(static_cast<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_dead_state != player_dead_state::no)
{
Global_missile_firing_count = 0;
return 0;
}
auto &plrobj = get_local_plrobj();
auto &Next_laser_fire_time = plrobj.ctype.player_info.Next_laser_fire_time;
// Make sure enough time has elapsed to fire laser
if (Next_laser_fire_time > GameTime64)
return 0;
return 1;
}
namespace dsx {
int allowed_to_fire_flare(player_info &player_info)
{
auto &Next_flare_fire_time = player_info.Next_flare_fire_time;
if (Next_flare_fire_time > GameTime64)
return 0;
#if defined(DXX_BUILD_DESCENT_II)
if (player_info.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(const player_info &player_info)
{
auto &Next_missile_fire_time = player_info.Next_missile_fire_time;
// Make sure enough time has elapsed to fire missile
if (Next_missile_fire_time > GameTime64)
return 0;
return 1;
}
}
#if defined(DXX_BUILD_DESCENT_II)
void full_palette_save(void)
{
palette_save();
reset_palette_add();
gr_palette_load( gr_palette );
}
#endif
#if DXX_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_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)
{
PlayerCfg.CockpitMode[1] = PlayerCfg.CockpitMode[0];
last_drawn_cockpit = -1; // Force cockpit to redraw next time a frame renders.
Endlevel_sequence = 0;
const auto 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;
#if DXX_USE_EDITOR
if (!Cursegp)
{
Cursegp = segptridx(segment_first);
Curside = 0;
}
if (vcsegptr(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(*ConsoleObject);
Game_suspended = 0;
reset_time();
FrameTime = 0; //make first frame zero
fix_object_segs();
if (CGameArg.SysAutoRecordDemo && Newdemo_state == ND_STATE_NORMAL)
newdemo_start_recording();
return game_wind;
}
}
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 *)
{
const bool was_game_wind = Game_wind != nullptr;
auto result = window_event_result::ignored;
switch (event.type)
{
case EVENT_WINDOW_ACTIVATED:
set_screen_mode(SCREEN_GAME);
event_toggle_focus(1);
key_toggle_repeat(0);
game_flush_inputs();
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();
result = 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:
Game_wind = nullptr; // Don't let any of the code below close Game_wind - it's already being done!
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;
#if DXX_USE_EDITOR
if (!EditorWindow) // have to do it this way because of the necessary longjmp. Yuck.
#endif
show_menus();
event_toggle_focus(0);
key_toggle_repeat(1);
return window_event_result::ignored;
break;
default:
break;
}
// If we deleted the window ***in this call of the handler***, tell the event loop
// Will be removed when no cases of this left
if (!Game_wind && was_game_wind)
result = window_event_result::deleted;
return result;
}
// Initialise game, actually runs in main event loop
void game()
{
hide_menus();
Game_wind = game_setup();
}
}
//called at the end of the program
void close_game()
{
close_gauges();
restore_effect_bitmap_icons();
}
#if defined(DXX_BUILD_DESCENT_II)
namespace dsx {
object *Missile_viewer=NULL;
object_signature_t Missile_viewer_sig;
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 &&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 = vcsegptr(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 {
window_event_result GameProcessFrame()
{
auto &player_info = get_local_plrobj().ctype.player_info;
auto &local_player_shields_ref = get_local_plrobj().shields;
fix player_shields = local_player_shields_ref;
const auto player_was_dead = Player_dead_state;
auto result = window_event_result::ignored;
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(player_info);
remove_obsolete_stuck_objects();
#if defined(DXX_BUILD_DESCENT_II)
init_ai_frame(player_info.powerup_flags);
result = do_final_boss_frame();
auto &pl_flags = player_info.powerup_flags;
if (pl_flags & PLAYER_FLAGS_HEADLIGHT_ON)
{
static int turned_off=0;
auto &energy = player_info.energy;
energy -= (FrameTime*3/8);
if (energy < i2f(10)) {
if (!turned_off) {
pl_flags &= ~PLAYER_FLAGS_HEADLIGHT_ON;
turned_off = 1;
if (Game_mode & GM_MULTI)
multi_send_flags(Player_num);
}
}
else
turned_off = 0;
if (energy <= 0)
{
energy = 0;
pl_flags &= ~PLAYER_FLAGS_HEADLIGHT_ON;
if (Game_mode & GM_MULTI)
multi_send_flags(Player_num);
}
}
#endif
#if DXX_USE_EDITOR
check_create_player_path();
player_follow_path(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();
}
result = std::max(dead_player_frame(), result);
if (Newdemo_state != ND_STATE_PLAYBACK)
result = std::max(do_controlcen_dead_frame(), result);
#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) {
result = std::max(do_endlevel_frame(), result);
powerup_grab_cheat_all();
do_special_effects();
return result; //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();
}
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 ) {
return window_event_result::close; // Go back to menu
}
}
else
{ // Note the link to above!
#ifndef NEWHOMER
player_info.homing_object_dist = -1; // Assume not being tracked. Laser_do_weapon_sequence modifies this.
#endif
result = std::max(object_move_all(), result);
powerup_grab_cheat_all();
if (Endlevel_sequence) //might have been started during move
return result;
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 &Auto_fire_fusion_cannon_time = player_info.Auto_fire_fusion_cannon_time)
{
if (player_info.Primary_weapon != primary_weapon_index_t::FUSION_INDEX)
Auto_fire_fusion_cannon_time = 0;
else if ((laser_firing_count = (GameTime64 + FrameTime/2 >= Auto_fire_fusion_cannon_time)))
{
Auto_fire_fusion_cannon_time = 0;
} else if (d_tick_step) {
const auto rx = (d_rand() - 16384) / 8;
const auto rz = (d_rand() - 16384) / 8;
const auto &&console = vobjptr(ConsoleObject);
auto &rotvel = console->mtype.phys_info.rotvel;
rotvel.x += rx;
rotvel.z += rz;
const auto bump_amount = player_info.Fusion_charge > F1_0*2 ? player_info.Fusion_charge * 4 : F1_0 * 4;
bump_one_object(console, make_random_vector(), bump_amount);
}
}
if (laser_firing_count)
{
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(player_info);
}
if (Do_appearance_effect) {
Do_appearance_effect = 0;
create_player_appearance_effect(*ConsoleObject);
}
#if defined(DXX_BUILD_DESCENT_II)
omega_charge_frame(player_info);
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();
}
return result;
}
#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 <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 &&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<Flickering_light_array_t::iterator, Flickering_light_array_t::iterator> find_flicker(const vsegidx_t segnum, const unsigned 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 vsegidx_t segnum, const unsigned sidenum, const fix timer)
{
const 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(const vsegidx_t segnum, const unsigned sidenum)
{
update_flicker(segnum, sidenum, flicker_timer_disabled);
}
//turn flickering off (because light has been turned on)
void enable_flicker(const vsegidx_t segnum, const unsigned sidenum)
{
update_flicker(segnum, sidenum, 0);
}
#endif
// -----------------------------------------------------------------------------
// Fire Laser: Registers a laser fire, and performs special stuff for the fusion
// cannon.
void FireLaser()
{
auto &player_info = get_local_plrobj().ctype.player_info;
auto &Primary_weapon = player_info.Primary_weapon;
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 = player_info.energy;
auto &Auto_fire_fusion_cannon_time = player_info.Auto_fire_fusion_cannon_time;
if (energy < F1_0 * 2 && Auto_fire_fusion_cannon_time == 0)
{
Global_laser_firing_count = 0;
} else {
static fix64 Fusion_next_sound_time = 0;
if (player_info.Fusion_charge == 0)
energy -= F1_0*2;
const auto Fusion_charge = (player_info.Fusion_charge += FrameTime);
energy -= FrameTime;
if (energy <= 0)
{
energy = 0;
Auto_fire_fusion_cannon_time = GameTime64 -1; // Fire now!
} else
Auto_fire_fusion_cannon_time = GameTime64 + FrameTime/2 + 1; // Fire the fusion cannon at this time in the future.
{
int dg, db;
const int dr = Fusion_charge >> 11;
if (Fusion_charge < F1_0*2)
dg = 0, db = dr;
else
dg = dr, db = 0;
PALETTE_FLASH_ADD(dr, dg, db);
}
if (Fusion_next_sound_time > GameTime64 + F1_0/8 + D_RAND_MAX/4) // GameTime64 is smaller than max delay - player in new level?
Fusion_next_sound_time = GameTime64 - 1;
if (Fusion_next_sound_time < GameTime64) {
if (Fusion_charge > F1_0*2) {
digi_play_sample( 11, F1_0 );
#if defined(DXX_BUILD_DESCENT_I)
if(Game_mode & GM_MULTI)
multi_send_play_sound(11, F1_0);
#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; i<player_path_length; i++) {
vms_vector seg_center;
seg_center = Point_segs[player_hide_index+i].point;
const auto &&obj = obj_create(OBJ_POWERUP, POW_ENERGY, vsegptridx(Point_segs[player_hide_index+i].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 &&segp, vcsegptridx)
{
for (int j=0; j<MAX_SIDES_PER_SEGMENT; j++)
if (segp->children[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