dxx-rebirth/similar/main/game.cpp
2015-05-24 17:16:38 +00:00

1772 lines
47 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 "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;
}
static int time_paused=0;
void stop_time()
{
if (time_paused==0) {
const fix64 time = timer_update();
last_timer_value = time - last_timer_value;
if (last_timer_value < 0) {
last_timer_value = 0;
}
}
time_paused++;
}
void start_time()
{
time_paused--;
Assert(time_paused >= 0);
if (time_paused==0) {
const fix64 time = timer_update();
last_timer_value = time - last_timer_value;
}
}
void game_flush_inputs()
{
int dx,dy,dz;
event_flush();
key_flush();
joy_flush();
mouse_flush();
mouse_get_delta( &dx, &dy, &dz ); // Read mouse
Controls = {};
}
/*
* timer that every sets d_tick_step true and increments d_tick_count every 1000/DESIGNATED_GAME_FPS ms.
*/
void calc_d_tick()
{
static fix timer = 0;
d_tick_step = 0;
timer += FrameTime;
if (timer >= DESIGNATED_GAME_FRAMETIME)
{
d_tick_step = 1;
d_tick_count++;
if (d_tick_count > 1000000)
d_tick_count = 0;
timer -= DESIGNATED_GAME_FRAMETIME;
}
}
void reset_time()
{
last_timer_value = timer_update();
}
void calc_frame_time()
{
fix last_frametime = FrameTime;
fix64 timer_value = timer_update();
FrameTime = timer_value - last_timer_value;
while (FrameTime < f1_0 / (GameCfg.VSync?MAXIMUM_FPS:GameArg.SysMaxFPS))
{
if (Game_mode & GM_MULTI)
multi_do_frame(); // during long wait, keep packets flowing
if (!GameArg.SysNoNiceFPS && !GameCfg.VSync)
timer_delay(F1_0>>8);
timer_value = timer_update();
FrameTime = timer_value - last_timer_value;
}
if ( cheats.turbo )
FrameTime *= 2;
last_timer_value = timer_value;
if (FrameTime < 0) //if bogus frametime...
FrameTime = (last_frametime==0?1:last_frametime); //...then use time from last frame
GameTime64 += FrameTime;
calc_d_tick();
}
void move_player_2_segment(const vsegptridx_t seg,int side)
{
compute_segment_center(ConsoleObject->pos,seg);
auto vp = compute_center_point_on_side(seg,side);
vm_vec_sub2(vp,ConsoleObject->pos);
vm_vector_2_matrix(ConsoleObject->orient,vp,nullptr,nullptr);
obj_relink( ConsoleObject-Objects, seg );
}
#ifndef OGL
void save_screen_shot(int automap_flag)
{
grs_canvas *screen_canv=&grd_curscreen->sc_canvas;
static int savenum=0;
grs_canvas *save_canv;
char savename[FILENAME_LEN+sizeof(SCRNS_DIR)];
palette_array_t pal;
stop_time();
if (!PHYSFSX_exists(SCRNS_DIR,0))
PHYSFS_mkdir(SCRNS_DIR); //try making directory
save_canv = grd_curcanv;
auto temp_canv = gr_create_canvas(screen_canv->cv_bitmap.bm_w,screen_canv->cv_bitmap.bm_h);
gr_set_current_canvas(temp_canv);
gr_ubitmap(screen_canv->cv_bitmap);
gr_set_current_canvas(save_canv);
do
{
sprintf(savename, "%sscrn%04d.pcx",SCRNS_DIR, savenum++);
} while (PHYSFSX_exists(savename,0));
gr_set_current_canvas(NULL);
if (!automap_flag)
HUD_init_message(HM_DEFAULT, "%s 'scrn%04d.pcx'", TXT_DUMPING_SCREEN, savenum-1 );
gr_palette_read(pal); //get actual palette from the hardware
pcx_write_bitmap(savename,&temp_canv->cv_bitmap,pal);
gr_set_current_canvas(screen_canv);
gr_ubitmap(temp_canv->cv_bitmap);
gr_set_current_canvas(save_canv);
start_time();
}
#endif
//initialize flying
void fly_init(const vobjptr_t obj)
{
obj->control_type = CT_FLYING;
obj->movement_type = MT_PHYSICS;
vm_vec_zero(obj->mtype.phys_info.velocity);
vm_vec_zero(obj->mtype.phys_info.thrust);
vm_vec_zero(obj->mtype.phys_info.rotvel);
vm_vec_zero(obj->mtype.phys_info.rotthrust);
}
// ------------------------------------------------------------------------------------
static void do_cloak_stuff(void)
{
for (int i = 0; i < N_players; i++)
if (Players[i].flags & PLAYER_FLAGS_CLOAKED) {
if (GameTime64 > Players[i].cloak_time+CLOAK_TIME_MAX)
{
Players[i].flags &= ~PLAYER_FLAGS_CLOAKED;
if (i == Player_num) {
digi_play_sample( SOUND_CLOAK_OFF, F1_0);
if (Game_mode & GM_MULTI)
multi_send_play_sound(SOUND_CLOAK_OFF, F1_0);
maybe_drop_net_powerup(POW_CLOAK);
if ( Newdemo_state != ND_STATE_PLAYBACK )
multi_send_decloak(); // For demo recording
}
}
}
}
static int FakingInvul=0;
// ------------------------------------------------------------------------------------
static void do_invulnerable_stuff(void)
{
if (Players[Player_num].flags & PLAYER_FLAGS_INVULNERABLE) {
if (GameTime64 > Players[Player_num].invulnerable_time+INVULNERABLE_TIME_MAX)
{
Players[Player_num].flags ^= PLAYER_FLAGS_INVULNERABLE;
if (FakingInvul==0)
{
digi_play_sample( SOUND_INVULNERABILITY_OFF, F1_0);
if (Game_mode & GM_MULTI)
{
multi_send_play_sound(SOUND_INVULNERABILITY_OFF, F1_0);
maybe_drop_net_powerup(POW_INVULNERABILITY);
}
}
FakingInvul=0;
}
}
}
#if defined(DXX_BUILD_DESCENT_I)
static inline void do_afterburner_stuff()
{
}
#elif defined(DXX_BUILD_DESCENT_II)
ubyte Last_afterburner_state = 0;
fix Last_afterburner_charge = 0;
fix64 Time_flash_last_played;
#define AFTERBURNER_LOOP_START ((GameArg.SndDigiSampleRate==SAMPLE_RATE_22K)?32027:(32027/2)) //20098
#define AFTERBURNER_LOOP_END ((GameArg.SndDigiSampleRate==SAMPLE_RATE_22K)?48452:(48452/2)) //25776
int Ab_scale = 4;
static void do_afterburner_stuff(void)
{
static sbyte func_play = 0;
if (!(Players[Player_num].flags & PLAYER_FLAGS_AFTERBURNER))
Afterburner_charge = 0;
const auto plobj = vcobjptridx(Players[Player_num].objnum);
if (Endlevel_sequence || Player_is_dead)
{
digi_kill_sound_linked_to_object(plobj);
if (Game_mode & GM_MULTI && func_play)
{
multi_send_sound_function (0,0);
func_play = 0;
}
}
if ((Controls.state.afterburner != Last_afterburner_state && Last_afterburner_charge) || (Last_afterburner_state && Last_afterburner_charge && !Afterburner_charge)) {
if (Afterburner_charge && Controls.state.afterburner && (Players[Player_num].flags & PLAYER_FLAGS_AFTERBURNER)) {
digi_link_sound_to_object3(SOUND_AFTERBURNER_IGNITE, plobj, 1, F1_0, 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 (Players[Player_num].energy < Weapon_info[FLARE_ID].energy_usage)
#define FLARE_BIG_DELAY (F1_0*2)
Next_flare_fire_time = GameTime64 + FLARE_BIG_DELAY;
else
#endif
Next_flare_fire_time = GameTime64 + F1_0/4;
return 1;
}
int allowed_to_fire_missile(void)
{
// Make sure enough time has elapsed to fire missile
if (Next_missile_fire_time > GameTime64)
return 0;
return 1;
}
#if defined(DXX_BUILD_DESCENT_II)
void full_palette_save(void)
{
palette_save();
reset_palette_add();
gr_palette_load( gr_palette );
}
#endif
#ifdef USE_SDLMIXER
#define EXT_MUSIC_TEXT "Jukebox/Audio CD"
#else
#define EXT_MUSIC_TEXT "Audio CD"
#endif
static int free_help(newmenu *, 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]);
}
//turns off all cheats & resets cheater flag
void game_disable_cheats()
{
cheats = {};
}
// game_setup()
// ----------------------------------------------------------------------------
window *game_setup(void)
{
window *game_wind;
PlayerCfg.CockpitMode[1] = PlayerCfg.CockpitMode[0];
last_drawn_cockpit = -1; // Force cockpit to redraw next time a frame renders.
Endlevel_sequence = 0;
game_wind = window_create(&grd_curscreen->sc_canvas, 0, 0, SWIDTH, SHEIGHT, game_handler, unused_window_userdata);
if (!game_wind)
return NULL;
reset_palette_add();
init_cockpit();
init_gauges();
netplayerinfo_on = 0;
#ifdef EDITOR
if (!Cursegp)
{
Cursegp = &Segments[0];
Curside = 0;
}
if (Segments[ConsoleObject->segnum].segnum == segment_none) //segment no longer exists
obj_relink( ConsoleObject-Objects, Cursegp );
if (!check_obj_seg(ConsoleObject))
move_player_2_segment(Cursegp,Curside);
#endif
Viewer = ConsoleObject;
fly_init(ConsoleObject);
Game_suspended = 0;
reset_time();
FrameTime = 0; //make first frame zero
#ifdef EDITOR
if (Current_level_num == 0) { //not a real level
init_player_stats_game(Player_num);
init_ai_objects();
}
#endif
fix_object_segs();
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 = Players[Player_num].shields;
int player_was_dead = Player_is_dead;
update_player_stats();
diminish_palette_towards_normal(); // Should leave palette effect up for as long as possible by putting right before render.
do_afterburner_stuff();
do_cloak_stuff();
do_invulnerable_stuff();
remove_obsolete_stuck_objects();
#if defined(DXX_BUILD_DESCENT_II)
init_ai_frame();
do_final_boss_frame();
if ((Players[Player_num].flags & PLAYER_FLAGS_HEADLIGHT) && (Players[Player_num].flags & PLAYER_FLAGS_HEADLIGHT_ON)) {
static int turned_off=0;
Players[Player_num].energy -= (FrameTime*3/8);
if (Players[Player_num].energy < i2f(10)) {
if (!turned_off) {
Players[Player_num].flags &= ~PLAYER_FLAGS_HEADLIGHT_ON;
turned_off = 1;
if (Game_mode & GM_MULTI)
multi_send_flags(Player_num);
}
}
else
turned_off = 0;
if (Players[Player_num].energy <= 0) {
Players[Player_num].energy = 0;
Players[Player_num].flags &= ~PLAYER_FLAGS_HEADLIGHT_ON;
if (Game_mode & GM_MULTI)
multi_send_flags(Player_num);
}
}
#endif
#ifdef EDITOR
check_create_player_path();
player_follow_path(ConsoleObject);
#endif
if (Game_mode & GM_MULTI)
{
multi_do_frame();
if (Netgame.PlayTimeAllowed && ThisLevelTime>=i2f((Netgame.PlayTimeAllowed*5*60)))
multi_check_for_killgoal_winner();
}
dead_player_frame();
if (Newdemo_state != ND_STATE_PLAYBACK)
do_controlcen_dead_frame();
#if defined(DXX_BUILD_DESCENT_II)
process_super_mines_frame();
do_seismic_stuff();
do_ambient_sounds();
#endif
if ((Game_mode & GM_MULTI) && Netgame.PlayTimeAllowed)
ThisLevelTime +=FrameTime;
digi_sync_sounds();
if (Endlevel_sequence) {
do_endlevel_frame();
powerup_grab_cheat_all();
do_special_effects();
return; //skip everything else
}
if (Newdemo_state != ND_STATE_PLAYBACK)
do_exploding_wall_frame();
if ((Newdemo_state != ND_STATE_PLAYBACK) || (Newdemo_vcr_state != ND_STATE_PAUSED)) {
do_special_effects();
wall_frame_process();
triggers_frame_process();
}
if (Control_center_destroyed) {
if (Newdemo_state==ND_STATE_RECORDING )
newdemo_record_control_center_destroyed();
}
flash_frame();
if ( Newdemo_state == ND_STATE_PLAYBACK ) {
newdemo_playback_one_frame();
if ( Newdemo_state != ND_STATE_PLAYBACK ) {
if (Game_wind)
window_close(Game_wind); // Go back to menu
return;
}
}
else
{ // Note the link to above!
Players[Player_num].homing_object_dist = -1; // Assume not being tracked. Laser_do_weapon_sequence modifies this.
object_move_all();
powerup_grab_cheat_all();
if (Endlevel_sequence) //might have been started during move
return;
fuelcen_update_all();
do_ai_frame_all();
if (allowed_to_fire_laser())
FireLaser(); // Fire Laser!
if (Auto_fire_fusion_cannon_time) {
if (Primary_weapon != FUSION_INDEX)
Auto_fire_fusion_cannon_time = 0;
else if (GameTime64 + FrameTime/2 >= Auto_fire_fusion_cannon_time) {
Auto_fire_fusion_cannon_time = 0;
Global_laser_firing_count = 1;
} else if (d_tick_step) {
fix bump_amount;
Global_laser_firing_count = 0;
ConsoleObject->mtype.phys_info.rotvel.x += (d_rand() - 16384)/8;
ConsoleObject->mtype.phys_info.rotvel.z += (d_rand() - 16384)/8;
const auto rand_vec = make_random_vector();
bump_amount = F1_0*4;
if (Fusion_charge > F1_0*2)
bump_amount = Fusion_charge*4;
bump_one_object(ConsoleObject, rand_vec, bump_amount);
}
else
{
Global_laser_firing_count = 0;
}
}
if (Global_laser_firing_count)
Global_laser_firing_count -= do_laser_firing_player();
if (Global_laser_firing_count < 0)
Global_laser_firing_count = 0;
}
if (Do_appearance_effect) {
create_player_appearance_effect(vobjptridx(ConsoleObject));
Do_appearance_effect = 0;
if ((Game_mode & GM_MULTI) && Netgame.InvulAppear)
{
Players[Player_num].flags |= PLAYER_FLAGS_INVULNERABLE;
Players[Player_num].invulnerable_time = GameTime64-i2f(27);
FakingInvul=1;
}
}
#if defined(DXX_BUILD_DESCENT_II)
omega_charge_frame();
slide_textures();
flicker_lights();
//if the player is taking damage, give up guided missile control
if (Players[Player_num].shields != player_shields)
release_guided_missile(Player_num);
#endif
// Check if we have to close in-game menus for multiplayer
if ((Game_mode & GM_MULTI) && (Players[Player_num].connected == CONNECT_PLAYING))
{
if ( Endlevel_sequence || ((Control_center_destroyed) && (Countdown_seconds_left <= 1)) || // close menus when end of level...
(Automap_active && ((Player_is_dead != player_was_dead) || (Players[Player_num].shields<=0 && player_shields>0))) ) // close autmap when dying ...
game_leave_menus();
}
}
#if defined(DXX_BUILD_DESCENT_II)
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 ((Players[Player_num].energy < F1_0*2) && (Auto_fire_fusion_cannon_time == 0)) {
Global_laser_firing_count = 0;
} else {
static fix64 Fusion_next_sound_time = 0;
if (Fusion_charge == 0)
Players[Player_num].energy -= F1_0*2;
Fusion_charge += FrameTime;
Players[Player_num].energy -= FrameTime;
if (Players[Player_num].energy <= 0) {
Players[Player_num].energy = 0;
Auto_fire_fusion_cannon_time = GameTime64 -1; // Fire now!
} else
Auto_fire_fusion_cannon_time = GameTime64 + FrameTime/2 + 1; // Fire the fusion cannon at this time in the future.
if (Fusion_charge < F1_0*2)
PALETTE_FLASH_ADD(Fusion_charge >> 11, 0, Fusion_charge >> 11);
else
PALETTE_FLASH_ADD(Fusion_charge >> 11, Fusion_charge >> 11, 0);
if (Fusion_next_sound_time > GameTime64 + F1_0/8 + D_RAND_MAX/4) // GameTime64 is smaller than max delay - player in new level?
Fusion_next_sound_time = GameTime64 - 1;
if (Fusion_next_sound_time < GameTime64) {
if (Fusion_charge > F1_0*2) {
digi_play_sample( 11, F1_0 );
#if defined(DXX_BUILD_DESCENT_I)
if(Game_mode & GM_MULTI)
multi_send_play_sound(11, F1_0);
#endif
const auto cobjp = vobjptridx(ConsoleObject);
apply_damage_to_player(cobjp, cobjp, d_rand() * 4, 0);
} else {
create_awareness_event(ConsoleObject, player_awareness_type_t::PA_WEAPON_ROBOT_COLLISION);
digi_play_sample( SOUND_FUSION_WARMUP, F1_0 );
if (Game_mode & GM_MULTI)
multi_send_play_sound(SOUND_FUSION_WARMUP, F1_0);
}
Fusion_next_sound_time = GameTime64 + F1_0/8 + d_rand()/4;
}
}
}
}
// -------------------------------------------------------------------------------------------------------
// If player is close enough to objnum, which ought to be a powerup, pick it up!
// This could easily be made difficulty level dependent.
static void powerup_grab_cheat(const vobjptr_t player, const vobjptridx_t powerup)
{
fix powerup_size;
fix player_size;
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)
{
auto segp = &Segments[ConsoleObject->segnum];
range_for (const auto objnum, objects_in(*segp))
if (objnum->type == OBJ_POWERUP)
powerup_grab_cheat(ConsoleObject, objnum);
}
int Last_level_path_created = -1;
#ifdef SHOW_EXIT_PATH
// ------------------------------------------------------------------------------------------------------------------
// Create path for player from current segment to goal segment.
// Return true if path created, else return false.
static int mark_player_path_to_segment(segnum_t segnum)
{
short player_path_length=0;
int player_hide_index=-1;
if (Last_level_path_created == Current_level_num) {
return 0;
}
Last_level_path_created = Current_level_num;
auto objp = vobjptridx(ConsoleObject);
if (create_path_points(objp, objp->segnum, segnum, Point_segs_free_ptr, &player_path_length, 100, 0, 0, segment_none) == -1) {
return 0;
}
player_hide_index = Point_segs_free_ptr - Point_segs;
Point_segs_free_ptr += player_path_length;
if (Point_segs_free_ptr - Point_segs + MAX_PATH_LENGTH*2 > MAX_POINT_SEGS) {
ai_reset_all_paths();
return 0;
}
for (int i=1; 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))
for (int j=0; j<MAX_SIDES_PER_SEGMENT; j++)
if (Segments[i].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