2014-03-15 16:59:03 +00:00
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// SONIC ROBO BLAST 2
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//-----------------------------------------------------------------------------
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// Copyright (C) 1998-2000 by DooM Legacy Team.
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2022-03-03 19:24:46 +00:00
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// Copyright (C) 1999-2022 by Sonic Team Junior.
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2014-03-15 16:59:03 +00:00
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//
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// This program is free software distributed under the
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// terms of the GNU General Public License, version 2.
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// See the 'LICENSE' file for more details.
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//-----------------------------------------------------------------------------
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/// \file screen.c
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/// \brief Handles multiple resolutions, 8bpp/16bpp(highcolor) modes
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#include "doomdef.h"
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#include "doomstat.h"
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#include "screen.h"
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#include "console.h"
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#include "am_map.h"
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#include "i_system.h"
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#include "i_video.h"
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#include "r_local.h"
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#include "r_sky.h"
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#include "m_argv.h"
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#include "m_misc.h"
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#include "v_video.h"
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#include "st_stuff.h"
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#include "hu_stuff.h"
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#include "z_zone.h"
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#include "d_main.h"
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#include "d_clisrv.h"
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#include "f_finale.h"
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2020-08-15 01:27:16 +00:00
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#include "y_inter.h" // usebuffer
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2017-04-17 00:09:47 +00:00
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#include "i_sound.h" // closed captions
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#include "s_sound.h" // ditto
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#include "g_game.h" // ditto
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2017-09-25 19:35:04 +00:00
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#include "p_local.h" // P_AutoPause()
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2022-03-27 03:48:08 +00:00
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2021-03-28 17:22:04 +00:00
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#ifdef HWRENDER
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#include "hardware/hw_main.h"
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#include "hardware/hw_light.h"
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#include "hardware/hw_model.h"
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#endif
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2014-03-15 16:59:03 +00:00
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2022-03-27 03:48:08 +00:00
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// SRB2Kart
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#include "r_fps.h" // R_GetFramerateCap
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2014-03-15 16:59:03 +00:00
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2017-01-06 20:26:10 +00:00
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#if defined (USEASM) && !defined (NORUSEASM)//&& (!defined (_MSC_VER) || (_MSC_VER <= 1200))
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2014-03-15 16:59:03 +00:00
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#define RUSEASM //MSC.NET can't patch itself
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#endif
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// --------------------------------------------
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// assembly or c drawer routines for 8bpp/16bpp
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// --------------------------------------------
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2019-12-13 15:26:47 +00:00
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void (*colfunc)(void);
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void (*colfuncs[COLDRAWFUNC_MAX])(void);
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void (*spanfunc)(void);
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void (*spanfuncs[SPANDRAWFUNC_MAX])(void);
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2019-12-13 16:11:56 +00:00
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void (*spanfuncs_npo2[SPANDRAWFUNC_MAX])(void);
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2014-03-15 16:59:03 +00:00
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// ------------------
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// global video state
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// ------------------
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viddef_t vid;
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INT32 setmodeneeded; //video mode change needed if > 0 (the mode number to set + 1)
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2019-09-09 22:34:51 +00:00
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UINT8 setrenderneeded = 0;
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2014-03-15 16:59:03 +00:00
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static CV_PossibleValue_t scr_depth_cons_t[] = {{8, "8 bits"}, {16, "16 bits"}, {24, "24 bits"}, {32, "32 bits"}, {0, NULL}};
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//added : 03-02-98: default screen mode, as loaded/saved in config
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2020-10-07 06:04:23 +00:00
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consvar_t cv_scr_width = CVAR_INIT ("scr_width", "1280", CV_SAVE, CV_Unsigned, NULL);
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consvar_t cv_scr_height = CVAR_INIT ("scr_height", "800", CV_SAVE, CV_Unsigned, NULL);
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consvar_t cv_scr_depth = CVAR_INIT ("scr_depth", "16 bits", CV_SAVE, scr_depth_cons_t, NULL);
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2022-03-27 03:48:08 +00:00
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2020-10-07 06:04:23 +00:00
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consvar_t cv_renderview = CVAR_INIT ("renderview", "On", 0, CV_OnOff, NULL);
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2016-06-12 19:58:03 +00:00
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2019-12-31 04:29:41 +00:00
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CV_PossibleValue_t cv_renderer_t[] = {
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{1, "Software"},
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#ifdef HWRENDER
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{2, "OpenGL"},
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#endif
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{0, NULL}
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};
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2020-10-10 20:01:10 +00:00
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2020-11-22 20:22:18 +00:00
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consvar_t cv_renderer = CVAR_INIT ("renderer", "Software", CV_SAVE|CV_NOLUA|CV_CALL, cv_renderer_t, SCR_ChangeRenderer);
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2019-09-08 21:27:35 +00:00
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2019-09-09 00:37:24 +00:00
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static void SCR_ChangeFullscreen(void);
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2016-06-12 19:58:03 +00:00
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2020-10-07 06:04:23 +00:00
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consvar_t cv_fullscreen = CVAR_INIT ("fullscreen", "Yes", CV_SAVE|CV_CALL, CV_YesNo, SCR_ChangeFullscreen);
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2014-03-15 16:59:03 +00:00
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// =========================================================================
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// SCREEN VARIABLES
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// =========================================================================
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INT32 scr_bpp; // current video mode bytes per pixel
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UINT8 *scr_borderpatch; // flat used to fill the reduced view borders set at ST_Init()
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// =========================================================================
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// Short and Tall sky drawer, for the current color mode
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void (*walldrawerfunc)(void);
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boolean R_ASM = true;
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boolean R_486 = false;
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boolean R_586 = false;
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boolean R_MMX = false;
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boolean R_SSE = false;
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boolean R_3DNow = false;
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boolean R_MMXExt = false;
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boolean R_SSE2 = false;
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2019-09-08 21:27:35 +00:00
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void SCR_SetDrawFuncs(void)
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2014-03-15 16:59:03 +00:00
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{
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//
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// setup the right draw routines for either 8bpp or 16bpp
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//
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if (true)//vid.bpp == 1) //Always run in 8bpp. todo: remove all 16bpp code?
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{
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2019-12-13 15:26:47 +00:00
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colfuncs[BASEDRAWFUNC] = R_DrawColumn_8;
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spanfuncs[BASEDRAWFUNC] = R_DrawSpan_8;
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colfunc = colfuncs[BASEDRAWFUNC];
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spanfunc = spanfuncs[BASEDRAWFUNC];
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colfuncs[COLDRAWFUNC_FUZZY] = R_DrawTranslucentColumn_8;
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colfuncs[COLDRAWFUNC_TRANS] = R_DrawTranslatedColumn_8;
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colfuncs[COLDRAWFUNC_SHADE] = R_DrawShadeColumn_8;
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colfuncs[COLDRAWFUNC_SHADOWED] = R_DrawColumnShadowed_8;
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colfuncs[COLDRAWFUNC_TRANSTRANS] = R_DrawTranslatedTranslucentColumn_8;
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colfuncs[COLDRAWFUNC_TWOSMULTIPATCH] = R_Draw2sMultiPatchColumn_8;
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colfuncs[COLDRAWFUNC_TWOSMULTIPATCHTRANS] = R_Draw2sMultiPatchTranslucentColumn_8;
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colfuncs[COLDRAWFUNC_FOG] = R_DrawFogColumn_8;
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spanfuncs[SPANDRAWFUNC_TRANS] = R_DrawTranslucentSpan_8;
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2020-11-05 03:00:08 +00:00
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spanfuncs[SPANDRAWFUNC_TILTED] = R_DrawTiltedSpan_8;
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spanfuncs[SPANDRAWFUNC_TILTEDTRANS] = R_DrawTiltedTranslucentSpan_8;
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2019-12-13 15:26:47 +00:00
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spanfuncs[SPANDRAWFUNC_SPLAT] = R_DrawSplat_8;
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spanfuncs[SPANDRAWFUNC_TRANSSPLAT] = R_DrawTranslucentSplat_8;
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2020-11-05 03:00:08 +00:00
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spanfuncs[SPANDRAWFUNC_TILTEDSPLAT] = R_DrawTiltedSplat_8;
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2020-10-12 03:13:22 +00:00
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spanfuncs[SPANDRAWFUNC_SPRITE] = R_DrawFloorSprite_8;
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spanfuncs[SPANDRAWFUNC_TRANSSPRITE] = R_DrawTranslucentFloorSprite_8;
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2020-10-14 01:42:07 +00:00
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spanfuncs[SPANDRAWFUNC_TILTEDSPRITE] = R_DrawTiltedFloorSprite_8;
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spanfuncs[SPANDRAWFUNC_TILTEDTRANSSPRITE] = R_DrawTiltedTranslucentFloorSprite_8;
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2019-12-13 15:26:47 +00:00
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spanfuncs[SPANDRAWFUNC_WATER] = R_DrawTranslucentWaterSpan_8;
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2019-12-14 22:36:54 +00:00
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spanfuncs[SPANDRAWFUNC_TILTEDWATER] = R_DrawTiltedTranslucentWaterSpan_8;
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2020-11-05 03:00:08 +00:00
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spanfuncs[SPANDRAWFUNC_FOG] = R_DrawFogSpan_8;
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2019-12-13 15:26:47 +00:00
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2019-12-13 16:11:56 +00:00
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// Lactozilla: Non-powers-of-two
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spanfuncs_npo2[BASEDRAWFUNC] = R_DrawSpan_NPO2_8;
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spanfuncs_npo2[SPANDRAWFUNC_TRANS] = R_DrawTranslucentSpan_NPO2_8;
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2020-11-05 03:00:08 +00:00
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spanfuncs_npo2[SPANDRAWFUNC_TILTED] = R_DrawTiltedSpan_NPO2_8;
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spanfuncs_npo2[SPANDRAWFUNC_TILTEDTRANS] = R_DrawTiltedTranslucentSpan_NPO2_8;
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2019-12-13 16:11:56 +00:00
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spanfuncs_npo2[SPANDRAWFUNC_SPLAT] = R_DrawSplat_NPO2_8;
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spanfuncs_npo2[SPANDRAWFUNC_TRANSSPLAT] = R_DrawTranslucentSplat_NPO2_8;
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2020-11-05 03:00:08 +00:00
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spanfuncs_npo2[SPANDRAWFUNC_TILTEDSPLAT] = R_DrawTiltedSplat_NPO2_8;
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2020-10-12 03:13:22 +00:00
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spanfuncs_npo2[SPANDRAWFUNC_SPRITE] = R_DrawFloorSprite_NPO2_8;
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spanfuncs_npo2[SPANDRAWFUNC_TRANSSPRITE] = R_DrawTranslucentFloorSprite_NPO2_8;
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2020-10-14 01:42:07 +00:00
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spanfuncs_npo2[SPANDRAWFUNC_TILTEDSPRITE] = R_DrawTiltedFloorSprite_NPO2_8;
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spanfuncs_npo2[SPANDRAWFUNC_TILTEDTRANSSPRITE] = R_DrawTiltedTranslucentFloorSprite_NPO2_8;
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2019-12-13 16:11:56 +00:00
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spanfuncs_npo2[SPANDRAWFUNC_WATER] = R_DrawTranslucentWaterSpan_NPO2_8;
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2019-12-14 22:36:54 +00:00
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spanfuncs_npo2[SPANDRAWFUNC_TILTEDWATER] = R_DrawTiltedTranslucentWaterSpan_NPO2_8;
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2020-11-05 03:00:08 +00:00
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spanfuncs_npo2[SPANDRAWFUNC_FOG] = NULL; // Not needed
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2019-12-13 15:26:47 +00:00
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2014-03-15 16:59:03 +00:00
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#ifdef RUSEASM
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if (R_ASM)
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{
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if (R_MMX)
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{
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2019-12-13 15:26:47 +00:00
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colfuncs[BASEDRAWFUNC] = R_DrawColumn_8_MMX;
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//colfuncs[COLDRAWFUNC_SHADE] = R_DrawShadeColumn_8_ASM;
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//colfuncs[COLDRAWFUNC_FUZZY] = R_DrawTranslucentColumn_8_ASM;
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colfuncs[COLDRAWFUNC_TWOSMULTIPATCH] = R_Draw2sMultiPatchColumn_8_MMX;
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2019-12-13 22:02:36 +00:00
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spanfuncs[BASEDRAWFUNC] = R_DrawSpan_8_MMX;
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2014-03-15 16:59:03 +00:00
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}
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else
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{
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2019-12-13 15:26:47 +00:00
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colfuncs[BASEDRAWFUNC] = R_DrawColumn_8_ASM;
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//colfuncs[COLDRAWFUNC_SHADE] = R_DrawShadeColumn_8_ASM;
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//colfuncs[COLDRAWFUNC_FUZZY] = R_DrawTranslucentColumn_8_ASM;
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colfuncs[COLDRAWFUNC_TWOSMULTIPATCH] = R_Draw2sMultiPatchColumn_8_ASM;
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2014-03-15 16:59:03 +00:00
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}
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}
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#endif
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}
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/* else if (vid.bpp > 1)
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{
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I_OutputMsg("using highcolor mode\n");
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spanfunc = basespanfunc = R_DrawSpan_16;
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transcolfunc = R_DrawTranslatedColumn_16;
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transtransfunc = R_DrawTranslucentColumn_16; // No 16bit operation for this function
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colfunc = basecolfunc = R_DrawColumn_16;
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shadecolfunc = NULL; // detect error if used somewhere..
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fuzzcolfunc = R_DrawTranslucentColumn_16;
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walldrawerfunc = R_DrawWallColumn_16;
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}*/
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else
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I_Error("unknown bytes per pixel mode %d\n", vid.bpp);
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2017-09-29 20:03:28 +00:00
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/*
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2014-03-15 16:59:03 +00:00
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if (SCR_IsAspectCorrect(vid.width, vid.height))
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CONS_Alert(CONS_WARNING, M_GetText("Resolution is not aspect-correct!\nUse a multiple of %dx%d\n"), BASEVIDWIDTH, BASEVIDHEIGHT);
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2017-09-29 20:03:28 +00:00
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*/
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2019-09-08 21:27:35 +00:00
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}
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void SCR_SetMode(void)
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{
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if (dedicated)
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return;
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if (!(setmodeneeded || setrenderneeded) || WipeInAction)
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return; // should never happen and don't change it during a wipe, BAD!
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2019-12-17 19:14:26 +00:00
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// Lactozilla: Renderer switching
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2019-09-08 21:27:35 +00:00
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if (setrenderneeded)
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{
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2020-08-15 01:27:16 +00:00
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// stop recording movies (APNG only)
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if (setrenderneeded && (moviemode == MM_APNG))
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M_StopMovie();
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2020-11-22 20:22:18 +00:00
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// VID_SetMode will call VID_CheckRenderer itself,
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// so no need to do this in here.
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if (!setmodeneeded)
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VID_CheckRenderer();
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2020-08-15 01:27:16 +00:00
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vid.recalc = 1;
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2019-09-08 21:27:35 +00:00
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}
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2020-08-15 01:27:16 +00:00
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// Set the video mode in the video interface.
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2019-09-08 21:27:35 +00:00
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if (setmodeneeded)
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2020-12-20 22:03:20 +00:00
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VID_SetMode(setmodeneeded - 1);
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2019-09-08 21:27:35 +00:00
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V_SetPalette(0);
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SCR_SetDrawFuncs();
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2017-04-22 23:40:18 +00:00
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2014-03-15 16:59:03 +00:00
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// set the apprpriate drawer for the sky (tall or INT16)
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setmodeneeded = 0;
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2019-09-08 21:27:35 +00:00
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setrenderneeded = 0;
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2014-03-15 16:59:03 +00:00
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}
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// do some initial settings for the game loading screen
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//
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void SCR_Startup(void)
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{
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const CPUInfoFlags *RCpuInfo = I_CPUInfo();
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if (!M_CheckParm("-NOCPUID") && RCpuInfo)
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{
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#if defined (__i386__) || defined (_M_IX86) || defined (__WATCOMC__)
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R_486 = true;
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#endif
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if (RCpuInfo->RDTSC)
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R_586 = true;
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if (RCpuInfo->MMX)
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R_MMX = true;
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if (RCpuInfo->AMD3DNow)
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R_3DNow = true;
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if (RCpuInfo->MMXExt)
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R_MMXExt = true;
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if (RCpuInfo->SSE)
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R_SSE = true;
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if (RCpuInfo->SSE2)
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R_SSE2 = true;
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CONS_Printf("CPU Info: 486: %i, 586: %i, MMX: %i, 3DNow: %i, MMXExt: %i, SSE2: %i\n", R_486, R_586, R_MMX, R_3DNow, R_MMXExt, R_SSE2);
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}
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if (M_CheckParm("-noASM"))
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R_ASM = false;
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if (M_CheckParm("-486"))
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R_486 = true;
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if (M_CheckParm("-586"))
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R_586 = true;
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|
|
|
if (M_CheckParm("-MMX"))
|
|
|
|
R_MMX = true;
|
|
|
|
if (M_CheckParm("-3DNow"))
|
|
|
|
R_3DNow = true;
|
|
|
|
if (M_CheckParm("-MMXExt"))
|
|
|
|
R_MMXExt = true;
|
|
|
|
|
|
|
|
if (M_CheckParm("-SSE"))
|
|
|
|
R_SSE = true;
|
|
|
|
if (M_CheckParm("-noSSE"))
|
|
|
|
R_SSE = false;
|
|
|
|
|
|
|
|
if (M_CheckParm("-SSE2"))
|
|
|
|
R_SSE2 = true;
|
|
|
|
|
|
|
|
M_SetupMemcpy();
|
|
|
|
|
|
|
|
if (dedicated)
|
|
|
|
{
|
|
|
|
V_Init();
|
|
|
|
V_SetPalette(0);
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
vid.modenum = 0;
|
|
|
|
|
|
|
|
V_Init();
|
2020-08-15 01:27:16 +00:00
|
|
|
V_Recalc();
|
|
|
|
|
2014-03-15 16:59:03 +00:00
|
|
|
CV_RegisterVar(&cv_ticrate);
|
|
|
|
CV_RegisterVar(&cv_constextsize);
|
|
|
|
|
|
|
|
V_SetPalette(0);
|
|
|
|
}
|
|
|
|
|
|
|
|
// Called at new frame, if the video mode has changed
|
|
|
|
//
|
|
|
|
void SCR_Recalc(void)
|
|
|
|
{
|
|
|
|
if (dedicated)
|
|
|
|
return;
|
|
|
|
|
|
|
|
// bytes per pixel quick access
|
|
|
|
scr_bpp = vid.bpp;
|
|
|
|
|
2020-08-15 01:27:16 +00:00
|
|
|
V_Recalc();
|
2014-03-15 16:59:03 +00:00
|
|
|
|
2020-01-27 02:12:28 +00:00
|
|
|
// toggle off (then back on) the automap because some screensize-dependent values will
|
2014-03-15 16:59:03 +00:00
|
|
|
// be calculated next time the automap is activated.
|
|
|
|
if (automapactive)
|
2020-01-27 02:12:28 +00:00
|
|
|
{
|
|
|
|
am_recalc = true;
|
|
|
|
AM_Start();
|
|
|
|
}
|
2014-03-15 16:59:03 +00:00
|
|
|
|
|
|
|
// set the screen[x] ptrs on the new vidbuffers
|
|
|
|
V_Init();
|
|
|
|
|
|
|
|
// scr_viewsize doesn't change, neither detailLevel, but the pixels
|
|
|
|
// per screenblock is different now, since we've changed resolution.
|
|
|
|
R_SetViewSize(); //just set setsizeneeded true now ..
|
|
|
|
|
|
|
|
// vid.recalc lasts only for the next refresh...
|
|
|
|
con_recalc = true;
|
|
|
|
am_recalc = true;
|
2020-08-15 01:27:16 +00:00
|
|
|
|
|
|
|
#ifdef HWRENDER
|
|
|
|
// Shoot! The screen texture was flushed!
|
|
|
|
if ((rendermode == render_opengl) && (gamestate == GS_INTERMISSION))
|
|
|
|
usebuffer = false;
|
|
|
|
#endif
|
2014-03-15 16:59:03 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
// Check for screen cmd-line parms: to force a resolution.
|
|
|
|
//
|
|
|
|
// Set the video mode to set at the 1st display loop (setmodeneeded)
|
|
|
|
//
|
|
|
|
|
|
|
|
void SCR_CheckDefaultMode(void)
|
|
|
|
{
|
|
|
|
INT32 scr_forcex, scr_forcey; // resolution asked from the cmd-line
|
|
|
|
|
|
|
|
if (dedicated)
|
|
|
|
return;
|
|
|
|
|
|
|
|
// 0 means not set at the cmd-line
|
|
|
|
scr_forcex = scr_forcey = 0;
|
|
|
|
|
|
|
|
if (M_CheckParm("-width") && M_IsNextParm())
|
|
|
|
scr_forcex = atoi(M_GetNextParm());
|
|
|
|
|
|
|
|
if (M_CheckParm("-height") && M_IsNextParm())
|
|
|
|
scr_forcey = atoi(M_GetNextParm());
|
|
|
|
|
|
|
|
if (scr_forcex && scr_forcey)
|
|
|
|
{
|
|
|
|
CONS_Printf(M_GetText("Using resolution: %d x %d\n"), scr_forcex, scr_forcey);
|
|
|
|
// returns -1 if not found, thus will be 0 (no mode change) if not found
|
|
|
|
setmodeneeded = VID_GetModeForSize(scr_forcex, scr_forcey) + 1;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
CONS_Printf(M_GetText("Default resolution: %d x %d (%d bits)\n"), cv_scr_width.value,
|
|
|
|
cv_scr_height.value, cv_scr_depth.value);
|
|
|
|
// see note above
|
|
|
|
setmodeneeded = VID_GetModeForSize(cv_scr_width.value, cv_scr_height.value) + 1;
|
|
|
|
}
|
2019-09-09 00:37:24 +00:00
|
|
|
|
2020-08-15 01:27:16 +00:00
|
|
|
if (cv_renderer.value != (signed)rendermode)
|
|
|
|
{
|
|
|
|
if (chosenrendermode == render_none) // nothing set at command line
|
|
|
|
SCR_ChangeRenderer();
|
|
|
|
else
|
|
|
|
{
|
|
|
|
// Set cv_renderer to the current render mode
|
|
|
|
CV_StealthSetValue(&cv_renderer, rendermode);
|
|
|
|
}
|
|
|
|
}
|
2014-03-15 16:59:03 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
// sets the modenum as the new default video mode to be saved in the config file
|
|
|
|
void SCR_SetDefaultMode(void)
|
|
|
|
{
|
|
|
|
// remember the default screen size
|
|
|
|
CV_SetValue(&cv_scr_width, vid.width);
|
|
|
|
CV_SetValue(&cv_scr_height, vid.height);
|
|
|
|
CV_SetValue(&cv_scr_depth, vid.bpp*8);
|
|
|
|
}
|
|
|
|
|
|
|
|
// Change fullscreen on/off according to cv_fullscreen
|
|
|
|
void SCR_ChangeFullscreen(void)
|
|
|
|
{
|
|
|
|
#ifdef DIRECTFULLSCREEN
|
|
|
|
// allow_fullscreen is set by VID_PrepareModeList
|
|
|
|
// it is used to prevent switching to fullscreen during startup
|
|
|
|
if (!allow_fullscreen)
|
|
|
|
return;
|
|
|
|
|
|
|
|
if (graphics_started)
|
|
|
|
{
|
|
|
|
VID_PrepareModeList();
|
|
|
|
setmodeneeded = VID_GetModeForSize(vid.width, vid.height) + 1;
|
|
|
|
}
|
|
|
|
return;
|
|
|
|
#endif
|
|
|
|
}
|
|
|
|
|
2020-08-15 01:27:16 +00:00
|
|
|
void SCR_ChangeRenderer(void)
|
2019-09-09 00:37:24 +00:00
|
|
|
{
|
2020-11-22 20:22:18 +00:00
|
|
|
if (chosenrendermode != render_none
|
|
|
|
|| (signed)rendermode == cv_renderer.value)
|
2020-08-15 01:27:16 +00:00
|
|
|
return;
|
2020-02-17 15:14:51 +00:00
|
|
|
|
|
|
|
#ifdef HWRENDER
|
2020-08-15 01:27:16 +00:00
|
|
|
// Check if OpenGL loaded successfully (or wasn't disabled) before switching to it.
|
|
|
|
if ((vid.glstate == VID_GL_LIBRARY_ERROR)
|
|
|
|
&& (cv_renderer.value == render_opengl))
|
2020-02-17 15:14:51 +00:00
|
|
|
{
|
|
|
|
if (M_CheckParm("-nogl"))
|
|
|
|
CONS_Alert(CONS_ERROR, "OpenGL rendering was disabled!\n");
|
|
|
|
else
|
|
|
|
CONS_Alert(CONS_ERROR, "OpenGL never loaded\n");
|
|
|
|
return;
|
|
|
|
}
|
2021-03-28 17:22:04 +00:00
|
|
|
|
|
|
|
if (rendermode == render_opengl && (vid.glstate == VID_GL_LIBRARY_LOADED)) // Clear these out before switching to software
|
|
|
|
HWR_ClearAllTextures();
|
|
|
|
|
2020-02-17 15:14:51 +00:00
|
|
|
#endif
|
|
|
|
|
2020-08-15 01:27:16 +00:00
|
|
|
// Set the new render mode
|
|
|
|
setrenderneeded = cv_renderer.value;
|
2019-09-08 21:27:35 +00:00
|
|
|
}
|
|
|
|
|
2014-03-15 16:59:03 +00:00
|
|
|
boolean SCR_IsAspectCorrect(INT32 width, INT32 height)
|
|
|
|
{
|
|
|
|
return
|
|
|
|
( width % BASEVIDWIDTH == 0
|
|
|
|
&& height % BASEVIDHEIGHT == 0
|
|
|
|
&& width / BASEVIDWIDTH == height / BASEVIDHEIGHT
|
|
|
|
);
|
|
|
|
}
|
|
|
|
|
2022-03-27 03:48:08 +00:00
|
|
|
double averageFPS = 0.0f;
|
2014-03-15 16:59:03 +00:00
|
|
|
|
2022-03-27 03:48:08 +00:00
|
|
|
#define FPS_SAMPLE_RATE (50000) // How often to update FPS samples, in microseconds
|
|
|
|
#define NUM_FPS_SAMPLES 16 // Number of samples to store
|
2022-03-26 20:32:43 +00:00
|
|
|
|
2022-03-27 03:48:08 +00:00
|
|
|
static double fps_samples[NUM_FPS_SAMPLES];
|
2022-03-26 20:32:43 +00:00
|
|
|
|
2022-03-27 03:48:08 +00:00
|
|
|
void SCR_CalculateFPS(void)
|
2014-03-15 16:59:03 +00:00
|
|
|
{
|
2022-03-27 03:48:08 +00:00
|
|
|
static boolean init = false;
|
2014-03-15 16:59:03 +00:00
|
|
|
|
2022-03-27 03:48:08 +00:00
|
|
|
static precise_t startTime = 0;
|
|
|
|
precise_t endTime = 0;
|
2022-03-26 20:32:43 +00:00
|
|
|
|
2022-03-27 03:48:08 +00:00
|
|
|
static precise_t updateTime = 0;
|
|
|
|
int updateElapsed = 0;
|
|
|
|
int i;
|
2022-03-26 20:32:43 +00:00
|
|
|
|
2022-03-27 03:48:08 +00:00
|
|
|
endTime = I_GetPreciseTime();
|
2022-03-26 20:32:43 +00:00
|
|
|
|
2022-03-27 03:48:08 +00:00
|
|
|
if (init == false)
|
|
|
|
{
|
|
|
|
startTime = updateTime = endTime;
|
|
|
|
init = true;
|
|
|
|
return;
|
|
|
|
}
|
2022-03-26 20:32:43 +00:00
|
|
|
|
2022-03-27 03:48:08 +00:00
|
|
|
updateElapsed = I_PreciseToMicros(endTime - updateTime);
|
2020-05-10 23:33:34 +00:00
|
|
|
|
2022-03-27 03:48:08 +00:00
|
|
|
if (updateElapsed >= FPS_SAMPLE_RATE)
|
|
|
|
{
|
|
|
|
static int sampleIndex = 0;
|
|
|
|
int frameElapsed = I_PreciseToMicros(endTime - startTime);
|
2022-03-26 20:32:43 +00:00
|
|
|
|
2022-03-27 03:48:08 +00:00
|
|
|
fps_samples[sampleIndex] = frameElapsed / 1000.0f;
|
2022-03-26 20:32:43 +00:00
|
|
|
|
2022-03-27 03:48:08 +00:00
|
|
|
sampleIndex++;
|
|
|
|
if (sampleIndex >= NUM_FPS_SAMPLES)
|
|
|
|
sampleIndex = 0;
|
2014-03-15 16:59:03 +00:00
|
|
|
|
2022-03-27 03:48:08 +00:00
|
|
|
averageFPS = 0.0f;
|
|
|
|
for (i = 0; i < NUM_FPS_SAMPLES; i++)
|
|
|
|
{
|
|
|
|
averageFPS += fps_samples[i];
|
|
|
|
}
|
|
|
|
averageFPS = 1000.0f / (averageFPS / NUM_FPS_SAMPLES);
|
2014-03-15 16:59:03 +00:00
|
|
|
|
2022-03-27 03:48:08 +00:00
|
|
|
updateTime = endTime;
|
|
|
|
}
|
2014-03-15 16:59:03 +00:00
|
|
|
|
2022-03-27 03:48:08 +00:00
|
|
|
startTime = endTime;
|
2022-03-26 20:32:43 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
void SCR_DisplayTicRate(void)
|
|
|
|
{
|
|
|
|
INT32 ticcntcolor = 0;
|
|
|
|
const INT32 h = vid.height-(8*vid.dupy);
|
2022-03-27 03:48:08 +00:00
|
|
|
UINT32 cap = R_GetFramerateCap();
|
|
|
|
double fps = ceil(averageFPS);
|
2022-03-26 20:32:43 +00:00
|
|
|
|
|
|
|
if (gamestate == GS_NULL)
|
|
|
|
return;
|
|
|
|
|
2022-04-16 05:21:49 +00:00
|
|
|
if (cap > 0)
|
|
|
|
{
|
|
|
|
if (fps <= cap / 2.0) ticcntcolor = V_REDMAP;
|
|
|
|
else if (fps <= cap * 0.90) ticcntcolor = V_YELLOWMAP;
|
|
|
|
else ticcntcolor = V_GREENMAP;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
ticcntcolor = V_GREENMAP;
|
|
|
|
}
|
|
|
|
|
2014-03-15 16:59:03 +00:00
|
|
|
|
2020-05-08 13:40:50 +00:00
|
|
|
if (cv_ticrate.value == 2) // compact counter
|
2022-03-27 03:48:08 +00:00
|
|
|
V_DrawString(vid.width-(32*vid.dupx), h,
|
|
|
|
ticcntcolor|V_NOSCALESTART|V_USERHUDTRANS, va("%04.0f", fps));
|
2020-05-08 13:40:50 +00:00
|
|
|
else if (cv_ticrate.value == 1) // full counter
|
|
|
|
{
|
2022-04-16 05:21:49 +00:00
|
|
|
if (cap > 0)
|
|
|
|
{
|
|
|
|
V_DrawString(vid.width-(104*vid.dupx), h,
|
|
|
|
V_YELLOWMAP|V_NOSCALESTART|V_USERHUDTRANS, "FPS:");
|
|
|
|
V_DrawString(vid.width-(72*vid.dupx), h,
|
|
|
|
ticcntcolor|V_NOSCALESTART|V_USERHUDTRANS, va("%4.0f/%4u", fps, cap));
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
V_DrawString(vid.width-(88*vid.dupx), h,
|
|
|
|
V_YELLOWMAP|V_NOSCALESTART|V_USERHUDTRANS, "FPS:");
|
|
|
|
V_DrawString(vid.width-(56*vid.dupx), h,
|
|
|
|
ticcntcolor|V_NOSCALESTART|V_USERHUDTRANS, va("%4.0f", fps));
|
|
|
|
}
|
2020-05-08 13:40:50 +00:00
|
|
|
}
|
2014-03-15 16:59:03 +00:00
|
|
|
}
|
2017-04-17 00:09:47 +00:00
|
|
|
|
2019-11-18 01:22:47 +00:00
|
|
|
void SCR_DisplayLocalPing(void)
|
|
|
|
{
|
|
|
|
UINT32 ping = playerpingtable[consoleplayer]; // consoleplayer's ping is everyone's ping in a splitnetgame :P
|
|
|
|
if (cv_showping.value == 1 || (cv_showping.value == 2 && servermaxping && ping > servermaxping)) // only show 2 (warning) if our ping is at a bad level
|
|
|
|
{
|
2019-11-18 02:53:48 +00:00
|
|
|
INT32 dispy = cv_ticrate.value ? 180 : 189;
|
2019-11-18 02:52:05 +00:00
|
|
|
HU_drawPing(307, dispy, ping, true, V_SNAPTORIGHT | V_SNAPTOBOTTOM);
|
2019-11-18 01:22:47 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
2017-04-17 00:09:47 +00:00
|
|
|
void SCR_ClosedCaptions(void)
|
|
|
|
{
|
|
|
|
UINT8 i;
|
2017-09-25 19:35:04 +00:00
|
|
|
boolean gamestopped = (paused || P_AutoPause());
|
2018-03-26 22:53:09 +00:00
|
|
|
INT32 basey = BASEVIDHEIGHT;
|
|
|
|
|
2018-06-14 21:23:20 +00:00
|
|
|
if (gamestate != wipegamestate)
|
|
|
|
return;
|
|
|
|
|
2018-03-26 22:53:09 +00:00
|
|
|
if (gamestate == GS_LEVEL)
|
|
|
|
{
|
2019-07-29 13:55:36 +00:00
|
|
|
if (promptactive)
|
2019-11-01 15:48:50 +00:00
|
|
|
basey -= 42;
|
2019-07-29 13:55:36 +00:00
|
|
|
else if (splitscreen)
|
2018-03-26 22:53:09 +00:00
|
|
|
basey -= 8;
|
2018-06-14 21:23:20 +00:00
|
|
|
else if ((modeattacking == ATTACKING_NIGHTS)
|
2018-06-03 21:41:54 +00:00
|
|
|
|| (!(maptol & TOL_NIGHTS)
|
2018-08-28 19:57:43 +00:00
|
|
|
&& ((cv_powerupdisplay.value == 2) // "Always"
|
2018-08-30 19:08:17 +00:00
|
|
|
|| (cv_powerupdisplay.value == 1 && !camera.chase)))) // "First-person only"
|
2018-03-26 22:53:09 +00:00
|
|
|
basey -= 16;
|
|
|
|
}
|
2017-04-17 00:09:47 +00:00
|
|
|
|
2017-04-17 17:15:42 +00:00
|
|
|
for (i = 0; i < NUMCAPTIONS; i++)
|
2017-04-17 00:09:47 +00:00
|
|
|
{
|
2017-04-29 15:40:07 +00:00
|
|
|
INT32 flags, y;
|
|
|
|
char dot;
|
|
|
|
boolean music;
|
|
|
|
|
|
|
|
if (!closedcaptions[i].s)
|
|
|
|
continue;
|
|
|
|
|
2017-09-25 19:35:04 +00:00
|
|
|
music = (closedcaptions[i].s-S_sfx == sfx_None);
|
|
|
|
|
|
|
|
if (music && !gamestopped && (closedcaptions[i].t < flashingtics) && (closedcaptions[i].t & 1))
|
2017-04-29 15:40:07 +00:00
|
|
|
continue;
|
|
|
|
|
2018-03-21 18:18:45 +00:00
|
|
|
flags = V_SNAPTORIGHT|V_SNAPTOBOTTOM|V_ALLOWLOWERCASE;
|
2018-03-26 22:53:09 +00:00
|
|
|
y = basey-((i + 2)*10);
|
2017-04-29 15:40:07 +00:00
|
|
|
|
|
|
|
if (closedcaptions[i].b)
|
|
|
|
y -= (closedcaptions[i].b--)*vid.dupy;
|
|
|
|
|
|
|
|
if (closedcaptions[i].t < CAPTIONFADETICS)
|
|
|
|
flags |= (((CAPTIONFADETICS-closedcaptions[i].t)/2)*V_10TRANS);
|
|
|
|
|
|
|
|
if (music)
|
|
|
|
dot = '\x19';
|
|
|
|
else if (closedcaptions[i].c && closedcaptions[i].c->origin)
|
|
|
|
dot = '\x1E';
|
2018-03-21 18:18:45 +00:00
|
|
|
else
|
|
|
|
dot = ' ';
|
2017-04-29 15:40:07 +00:00
|
|
|
|
2018-03-21 18:18:45 +00:00
|
|
|
V_DrawRightAlignedString(BASEVIDWIDTH - 20, y, flags,
|
|
|
|
va("%c [%s]", dot, (closedcaptions[i].s->caption[0] ? closedcaptions[i].s->caption : closedcaptions[i].s->name)));
|
2017-04-17 00:09:47 +00:00
|
|
|
}
|
|
|
|
}
|
Introducing Marathon Run. (I was going to call it Marathon Mode, but NiGHTS Mode being right next to it on the menu looked terrible.)
Basically a dedicated Record Attack-like experience for speedrunning the game as a continuous chunk rather than ILs. Has several quality of life features.
Benefits include:
* An unambiguous real-time bar across the bottom of the screen, always displaying the current time, ticking up until you reach the ending.
* Disable the console (pausing is still allowed, but the timer will still increment).
* Automatically skip intermissions as if you're holding down the spin button.
* Show centiseconds on HUD automatically, like record attack.
* "Live Event Backups" - a category of run fit for major events like GDQ, where recovery from crashes or chokes makes for better entertainment. Essentially a modified SP savefile, down to using the same basic functions, but has its own filename and tweaked internal layout.
* "spmarathon_start" MainCfg block parameter and "marathonnext" mapheader parameter, allowing for a customised flow (makes this fit for purpose for an eventual SUGOI port).
* Disabling inter-level custom cutscenes by default with a menu option to toggle this (won't show up if the mod doesn't *have* any custom cutscenes), although either way ending cutscenes (vanilla or custom) remain intact since is time is called before them.
* Won't show up if you have a mod that consists of only one level (determined by spmarathon_start's nextlevel; this won't trip if you manually set its marathonnext).
* Unconditional gratitude on the evaluation screen, instead of a negging "Try again..." if you didn't get all the emeralds (which you may not have been aiming for).
* Gorgeous new menu (no new assets required, unless you wanna give it a header later).
Changes which were required for the above but affect other areas of the game include:
* "useBlackRock" MainCFG block parameter, which can be used to disable the presence of the Black Rock or Egg Rock in both the Evaluation screen and the Marathon Run menu (for total conversions with different stories).
* Disabling Continues in NiGHTS mode, to match the most common singleplayer experience post 2.2.4's release (is reverted if useContinues is set to true).
* Hiding the exitmove "powerup" outside of multiplayer. (Okay, this isn't really related, I just saw this bug in action a lot while doing test runs and got annoyed enough to fix it here.)
* The ability to use V_DrawPromptBack (in hardcode only at the moment, but) to draw in terms of pixels rather than rows of text, by providing negative instead of positive inputs).
* A refactoring of redundant game saves smattered across the ending, credits, and evaluation - in addition to saving the game slightly earlier.
* Minor m_menu.c touchups and refactorings here and there.
Built using feedback from the official server's #speedruns channel, among other places.
2020-05-14 22:10:00 +00:00
|
|
|
|
|
|
|
void SCR_DisplayMarathonInfo(void)
|
|
|
|
{
|
|
|
|
INT32 flags = V_SNAPTOBOTTOM;
|
2020-05-15 14:08:45 +00:00
|
|
|
static tic_t entertic, oldentertics = 0, antisplice[2] = {48,0};
|
Introducing Marathon Run. (I was going to call it Marathon Mode, but NiGHTS Mode being right next to it on the menu looked terrible.)
Basically a dedicated Record Attack-like experience for speedrunning the game as a continuous chunk rather than ILs. Has several quality of life features.
Benefits include:
* An unambiguous real-time bar across the bottom of the screen, always displaying the current time, ticking up until you reach the ending.
* Disable the console (pausing is still allowed, but the timer will still increment).
* Automatically skip intermissions as if you're holding down the spin button.
* Show centiseconds on HUD automatically, like record attack.
* "Live Event Backups" - a category of run fit for major events like GDQ, where recovery from crashes or chokes makes for better entertainment. Essentially a modified SP savefile, down to using the same basic functions, but has its own filename and tweaked internal layout.
* "spmarathon_start" MainCfg block parameter and "marathonnext" mapheader parameter, allowing for a customised flow (makes this fit for purpose for an eventual SUGOI port).
* Disabling inter-level custom cutscenes by default with a menu option to toggle this (won't show up if the mod doesn't *have* any custom cutscenes), although either way ending cutscenes (vanilla or custom) remain intact since is time is called before them.
* Won't show up if you have a mod that consists of only one level (determined by spmarathon_start's nextlevel; this won't trip if you manually set its marathonnext).
* Unconditional gratitude on the evaluation screen, instead of a negging "Try again..." if you didn't get all the emeralds (which you may not have been aiming for).
* Gorgeous new menu (no new assets required, unless you wanna give it a header later).
Changes which were required for the above but affect other areas of the game include:
* "useBlackRock" MainCFG block parameter, which can be used to disable the presence of the Black Rock or Egg Rock in both the Evaluation screen and the Marathon Run menu (for total conversions with different stories).
* Disabling Continues in NiGHTS mode, to match the most common singleplayer experience post 2.2.4's release (is reverted if useContinues is set to true).
* Hiding the exitmove "powerup" outside of multiplayer. (Okay, this isn't really related, I just saw this bug in action a lot while doing test runs and got annoyed enough to fix it here.)
* The ability to use V_DrawPromptBack (in hardcode only at the moment, but) to draw in terms of pixels rather than rows of text, by providing negative instead of positive inputs).
* A refactoring of redundant game saves smattered across the ending, credits, and evaluation - in addition to saving the game slightly earlier.
* Minor m_menu.c touchups and refactorings here and there.
Built using feedback from the official server's #speedruns channel, among other places.
2020-05-14 22:10:00 +00:00
|
|
|
const char *str;
|
|
|
|
#if 0 // eh, this probably isn't going to be a problem
|
|
|
|
if (((signed)marathontime) < 0)
|
|
|
|
{
|
|
|
|
flags |= V_REDMAP;
|
|
|
|
str = "No waiting out the clock to submit a bogus time.";
|
|
|
|
}
|
|
|
|
else
|
|
|
|
#endif
|
|
|
|
{
|
|
|
|
entertic = I_GetTime();
|
|
|
|
if (gamecomplete)
|
|
|
|
flags |= V_YELLOWMAP;
|
2020-05-15 15:33:20 +00:00
|
|
|
else if (marathonmode & MA_INGAME)
|
|
|
|
; // see also G_Ticker
|
Introducing Marathon Run. (I was going to call it Marathon Mode, but NiGHTS Mode being right next to it on the menu looked terrible.)
Basically a dedicated Record Attack-like experience for speedrunning the game as a continuous chunk rather than ILs. Has several quality of life features.
Benefits include:
* An unambiguous real-time bar across the bottom of the screen, always displaying the current time, ticking up until you reach the ending.
* Disable the console (pausing is still allowed, but the timer will still increment).
* Automatically skip intermissions as if you're holding down the spin button.
* Show centiseconds on HUD automatically, like record attack.
* "Live Event Backups" - a category of run fit for major events like GDQ, where recovery from crashes or chokes makes for better entertainment. Essentially a modified SP savefile, down to using the same basic functions, but has its own filename and tweaked internal layout.
* "spmarathon_start" MainCfg block parameter and "marathonnext" mapheader parameter, allowing for a customised flow (makes this fit for purpose for an eventual SUGOI port).
* Disabling inter-level custom cutscenes by default with a menu option to toggle this (won't show up if the mod doesn't *have* any custom cutscenes), although either way ending cutscenes (vanilla or custom) remain intact since is time is called before them.
* Won't show up if you have a mod that consists of only one level (determined by spmarathon_start's nextlevel; this won't trip if you manually set its marathonnext).
* Unconditional gratitude on the evaluation screen, instead of a negging "Try again..." if you didn't get all the emeralds (which you may not have been aiming for).
* Gorgeous new menu (no new assets required, unless you wanna give it a header later).
Changes which were required for the above but affect other areas of the game include:
* "useBlackRock" MainCFG block parameter, which can be used to disable the presence of the Black Rock or Egg Rock in both the Evaluation screen and the Marathon Run menu (for total conversions with different stories).
* Disabling Continues in NiGHTS mode, to match the most common singleplayer experience post 2.2.4's release (is reverted if useContinues is set to true).
* Hiding the exitmove "powerup" outside of multiplayer. (Okay, this isn't really related, I just saw this bug in action a lot while doing test runs and got annoyed enough to fix it here.)
* The ability to use V_DrawPromptBack (in hardcode only at the moment, but) to draw in terms of pixels rather than rows of text, by providing negative instead of positive inputs).
* A refactoring of redundant game saves smattered across the ending, credits, and evaluation - in addition to saving the game slightly earlier.
* Minor m_menu.c touchups and refactorings here and there.
Built using feedback from the official server's #speedruns channel, among other places.
2020-05-14 22:10:00 +00:00
|
|
|
else if (marathonmode & MA_INIT)
|
|
|
|
marathonmode &= ~MA_INIT;
|
|
|
|
else
|
|
|
|
marathontime += entertic - oldentertics;
|
2020-05-15 15:33:20 +00:00
|
|
|
|
2020-05-15 14:08:45 +00:00
|
|
|
// Create a sequence of primes such that their LCM is nice and big.
|
|
|
|
#define PRIMEV1 13
|
|
|
|
#define PRIMEV2 17 // I can't believe it! I'm on TV!
|
|
|
|
antisplice[0] += (entertic - oldentertics)*PRIMEV2;
|
|
|
|
antisplice[0] %= PRIMEV1*((vid.width/vid.dupx)+1);
|
|
|
|
antisplice[1] += (entertic - oldentertics)*PRIMEV1;
|
|
|
|
antisplice[1] %= PRIMEV1*((vid.width/vid.dupx)+1);
|
Introducing Marathon Run. (I was going to call it Marathon Mode, but NiGHTS Mode being right next to it on the menu looked terrible.)
Basically a dedicated Record Attack-like experience for speedrunning the game as a continuous chunk rather than ILs. Has several quality of life features.
Benefits include:
* An unambiguous real-time bar across the bottom of the screen, always displaying the current time, ticking up until you reach the ending.
* Disable the console (pausing is still allowed, but the timer will still increment).
* Automatically skip intermissions as if you're holding down the spin button.
* Show centiseconds on HUD automatically, like record attack.
* "Live Event Backups" - a category of run fit for major events like GDQ, where recovery from crashes or chokes makes for better entertainment. Essentially a modified SP savefile, down to using the same basic functions, but has its own filename and tweaked internal layout.
* "spmarathon_start" MainCfg block parameter and "marathonnext" mapheader parameter, allowing for a customised flow (makes this fit for purpose for an eventual SUGOI port).
* Disabling inter-level custom cutscenes by default with a menu option to toggle this (won't show up if the mod doesn't *have* any custom cutscenes), although either way ending cutscenes (vanilla or custom) remain intact since is time is called before them.
* Won't show up if you have a mod that consists of only one level (determined by spmarathon_start's nextlevel; this won't trip if you manually set its marathonnext).
* Unconditional gratitude on the evaluation screen, instead of a negging "Try again..." if you didn't get all the emeralds (which you may not have been aiming for).
* Gorgeous new menu (no new assets required, unless you wanna give it a header later).
Changes which were required for the above but affect other areas of the game include:
* "useBlackRock" MainCFG block parameter, which can be used to disable the presence of the Black Rock or Egg Rock in both the Evaluation screen and the Marathon Run menu (for total conversions with different stories).
* Disabling Continues in NiGHTS mode, to match the most common singleplayer experience post 2.2.4's release (is reverted if useContinues is set to true).
* Hiding the exitmove "powerup" outside of multiplayer. (Okay, this isn't really related, I just saw this bug in action a lot while doing test runs and got annoyed enough to fix it here.)
* The ability to use V_DrawPromptBack (in hardcode only at the moment, but) to draw in terms of pixels rather than rows of text, by providing negative instead of positive inputs).
* A refactoring of redundant game saves smattered across the ending, credits, and evaluation - in addition to saving the game slightly earlier.
* Minor m_menu.c touchups and refactorings here and there.
Built using feedback from the official server's #speedruns channel, among other places.
2020-05-14 22:10:00 +00:00
|
|
|
str = va("%i:%02i:%02i.%02i",
|
|
|
|
G_TicsToHours(marathontime),
|
|
|
|
G_TicsToMinutes(marathontime, false),
|
|
|
|
G_TicsToSeconds(marathontime),
|
|
|
|
G_TicsToCentiseconds(marathontime));
|
|
|
|
oldentertics = entertic;
|
|
|
|
}
|
2020-05-15 14:08:45 +00:00
|
|
|
V_DrawFill((antisplice[0]/PRIMEV1)-1, BASEVIDHEIGHT-8, 1, 8, V_SNAPTOBOTTOM|V_SNAPTOLEFT);
|
|
|
|
V_DrawFill((antisplice[0]/PRIMEV1), BASEVIDHEIGHT-8, 1, 8, V_SNAPTOBOTTOM|V_SNAPTOLEFT|31);
|
|
|
|
V_DrawFill(BASEVIDWIDTH-((antisplice[1]/PRIMEV1)-1), BASEVIDHEIGHT-8, 1, 8, V_SNAPTOBOTTOM|V_SNAPTORIGHT);
|
|
|
|
V_DrawFill(BASEVIDWIDTH-((antisplice[1]/PRIMEV1)), BASEVIDHEIGHT-8, 1, 8, V_SNAPTOBOTTOM|V_SNAPTORIGHT|31);
|
|
|
|
#undef PRIMEV1
|
|
|
|
#undef PRIMEV2
|
Introducing Marathon Run. (I was going to call it Marathon Mode, but NiGHTS Mode being right next to it on the menu looked terrible.)
Basically a dedicated Record Attack-like experience for speedrunning the game as a continuous chunk rather than ILs. Has several quality of life features.
Benefits include:
* An unambiguous real-time bar across the bottom of the screen, always displaying the current time, ticking up until you reach the ending.
* Disable the console (pausing is still allowed, but the timer will still increment).
* Automatically skip intermissions as if you're holding down the spin button.
* Show centiseconds on HUD automatically, like record attack.
* "Live Event Backups" - a category of run fit for major events like GDQ, where recovery from crashes or chokes makes for better entertainment. Essentially a modified SP savefile, down to using the same basic functions, but has its own filename and tweaked internal layout.
* "spmarathon_start" MainCfg block parameter and "marathonnext" mapheader parameter, allowing for a customised flow (makes this fit for purpose for an eventual SUGOI port).
* Disabling inter-level custom cutscenes by default with a menu option to toggle this (won't show up if the mod doesn't *have* any custom cutscenes), although either way ending cutscenes (vanilla or custom) remain intact since is time is called before them.
* Won't show up if you have a mod that consists of only one level (determined by spmarathon_start's nextlevel; this won't trip if you manually set its marathonnext).
* Unconditional gratitude on the evaluation screen, instead of a negging "Try again..." if you didn't get all the emeralds (which you may not have been aiming for).
* Gorgeous new menu (no new assets required, unless you wanna give it a header later).
Changes which were required for the above but affect other areas of the game include:
* "useBlackRock" MainCFG block parameter, which can be used to disable the presence of the Black Rock or Egg Rock in both the Evaluation screen and the Marathon Run menu (for total conversions with different stories).
* Disabling Continues in NiGHTS mode, to match the most common singleplayer experience post 2.2.4's release (is reverted if useContinues is set to true).
* Hiding the exitmove "powerup" outside of multiplayer. (Okay, this isn't really related, I just saw this bug in action a lot while doing test runs and got annoyed enough to fix it here.)
* The ability to use V_DrawPromptBack (in hardcode only at the moment, but) to draw in terms of pixels rather than rows of text, by providing negative instead of positive inputs).
* A refactoring of redundant game saves smattered across the ending, credits, and evaluation - in addition to saving the game slightly earlier.
* Minor m_menu.c touchups and refactorings here and there.
Built using feedback from the official server's #speedruns channel, among other places.
2020-05-14 22:10:00 +00:00
|
|
|
V_DrawPromptBack(-8, cons_backcolor.value);
|
|
|
|
V_DrawCenteredString(BASEVIDWIDTH/2, BASEVIDHEIGHT-8, flags, str);
|
|
|
|
}
|