SRB2/src/screen.c

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// SONIC ROBO BLAST 2
//-----------------------------------------------------------------------------
// Copyright (C) 1998-2000 by DooM Legacy Team.
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// Copyright (C) 1999-2018 by Sonic Team Junior.
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//
// This program is free software distributed under the
// terms of the GNU General Public License, version 2.
// See the 'LICENSE' file for more details.
//-----------------------------------------------------------------------------
/// \file screen.c
/// \brief Handles multiple resolutions, 8bpp/16bpp(highcolor) modes
#include "doomdef.h"
#include "doomstat.h"
#include "screen.h"
#include "console.h"
#include "am_map.h"
#include "i_system.h"
#include "i_video.h"
#include "r_local.h"
#include "r_sky.h"
#include "m_argv.h"
#include "m_misc.h"
#include "v_video.h"
#include "st_stuff.h"
#include "hu_stuff.h"
#include "z_zone.h"
#include "d_main.h"
#include "d_clisrv.h"
#include "f_finale.h"
#include "i_sound.h" // closed captions
#include "s_sound.h" // ditto
#include "g_game.h" // ditto
#include "p_local.h" // P_AutoPause()
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#if defined (USEASM) && !defined (NORUSEASM)//&& (!defined (_MSC_VER) || (_MSC_VER <= 1200))
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#define RUSEASM //MSC.NET can't patch itself
#endif
// --------------------------------------------
// assembly or c drawer routines for 8bpp/16bpp
// --------------------------------------------
void (*wallcolfunc)(void); // new wall column drawer to draw posts >128 high
void (*colfunc)(void); // standard column, up to 128 high posts
void (*basecolfunc)(void);
void (*fuzzcolfunc)(void); // standard fuzzy effect column drawer
void (*transcolfunc)(void); // translation column drawer
void (*shadecolfunc)(void); // smokie test..
void (*spanfunc)(void); // span drawer, use a 64x64 tile
void (*splatfunc)(void); // span drawer w/ transparency
void (*basespanfunc)(void); // default span func for color mode
void (*transtransfunc)(void); // translucent translated column drawer
void (*twosmultipatchfunc)(void); // for cols with transparent pixels
void (*twosmultipatchtransfunc)(void); // for cols with transparent pixels AND translucency
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// ------------------
// global video state
// ------------------
viddef_t vid;
INT32 setmodeneeded; //video mode change needed if > 0 (the mode number to set + 1)
static CV_PossibleValue_t scr_depth_cons_t[] = {{8, "8 bits"}, {16, "16 bits"}, {24, "24 bits"}, {32, "32 bits"}, {0, NULL}};
//added : 03-02-98: default screen mode, as loaded/saved in config
consvar_t cv_scr_width = {"scr_width", "1280", CV_SAVE, CV_Unsigned, NULL, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_scr_height = {"scr_height", "800", CV_SAVE, CV_Unsigned, NULL, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_scr_depth = {"scr_depth", "16 bits", CV_SAVE, scr_depth_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_renderview = {"renderview", "On", 0, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL};
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static void SCR_ChangeFullscreen (void);
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consvar_t cv_fullscreen = {"fullscreen", "Yes", CV_SAVE|CV_CALL, CV_YesNo, SCR_ChangeFullscreen, 0, NULL, NULL, 0, 0, NULL};
// =========================================================================
// SCREEN VARIABLES
// =========================================================================
INT32 scr_bpp; // current video mode bytes per pixel
UINT8 *scr_borderpatch; // flat used to fill the reduced view borders set at ST_Init()
// =========================================================================
// Short and Tall sky drawer, for the current color mode
void (*walldrawerfunc)(void);
boolean R_ASM = true;
boolean R_486 = false;
boolean R_586 = false;
boolean R_MMX = false;
boolean R_SSE = false;
boolean R_3DNow = false;
boolean R_MMXExt = false;
boolean R_SSE2 = false;
void SCR_SetMode(void)
{
if (dedicated)
return;
if (!setmodeneeded || WipeInAction)
return; // should never happen and don't change it during a wipe, BAD!
VID_SetMode(--setmodeneeded);
V_SetPalette(0);
//
// setup the right draw routines for either 8bpp or 16bpp
//
if (true)//vid.bpp == 1) //Always run in 8bpp. todo: remove all 16bpp code?
{
spanfunc = basespanfunc = R_DrawSpan_8;
splatfunc = R_DrawSplat_8;
transcolfunc = R_DrawTranslatedColumn_8;
transtransfunc = R_DrawTranslatedTranslucentColumn_8;
colfunc = basecolfunc = R_DrawColumn_8;
shadecolfunc = R_DrawShadeColumn_8;
fuzzcolfunc = R_DrawTranslucentColumn_8;
walldrawerfunc = R_DrawWallColumn_8;
twosmultipatchfunc = R_Draw2sMultiPatchColumn_8;
twosmultipatchtransfunc = R_Draw2sMultiPatchTranslucentColumn_8;
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#ifdef RUSEASM
if (R_ASM)
{
if (R_MMX)
{
colfunc = basecolfunc = R_DrawColumn_8_MMX;
//shadecolfunc = R_DrawShadeColumn_8_ASM;
//fuzzcolfunc = R_DrawTranslucentColumn_8_ASM;
walldrawerfunc = R_DrawWallColumn_8_MMX;
twosmultipatchfunc = R_Draw2sMultiPatchColumn_8_MMX;
//spanfunc = basespanfunc = R_DrawSpan_8_MMX;
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}
else
{
colfunc = basecolfunc = R_DrawColumn_8_ASM;
//shadecolfunc = R_DrawShadeColumn_8_ASM;
//fuzzcolfunc = R_DrawTranslucentColumn_8_ASM;
walldrawerfunc = R_DrawWallColumn_8_ASM;
twosmultipatchfunc = R_Draw2sMultiPatchColumn_8_ASM;
}
}
#endif
}
/* else if (vid.bpp > 1)
{
I_OutputMsg("using highcolor mode\n");
spanfunc = basespanfunc = R_DrawSpan_16;
transcolfunc = R_DrawTranslatedColumn_16;
transtransfunc = R_DrawTranslucentColumn_16; // No 16bit operation for this function
colfunc = basecolfunc = R_DrawColumn_16;
shadecolfunc = NULL; // detect error if used somewhere..
fuzzcolfunc = R_DrawTranslucentColumn_16;
walldrawerfunc = R_DrawWallColumn_16;
}*/
else
I_Error("unknown bytes per pixel mode %d\n", vid.bpp);
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/*
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if (SCR_IsAspectCorrect(vid.width, vid.height))
CONS_Alert(CONS_WARNING, M_GetText("Resolution is not aspect-correct!\nUse a multiple of %dx%d\n"), BASEVIDWIDTH, BASEVIDHEIGHT);
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*/
wallcolfunc = walldrawerfunc;
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// set the apprpriate drawer for the sky (tall or INT16)
setmodeneeded = 0;
}
// do some initial settings for the game loading screen
//
void SCR_Startup(void)
{
const CPUInfoFlags *RCpuInfo = I_CPUInfo();
if (!M_CheckParm("-NOCPUID") && RCpuInfo)
{
#if defined (__i386__) || defined (_M_IX86) || defined (__WATCOMC__)
R_486 = true;
#endif
if (RCpuInfo->RDTSC)
R_586 = true;
if (RCpuInfo->MMX)
R_MMX = true;
if (RCpuInfo->AMD3DNow)
R_3DNow = true;
if (RCpuInfo->MMXExt)
R_MMXExt = true;
if (RCpuInfo->SSE)
R_SSE = true;
if (RCpuInfo->SSE2)
R_SSE2 = true;
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);
}
if (M_CheckParm("-noASM"))
R_ASM = false;
if (M_CheckParm("-486"))
R_486 = true;
if (M_CheckParm("-586"))
R_586 = true;
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;
vid.dupx = vid.width / BASEVIDWIDTH;
vid.dupy = vid.height / BASEVIDHEIGHT;
vid.dupx = vid.dupy = (vid.dupx < vid.dupy ? vid.dupx : vid.dupy);
vid.fdupx = FixedDiv(vid.width*FRACUNIT, BASEVIDWIDTH*FRACUNIT);
vid.fdupy = FixedDiv(vid.height*FRACUNIT, BASEVIDHEIGHT*FRACUNIT);
#ifdef HWRENDER
if (rendermode != render_opengl && rendermode != render_none) // This was just placing it incorrectly at non aspect correct resolutions in opengl
#endif
vid.fdupx = vid.fdupy = (vid.fdupx < vid.fdupy ? vid.fdupx : vid.fdupy);
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vid.meddupx = (UINT8)(vid.dupx >> 1) + 1;
vid.meddupy = (UINT8)(vid.dupy >> 1) + 1;
#ifdef HWRENDER
vid.fmeddupx = vid.meddupx*FRACUNIT;
vid.fmeddupy = vid.meddupy*FRACUNIT;
#endif
vid.smalldupx = (UINT8)(vid.dupx / 3) + 1;
vid.smalldupy = (UINT8)(vid.dupy / 3) + 1;
#ifdef HWRENDER
vid.fsmalldupx = vid.smalldupx*FRACUNIT;
vid.fsmalldupy = vid.smalldupy*FRACUNIT;
#endif
vid.baseratio = FRACUNIT;
V_Init();
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;
// scale 1,2,3 times in x and y the patches for the menus and overlays...
// calculated once and for all, used by routines in v_video.c
vid.dupx = vid.width / BASEVIDWIDTH;
vid.dupy = vid.height / BASEVIDHEIGHT;
vid.dupx = vid.dupy = (vid.dupx < vid.dupy ? vid.dupx : vid.dupy);
vid.fdupx = FixedDiv(vid.width*FRACUNIT, BASEVIDWIDTH*FRACUNIT);
vid.fdupy = FixedDiv(vid.height*FRACUNIT, BASEVIDHEIGHT*FRACUNIT);
#ifdef HWRENDER
//if (rendermode != render_opengl && rendermode != render_none) // This was just placing it incorrectly at non aspect correct resolutions in opengl
// 13/11/18:
// The above is no longer necessary, since we want OpenGL to be just like software now
// -- Monster Iestyn
#endif
vid.fdupx = vid.fdupy = (vid.fdupx < vid.fdupy ? vid.fdupx : vid.fdupy);
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//vid.baseratio = FixedDiv(vid.height << FRACBITS, BASEVIDHEIGHT << FRACBITS);
vid.baseratio = FRACUNIT;
vid.meddupx = (UINT8)(vid.dupx >> 1) + 1;
vid.meddupy = (UINT8)(vid.dupy >> 1) + 1;
#ifdef HWRENDER
vid.fmeddupx = vid.meddupx*FRACUNIT;
vid.fmeddupy = vid.meddupy*FRACUNIT;
#endif
vid.smalldupx = (UINT8)(vid.dupx / 3) + 1;
vid.smalldupy = (UINT8)(vid.dupy / 3) + 1;
#ifdef HWRENDER
vid.fsmalldupx = vid.smalldupx*FRACUNIT;
vid.fsmalldupy = vid.smalldupy*FRACUNIT;
#endif
// toggle off automap because some screensize-dependent values will
// be calculated next time the automap is activated.
if (automapactive)
AM_Stop();
// 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;
}
// 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;
}
}
// 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
}
boolean SCR_IsAspectCorrect(INT32 width, INT32 height)
{
return
( width % BASEVIDWIDTH == 0
&& height % BASEVIDHEIGHT == 0
&& width / BASEVIDWIDTH == height / BASEVIDHEIGHT
);
}
// XMOD FPS display
// moved out of os-specific code for consistency
static boolean fpsgraph[TICRATE];
static tic_t lasttic;
void SCR_DisplayTicRate(void)
{
tic_t i;
tic_t ontic = I_GetTime();
tic_t totaltics = 0;
INT32 ticcntcolor = 0;
const INT32 h = vid.height-(8*vid.dupy);
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for (i = lasttic + 1; i < TICRATE+lasttic && i < ontic; ++i)
fpsgraph[i % TICRATE] = false;
fpsgraph[ontic % TICRATE] = true;
for (i = 0;i < TICRATE;++i)
if (fpsgraph[i])
++totaltics;
if (totaltics <= TICRATE/2) ticcntcolor = V_REDMAP;
else if (totaltics == TICRATE) ticcntcolor = V_GREENMAP;
V_DrawString(vid.width-(72*vid.dupx), h,
V_YELLOWMAP|V_NOSCALESTART, "FPS:");
V_DrawString(vid.width-(40*vid.dupx), h,
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ticcntcolor|V_NOSCALESTART, va("%02d/%02u", totaltics, TICRATE));
lasttic = ontic;
}
void SCR_ClosedCaptions(void)
{
UINT8 i;
boolean gamestopped = (paused || P_AutoPause());
INT32 basey = BASEVIDHEIGHT;
if (gamestate != wipegamestate)
return;
if (gamestate == GS_LEVEL)
{
if (promptactive)
basey -= 28;
else if (splitscreen)
basey -= 8;
else if ((modeattacking == ATTACKING_NIGHTS)
MONSTER COMMIT. OLD SPECIAL STAGES: * Spheres in old special stages instead of rings! * Individual timers in old special stages instead of a global one! * Old special stages use a variant of the NiGHTS HUD now! * Special stage damage in old special stages loses 5 seconds of time instead of 10 rings/spheres! * All damage gained through old special stages is converted to special stage damage! As a consequence, the special spikeball has no need to be special anymore. * Made emerald gaining function be based on special stage number rather than gained emeralds! * Consistency with... NiGHTS SPECIAL STAGES: * Spheres now flash in bonus time. https://cdn.discordapp.com/attachments/400761370800422922/452590553100713984/srb20032.gif * Sphere and ring mapthingnums are now less fucked up in 'em. (Rings are 300, same as usual, while Spheres are now 1706 replacing NiGHTS Wings.) SPECIAL STAGES IN GENERAL: * useNightsSS is now dead. Each individual special stage is now assessed for NiGHTS-mode behaviour based on maptol & TOL_NIGHTS. * CRAWLA HONCHO\n CAN NOW BE\n SUPER CRAWLA HONCHO end tally modification now also includes a mini-tutorial on turning super. https://cdn.discordapp.com/attachments/400761370800422922/452844894113759233/srb20036.gif * SONIC GOT A CHAOS EMERALD? https://cdn.discordapp.com/attachments/400761370800422922/452623869497573386/srb20034.gif NiGHTS NON-SPECIAL STAGES: * Colour Chips and Star Chips! Replaces Spheres and Rings of NiGHTS Special Stages. * Colour Chips turn yellow in bonus time. * Ideya! * Its own "drowning" music! * All of the object types for Dream Hill. * GIF: https://cdn.discordapp.com/attachments/400761370800422922/452844894113759233/srb20036.gif RANDOM BS: * Turn super with the spin button instead of the jump button! * Followmobj now correctly set with P_SetTarget instead of pointer assignment. * Emerald hunt uses new sprites! * Made unlock noise different from emblem gain noise! (It's the CRAWLA HONCHO CAN NOW TURN yadda yadda sound from S3K now.)
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|| (!(maptol & TOL_NIGHTS)
&& ((cv_powerupdisplay.value == 2) // "Always"
|| (cv_powerupdisplay.value == 1 && !camera.chase)))) // "First-person only"
basey -= 16;
}
for (i = 0; i < NUMCAPTIONS; i++)
{
INT32 flags, y;
char dot;
boolean music;
if (!closedcaptions[i].s)
continue;
music = (closedcaptions[i].s-S_sfx == sfx_None);
if (music && !gamestopped && (closedcaptions[i].t < flashingtics) && (closedcaptions[i].t & 1))
continue;
flags = V_SNAPTORIGHT|V_SNAPTOBOTTOM|V_ALLOWLOWERCASE;
y = basey-((i + 2)*10);
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';
else
dot = ' ';
V_DrawRightAlignedString(BASEVIDWIDTH - 20, y, flags,
va("%c [%s]", dot, (closedcaptions[i].s->caption[0] ? closedcaptions[i].s->caption : closedcaptions[i].s->name)));
}
}