mirror of
https://github.com/DrBeef/Raze.git
synced 2024-12-03 17:43:28 +00:00
478 lines
13 KiB
C++
478 lines
13 KiB
C++
//-------------------------------------------------------------------------
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/*
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Copyright (C) 2010-2019 EDuke32 developers and contributors
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Copyright (C) 2019 sirlemonhead, Nuke.YKT
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This file is part of PCExhumed.
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PCExhumed is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License version 2
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as published by the Free Software Foundation.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*/
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//-------------------------------------------------------------------------
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#include "ns.h"
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#include "engine.h"
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#include "gamefuncs.h"
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#include "names.h"
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#include "view.h"
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#include "status.h"
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#include "exhumed.h"
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#include "player.h"
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#include "aistuff.h"
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#include "sound.h"
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#include "mapinfo.h"
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#include "v_video.h"
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#include "interpolate.h"
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#include "v_draw.h"
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#include "render.h"
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#include <string.h>
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BEGIN_PS_NS
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bool bSubTitles = true;
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int zbob;
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int16_t dVertPan[kMaxPlayers];
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int nCamerax;
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int nCameray;
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int nCameraz;
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bool bTouchFloor;
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int16_t nQuake[kMaxPlayers] = { 0 };
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int nChunkTotal = 0;
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binangle nCameraa;
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fixedhoriz nCamerapan;
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int nViewTop;
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bool bCamera = false;
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int viewz;
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// We cannot drag these through the entire event system... :(
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tspriteArray* mytspriteArray;
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// NOTE - not to be confused with Ken's analyzesprites()
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static void analyzesprites(tspriteArray& tsprites, int x, int y, int z, double const smoothratio)
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{
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mytspriteArray = &tsprites;
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for (unsigned i = 0; i < tsprites.Size(); i++)
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{
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auto pTSprite = tsprites.get(i);
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if (pTSprite->ownerActor)
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{
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// interpolate sprite position
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pTSprite->pos = pTSprite->ownerActor->interpolatedvec3(smoothratio);
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pTSprite->ang = pTSprite->ownerActor->interpolatedang(smoothratio);
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}
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}
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auto pPlayerActor = PlayerList[nLocalPlayer].pActor;
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int var_38 = 20;
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int var_2C = 30000;
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bestTarget = nullptr;
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auto pSector =pPlayerActor->sector();
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int nAngle = (2048 - pPlayerActor->spr.ang) & kAngleMask;
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for (int nTSprite = int(tsprites.Size()-1); nTSprite >= 0; nTSprite--)
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{
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auto pTSprite = tsprites.get(nTSprite);
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auto pActor = static_cast<DExhumedActor*>(pTSprite->ownerActor);
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if (pTSprite->sectp != nullptr)
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{
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sectortype *pTSector = pTSprite->sectp;
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int nSectShade = (pTSector->ceilingstat & CSTAT_SECTOR_SKY) ? pTSector->ceilingshade : pTSector->floorshade;
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int nShade = pTSprite->shade + nSectShade + 6;
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pTSprite->shade = clamp(nShade, -128, 127);
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}
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pTSprite->pal = RemapPLU(pTSprite->pal);
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// PowerSlaveGDX: Torch bouncing fix
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if ((pTSprite->picnum == kTorch1 || pTSprite->picnum == kTorch2) && (pTSprite->cstat & CSTAT_SPRITE_YCENTER) == 0)
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{
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pTSprite->cstat |= CSTAT_SPRITE_YCENTER;
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int nTileY = (tileHeight(pTSprite->picnum) * pTSprite->yrepeat) * 2;
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pTSprite->add_int_z(-nTileY);
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}
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if (pTSprite->pal == 4 && pTSprite->shade >= numshades) pTSprite->shade = numshades - 1;
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if (pActor->spr.statnum > 0)
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{
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RunListEvent ev{};
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ev.pTSprite = pTSprite;
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runlist_SignalRun(pActor->spr.lotag - 1, nTSprite, &ExhumedAI::Draw, &ev);
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if ((pActor->spr.statnum < 150) && (pActor->spr.cstat & CSTAT_SPRITE_BLOCK_ALL) && (pActor != pPlayerActor))
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{
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int xval = pActor->int_pos().X - x;
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int yval = pActor->int_pos().Y - y;
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int vcos = bcos(nAngle);
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int vsin = bsin(nAngle);
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int edx = ((vcos * yval) + (xval * vsin)) >> 14;
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int ebx = abs(((vcos * xval) - (yval * vsin)) >> 14);
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if (!ebx)
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continue;
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edx = (abs(edx) * 32) / ebx;
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if (ebx < 1000 && ebx < var_2C && edx < 10)
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{
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bestTarget = pActor;
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var_38 = edx;
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var_2C = ebx;
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}
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else if (ebx < 30000)
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{
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int t = var_38 - edx;
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if (t > 3 || (ebx < var_2C && abs(t) < 5))
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{
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var_38 = edx;
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var_2C = ebx;
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bestTarget = pActor;
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}
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}
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}
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}
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}
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auto targ = bestTarget;
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if (targ != nullptr)
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{
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nCreepyTimer = kCreepyCount;
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if (!cansee(x, y, z, pSector, targ->int_pos().X, targ->int_pos().Y, targ->int_pos().Z - GetActorHeight(targ), targ->sector()))
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{
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bestTarget = nullptr;
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}
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}
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mytspriteArray = nullptr;
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}
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void ResetView()
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{
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EraseScreen(0);
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#ifdef USE_OPENGL
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videoTintBlood(0, 0, 0);
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#endif
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}
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static TextOverlay subtitleOverlay;
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void DrawView(double smoothRatio, bool sceneonly)
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{
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DExhumedActor* pEnemy = nullptr;
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int nEnemyPal = -1;
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int playerX;
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int playerY;
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int playerZ;
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sectortype* pSector = nullptr;
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binangle nAngle, rotscrnang;
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fixedhoriz pan = {};
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zbob = bsin(2 * bobangle, -3);
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DoInterpolations(smoothRatio / 65536.);
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auto pPlayerActor = PlayerList[nLocalPlayer].pActor;
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auto nPlayerOldCstat = pPlayerActor->spr.cstat;
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auto pDop = PlayerList[nLocalPlayer].pDoppleSprite;
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auto nDoppleOldCstat = pDop->spr.cstat;
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if (nSnakeCam >= 0 && !sceneonly)
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{
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DExhumedActor* pActor = SnakeList[nSnakeCam].pSprites[0];
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playerX = pActor->int_pos().X;
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playerY = pActor->int_pos().Y;
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playerZ = pActor->int_pos().Z;
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pSector = pActor->sector();
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nAngle = buildang(pActor->spr.ang);
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rotscrnang = buildang(0);
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SetGreenPal();
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pEnemy = SnakeList[nSnakeCam].pEnemy;
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if (pEnemy == nullptr || totalmoves & 1)
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{
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nEnemyPal = -1;
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}
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else
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{
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nEnemyPal = pEnemy->spr.pal;
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pEnemy->spr.pal = 5;
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}
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}
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else
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{
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playerX = pPlayerActor->__interpolatedx(smoothRatio);
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playerY = pPlayerActor->__interpolatedy(smoothRatio);
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playerZ = pPlayerActor->__interpolatedz(smoothRatio) + interpolatedvalue(PlayerList[nLocalPlayer].oeyelevel, PlayerList[nLocalPlayer].eyelevel, smoothRatio);
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pSector = PlayerList[nLocalPlayer].pPlayerViewSect;
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updatesector(playerX, playerY, &pSector);
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if (pSector == nullptr) pSector = PlayerList[nLocalPlayer].pPlayerViewSect;
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if (!SyncInput())
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{
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pan = PlayerList[nLocalPlayer].horizon.sum();
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nAngle = PlayerList[nLocalPlayer].angle.sum();
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rotscrnang = PlayerList[nLocalPlayer].angle.rotscrnang;
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}
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else
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{
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pan = PlayerList[nLocalPlayer].horizon.interpolatedsum(smoothRatio);
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nAngle = PlayerList[nLocalPlayer].angle.interpolatedsum(smoothRatio);
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rotscrnang = PlayerList[nLocalPlayer].angle.interpolatedrotscrn(smoothRatio);
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}
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if (!bCamera)
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{
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pPlayerActor->spr.cstat |= CSTAT_SPRITE_INVISIBLE;
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pDop->spr.cstat |= CSTAT_SPRITE_INVISIBLE;
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}
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else
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{
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pPlayerActor->spr.cstat |= CSTAT_SPRITE_TRANSLUCENT;
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pDop->spr.cstat |= CSTAT_SPRITE_INVISIBLE;
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}
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pan = q16horiz(clamp(pan.asq16(), gi->playerHorizMin(), gi->playerHorizMax()));
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}
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nCameraa = nAngle;
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if (nSnakeCam >= 0 && !sceneonly)
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{
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pan = q16horiz(0);
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viewz = playerZ;
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}
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else
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{
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viewz = playerZ + nQuake[nLocalPlayer];
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int floorZ = pPlayerActor->sector()->int_floorz();
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if (viewz > floorZ)
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viewz = floorZ;
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nCameraa += buildang((nQuake[nLocalPlayer] >> 7) % 31);
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if (bCamera)
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{
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viewz -= 2560;
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if (!calcChaseCamPos(&playerX, &playerY, &viewz, pPlayerActor, &pSector, nAngle, pan, smoothRatio))
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{
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viewz += 2560;
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calcChaseCamPos(&playerX, &playerY, &viewz, pPlayerActor, &pSector, nAngle, pan, smoothRatio);
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}
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}
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}
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nCamerax = playerX;
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nCameray = playerY;
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nCameraz = playerZ;
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if (pSector != nullptr)
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{
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int Z = pSector->int_ceilingz() + 256;
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if (Z <= viewz)
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{
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Z = pSector->int_floorz() - 256;
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if (Z < viewz)
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viewz = Z;
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}
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else {
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viewz = Z;
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}
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}
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nCamerapan = pan;
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if (nFreeze == 2 || nFreeze == 1)
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{
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nSnakeCam = -1;
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//???
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viewport3d = { 0, 0, screen->GetWidth(), screen->GetHeight() };
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}
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UpdateMap();
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if (nFreeze != 3)
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{
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TArray<uint8_t> paldata(sector.Size() * 2 + wall.Size(), true);
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if (HavePLURemap())
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{
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auto p = paldata.Data();
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for (auto& sect: sector)
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{
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uint8_t v;
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v = *p++ = sect.floorpal;
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sect.floorpal = RemapPLU(v);
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v = *p++ = sect.ceilingpal;
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sect.ceilingpal = RemapPLU(v);
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}
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for (auto& wal : wall)
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{
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uint8_t v;
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v = *p++ = wal.pal;
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wal.pal = RemapPLU(v);
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}
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}
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if (!nFreeze && !sceneonly)
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DrawWeapons(smoothRatio);
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render_drawrooms(nullptr, { nCamerax, nCameray, viewz }, sectnum(pSector), nCameraa, nCamerapan, rotscrnang, smoothRatio);
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if (HavePLURemap())
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{
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auto p = paldata.Data();
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for (auto& sect: sector)
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{
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sect.floorpal = *p++;
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sect.ceilingpal = *p++;
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}
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for (auto& wal : wall)
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{
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wal.pal = *p++;
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}
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}
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if (nFreeze)
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{
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nSnakeCam = -1;
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if (nFreeze == 2)
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{
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if (nHeadStage == 4)
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{
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nHeadStage = 5;
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pPlayerActor->spr.cstat |= CSTAT_SPRITE_INVISIBLE;
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int ang2 = nCameraa.asbuild() - pPlayerActor->spr.ang;
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if (ang2 < 0)
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ang2 = -ang2;
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if (ang2 > 10)
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{
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inita -= (ang2 >> 3);
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return;
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}
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if (bSubTitles)
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{
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subtitleOverlay.Start(I_GetTimeNS() * (120. / 1'000'000'000));
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subtitleOverlay.ReadyCinemaText(currentLevel->ex_ramses_text);
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}
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inputState.ClearAllInput();
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}
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else if (nHeadStage == 5)
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{
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if ((bSubTitles && !subtitleOverlay.AdvanceCinemaText(I_GetTimeNS() * (120. / 1'000'000'000))) || inputState.CheckAllInput())
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{
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inputState.ClearAllInput();
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LevelFinished();
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EndLevel = 1;
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if (CDplaying()) {
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fadecdaudio();
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}
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}
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else subtitleOverlay.DisplayText();
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}
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}
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}
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else if (!sceneonly)
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{
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if (nSnakeCam < 0)
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{
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DrawMap(smoothRatio);
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}
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else
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{
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RestoreGreenPal();
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if (nEnemyPal > -1) {
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pEnemy->spr.pal = (uint8_t)nEnemyPal;
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}
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DrawMap(smoothRatio);
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}
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}
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}
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else
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{
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twod->ClearScreen();
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}
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pPlayerActor->spr.cstat = nPlayerOldCstat;
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pDop->spr.cstat = nDoppleOldCstat;
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RestoreInterpolations();
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flash = 0;
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}
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bool GameInterface::GenerateSavePic()
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{
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DrawView(65536, true);
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return true;
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}
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void GameInterface::processSprites(tspriteArray& tsprites, int viewx, int viewy, int viewz, binangle viewang, double smoothRatio)
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{
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analyzesprites(tsprites, viewx, viewy, viewz, smoothRatio);
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}
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void NoClip()
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{
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}
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void Clip()
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{
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}
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void SerializeView(FSerializer& arc)
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{
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if (arc.BeginObject("view"))
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{
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arc("camerax", nCamerax)
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("cameray", nCameray)
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("cameraz", nCameraz)
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("touchfloor", bTouchFloor)
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("chunktotal", nChunkTotal)
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("cameraa", nCameraa)
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("camerapan", nCamerapan)
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("camera", bCamera)
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("viewz", viewz)
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.Array("vertpan", dVertPan, countof(dVertPan))
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.Array("quake", nQuake, countof(nQuake))
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.EndObject();
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}
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}
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END_PS_NS
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