raze/source/games/exhumed/src/view.cpp

478 lines
13 KiB
C++

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