raze/source/games/duke/src/game_misc.cpp
Christoph Oelckers aa0080039f - refactored coordinate display to have a single unified printing function.
The games will now only return the data, this has also been added for Exhumed.
Printing will now be in actual map units, not build's internal mixed format.
2022-10-08 19:28:57 +02:00

590 lines
16 KiB
C++

//-------------------------------------------------------------------------
/*
Copyright (C) 1996, 2003 - 3D Realms Entertainment
Copyright (C) 2020 - Christoph Oelckers
This file is part of Duke Nukem 3D version 1.5 - Atomic Edition
Duke Nukem 3D is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
Original Source: 1996 - Todd Replogle
Prepared for public release: 03/21/2003 - Charlie Wiederhold, 3D Realms
Modifications for JonoF's port by Jonathon Fowler (jf@jonof.id.au)
*/
//-------------------------------------------------------------------------
// This file collects several functions from the original game.c
// that do not fit any particular category.
#include "ns.h" // Must come before everything else!
#include "automap.h"
#include "duke3d.h"
#include "m_argv.h"
#include "mapinfo.h"
#include "texturemanager.h"
#include "statusbar.h"
#include "st_start.h"
#include "i_interface.h"
#include "prediction.h"
#include "gamestate.h"
#include "dukeactor.h"
#include "interpolate.h"
#include "razefont.h"
#include "startscreen.h"
BEGIN_DUKE_NS
//---------------------------------------------------------------------------
//
// debug output
//
//---------------------------------------------------------------------------
std::pair<DVector3, DAngle> GameInterface::GetCoordinates()
{
return std::make_pair(ps[screenpeek].pos, ps[screenpeek].angle.ang);
}
GameStats GameInterface::getStats()
{
player_struct* p = &ps[myconnectindex];
return { p->actors_killed, p->max_actors_killed, p->secret_rooms, p->max_secret_rooms, p->player_par / REALGAMETICSPERSEC, p->frag };
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
static void endthegame(bool)
{
endoomName = isRR() ? "redneck.bin" : !isShareware() ? "duke3d.bin" : "dukesw.bin";
ST_Endoom();
}
void GameInterface::ExitFromMenu()
{
#if 0
// do we really need this scoreboard stuff here?
auto runbonus = [=](auto completion)
{
// MP scoreboard
if (playerswhenstarted > 1 && !ud.coop) ShowScoreboard(playerswhenstarted);
else completion(false);
};
auto runtwoscreens = [](auto completion)
{
// shareware and TEN screens
if (isShareware() && !isRR())
StartCutscene("DukeCutscenes.BuildSharewareExit", 0, completion);
else completion(false);
};
runbonus([=](bool aborted) { runtwoscreens(endthegame); });
#else
if (isShareware() && !isRR())
StartCutscene("DukeCutscenes.BuildSharewareExit", 0, endthegame);
else endthegame(false);
#endif
}
//---------------------------------------------------------------------------
//
// This now redirects the messages to the console's notification display
// which has all the features to reasonably do this in Duke style.
//
//---------------------------------------------------------------------------
void FTA(int q, player_struct* p)
{
if (q < 0 || gamestate != GS_LEVEL)
return;
if (p->ftq != q || (PlayClock - p->ftt > TICRATE && q != QUOTE_DEAD))
{
p->ftq = q;
auto qu = quoteMgr.GetQuote(q);
if (p == &ps[screenpeek] && qu[0] != '\0')
{
#if 0
if (q >= 70 && q <= 72)
{
// Todo: redirect this to a centered message (these are "need a key" messages)
}
else
#endif
{
Printf(PRINT_MEDIUM | PRINT_NOTIFY, "%s\n", qu);
}
}
}
p->ftt = PlayClock;
}
//==========================================================================
//
// Draws the background
//
//==========================================================================
void GameInterface::DrawBackground()
{
twod->ClearScreen();
auto tex = tileGetTexture(TILE_MENUSCREEN);
PalEntry color = 0xff808080;
if (!hud_bgstretch)
DrawTexture(twod, tex, 0, 0, DTA_FullscreenEx, FSMode_ScaleToFit43, DTA_Color, color, TAG_DONE);
else
DrawTexture(twod, tex, 0, 0, DTA_VirtualWidth, twod->GetWidth(), DTA_VirtualHeight, twod->GetHeight(), DTA_KeepRatio, true, DTA_Color, color, TAG_DONE);
}
//---------------------------------------------------------------------------
//
// this is from ZDoom
//
//---------------------------------------------------------------------------
void V_AddBlend (float r, float g, float b, float a, float v_blend[4])
{
r = clamp(r/255.f, 0.f, 0.25f);
g = clamp(g/255.f, 0.f, 0.25f);
b = clamp(b/255.f, 0.f, 0.25f);
a = clamp(a/255.f, 0.f, 0.25f);
float a2, a3;
if (a <= 0)
return;
a2 = v_blend[3] + (1-v_blend[3])*a; // new total alpha
a3 = v_blend[3]/a2; // fraction of color from old
v_blend[0] = v_blend[0]*a3 + r*(1-a3);
v_blend[1] = v_blend[1]*a3 + g*(1-a3);
v_blend[2] = v_blend[2]*a3 + b*(1-a3);
v_blend[3] = a2;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void setgamepalette(int palid)
{
if (palid >= MAXBASEPALS || palid < 0) palid = 0;
auto& fstint = lookups.tables[MAXPALOOKUPS - 1];
if (palid == WATERPAL) fstint.tintColor = PalEntry(224, 192, 255);
else if (palid == SLIMEPAL) fstint.tintColor = PalEntry(208, 255, 192);
else fstint.tintColor = 0xffffff;
videoSetPalette(palid);
}
//---------------------------------------------------------------------------
//
// draws the weapon sprite and other 2D content that's part of the scene.
//
//---------------------------------------------------------------------------
void drawweapon(double smoothratio)
{
auto pp = &ps[screenpeek];
if (!isRR() && pp->newOwner != nullptr)
cameratext(pp->newOwner);
else
{
fi.displayweapon(screenpeek, smoothratio);
if (pp->over_shoulder_on == 0)
fi.displaymasks(screenpeek, pp->GetActor()->spr.pal == 1 || !pp->insector() ? 1 : pp->cursector->floorpal, smoothratio);
}
}
//---------------------------------------------------------------------------
//
// draws everything not part of the 3D scene and its weapon sprite.
//
//---------------------------------------------------------------------------
void drawoverlays(double smoothratio)
{
player_struct* pp;
int cposx, cposy;
DAngle cang;
pp = &ps[screenpeek];
// set palette here, in case the 3D view is off.
setgamepalette(setpal(pp));
float blend[4] = {};
// this does pain tinting etc from the CON
V_AddBlend(pp->pals.r, pp->pals.g, pp->pals.b, pp->pals.a, blend);
// loogies courtesy of being snotted on
if (pp->loogcnt > 0 && !isRR())
{
V_AddBlend(0, 63, 0, float(pp->loogcnt >> 1), blend);
}
if (blend[3])
{
// result must be multiplied by 4 and normalised to 255. (4*255 = 1020)
auto comp = [&](int i, int maxv=255) { return clamp(int(blend[i] * 1020), 0, maxv); };
videoFadePalette(comp(0), comp(1), comp(2), comp(3, 192)); // Never fully saturate the alpha channel
}
else
videoclearFade();
MarkSectorSeen(pp->cursector);
if (ud.cameraactor == nullptr)
{
if (automapMode != am_off)
{
DoInterpolations(smoothratio / 65536.);
if (pp->newOwner == nullptr && playrunning())
{
if (screenpeek == myconnectindex && numplayers > 1)
{
cposx = interpolatedvalue(omyx, myx, smoothratio);
cposy = interpolatedvalue(omyy, myy, smoothratio);
cang = !SyncInput() ? myang : interpolatedangle(omyang, myang, smoothratio);
}
else
{
cposx = interpolatedvalue(pp->player_int_opos().X, pp->player_int_pos().X, smoothratio);
cposy = interpolatedvalue(pp->player_int_opos().Y, pp->player_int_pos().Y, smoothratio);
cang = !SyncInput() ? pp->angle.ang : interpolatedangle(pp->angle.oang, pp->angle.ang, smoothratio);
}
}
else
{
cposx = pp->player_int_opos().X;
cposy = pp->player_int_opos().Y;
cang = pp->angle.oang;
}
DrawOverheadMap(cposx, cposy, cang.Buildang(), smoothratio);
RestoreInterpolations();
}
}
DrawStatusBar();
if (ps[myconnectindex].newOwner == nullptr && ud.cameraactor == nullptr)
{
DrawCrosshair(TILE_CROSSHAIR, ps[screenpeek].last_extra, -pp->angle.look_anghalf(smoothratio), pp->over_shoulder_on ? 2.5 : 0, isRR() ? 0.5 : 1);
}
if (paused == 2)
{
double x = 160, y = 100;
double scale = isRR() ? 0.4 : 1.;
const char* text = GStrings("Game Paused");
auto myfont = PickBigFont(text);
x -= myfont->StringWidth(text) * 0.5 * scale;
DrawText(twod, myfont, CR_UNTRANSLATED, x, y - 12, text, DTA_FullscreenScale, FSMode_Fit320x200, DTA_ScaleX, scale, DTA_ScaleY, scale, TAG_DONE);
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void cameratext(DDukeActor *cam)
{
auto drawitem = [=](int tile, double x, double y, bool flipx, bool flipy)
{
DrawTexture(twod, tileGetTexture(tile), x, y, DTA_ViewportX, viewport3d.Left(), DTA_ViewportY, viewport3d.Top(), DTA_ViewportWidth, viewport3d.Width(),
DTA_ViewportHeight, viewport3d.Height(), DTA_FlipX, flipx, DTA_FlipY, flipy, DTA_CenterOffsetRel, 2, DTA_FullscreenScale, FSMode_Fit320x200, TAG_DONE);
};
if (!cam->temp_data[0])
{
drawitem(TILE_CAMCORNER, 24, 33, false, false);
drawitem(TILE_CAMCORNER + 1, 320 - 26, 33, false, false);
drawitem(TILE_CAMCORNER + 1, 24, 163, true, true);
drawitem(TILE_CAMCORNER + 1, 320 - 26, 163, false, true);
if (PlayClock & 16)
drawitem(TILE_CAMLIGHT, 46, 32, false, false);
}
else
{
for (int x = -64; x < 394; x += 64)
for (int y = 0; y < 200; y += 64)
drawitem(TILE_STATIC, x, y, !!(PlayClock & 8), !!(PlayClock & 16));
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int startrts(int lumpNum, int localPlayer)
{
if (SoundEnabled() &&
RTS_IsInitialized() && rtsplaying == 0 && (snd_speech & (localPlayer ? 1 : 4)))
{
auto sid = RTS_GetSoundID(lumpNum - 1);
if (sid != -1)
{
S_PlaySound(sid, CHAN_AUTO, CHANF_UI);
rtsplaying = 7;
return 1;
}
}
return 0;
}
ReservedSpace GameInterface::GetReservedScreenSpace(int viewsize)
{
// todo: factor in the frag bar: tileHeight(TILE_FRAGBAR)
int sbar = tileHeight(TILE_BOTTOMSTATUSBAR);
if (isRR())
{
sbar >>= 1;
}
return { 0, sbar };
}
::GameInterface* CreateInterface()
{
return new GameInterface;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
bool GameInterface::DrawAutomapPlayer(int mx, int my, int cposx, int cposy, int czoom, int cang, double const smoothratio)
{
int i, j, k, l, x1, y1, x2, y2, x3, y3, x4, y4, ox, oy, xoff, yoff;
int dax, day, cosang, sinang, xspan, yspan, sprx, spry;
int xrepeat, yrepeat, tilenum, daang;
int xvect, yvect;
int p;
PalEntry col;
xvect = -bsin(cang) * czoom;
yvect = -bcos(cang) * czoom;
int xdim = twod->GetWidth() << 11;
int ydim = twod->GetHeight() << 11;
//Draw sprites
auto pactor = ps[screenpeek].GetActor();
for (unsigned ii = 0; ii < sector.Size(); ii++)
{
if (!gFullMap || !show2dsector[ii]) continue;
DukeSectIterator it(ii);
while (auto act = it.Next())
{
if (act == pactor || (act->spr.cstat & CSTAT_SPRITE_INVISIBLE) || act->spr.cstat == CSTAT_SPRITE_BLOCK_ALL || act->spr.xrepeat == 0) continue;
col = PalEntry(0, 170, 170);
if (act->spr.cstat & CSTAT_SPRITE_BLOCK) col = PalEntry(170, 0, 170);
sprx = act->int_pos().X;
spry = act->int_pos().Y;
if ((act->spr.cstat & CSTAT_SPRITE_BLOCK_ALL) != 0) switch (act->spr.cstat & CSTAT_SPRITE_ALIGNMENT_MASK)
{
case CSTAT_SPRITE_ALIGNMENT_FACING:
//break;
ox = sprx - cposx;
oy = spry - cposy;
x1 = DMulScale(ox, xvect, -oy, yvect, 16);
y1 = DMulScale(oy, xvect, ox, yvect, 16);
ox = bcos(act->int_ang(), -7);
oy = bsin(act->int_ang(), -7);
x2 = DMulScale(ox, xvect, -oy, yvect, 16);
y2 = DMulScale(oy, xvect, ox, yvect, 16);
x3 = x2;
y3 = y2;
drawlinergb(x1 - x2 + xdim, y1 - y3 + ydim, x1 + x2 + xdim, y1 + y3 + ydim, col);
drawlinergb(x1 - y2 + xdim, y1 + x3 + ydim, x1 + x2 + xdim, y1 + y3 + ydim, col);
drawlinergb(x1 + y2 + xdim, y1 - x3 + ydim, x1 + x2 + xdim, y1 + y3 + ydim, col);
break;
case CSTAT_SPRITE_ALIGNMENT_WALL:
if (actorflag(act, SFLAG2_SHOWWALLSPRITEONMAP))
{
x1 = sprx;
y1 = spry;
tilenum = act->spr.picnum;
xoff = tileLeftOffset(tilenum) + act->spr.xoffset;
if ((act->spr.cstat & CSTAT_SPRITE_XFLIP) > 0) xoff = -xoff;
k = act->int_ang();
l = act->spr.xrepeat;
dax = bsin(k) * l;
day = -bcos(k) * l;
l = tileWidth(tilenum);
k = (l >> 1) + xoff;
x1 -= MulScale(dax, k, 16);
x2 = x1 + MulScale(dax, l, 16);
y1 -= MulScale(day, k, 16);
y2 = y1 + MulScale(day, l, 16);
ox = x1 - cposx;
oy = y1 - cposy;
x1 = DMulScale(ox, xvect, -oy, yvect, 16);
y1 = DMulScale(oy, xvect, ox, yvect, 16);
ox = x2 - cposx;
oy = y2 - cposy;
x2 = DMulScale(ox, xvect, -oy, yvect, 16);
y2 = DMulScale(oy, xvect, ox, yvect, 16);
drawlinergb(x1 + xdim, y1 + ydim,
x2 + xdim, y2 + ydim, col);
}
break;
case CSTAT_SPRITE_ALIGNMENT_FLOOR:
case CSTAT_SPRITE_ALIGNMENT_SLOPE:
tilenum = act->spr.picnum;
xoff = tileLeftOffset(tilenum);
yoff = tileTopOffset(tilenum);
if ((act->spr.cstat & CSTAT_SPRITE_ALIGNMENT_MASK) != CSTAT_SPRITE_ALIGNMENT_SLOPE)
{
xoff += act->spr.xoffset;
yoff += act->spr.yoffset;
}
if ((act->spr.cstat & CSTAT_SPRITE_XFLIP) > 0) xoff = -xoff;
if ((act->spr.cstat & CSTAT_SPRITE_YFLIP) > 0) yoff = -yoff;
k = act->int_ang();
cosang = bcos(k);
sinang = bsin(k);
xspan = tileWidth(tilenum);
xrepeat = act->spr.xrepeat;
yspan = tileHeight(tilenum);
yrepeat = act->spr.yrepeat;
dax = ((xspan >> 1) + xoff) * xrepeat;
day = ((yspan >> 1) + yoff) * yrepeat;
x1 = sprx + DMulScale(sinang, dax, cosang, day, 16);
y1 = spry + DMulScale(sinang, day, -cosang, dax, 16);
l = xspan * xrepeat;
x2 = x1 - MulScale(sinang, l, 16);
y2 = y1 + MulScale(cosang, l, 16);
l = yspan * yrepeat;
k = -MulScale(cosang, l, 16);
x3 = x2 + k;
x4 = x1 + k;
k = -MulScale(sinang, l, 16);
y3 = y2 + k;
y4 = y1 + k;
ox = x1 - cposx;
oy = y1 - cposy;
x1 = DMulScale(ox, xvect, -oy, yvect, 16);
y1 = DMulScale(oy, xvect, ox, yvect, 16);
ox = x2 - cposx;
oy = y2 - cposy;
x2 = DMulScale(ox, xvect, -oy, yvect, 16);
y2 = DMulScale(oy, xvect, ox, yvect, 16);
ox = x3 - cposx;
oy = y3 - cposy;
x3 = DMulScale(ox, xvect, -oy, yvect, 16);
y3 = DMulScale(oy, xvect, ox, yvect, 16);
ox = x4 - cposx;
oy = y4 - cposy;
x4 = DMulScale(ox, xvect, -oy, yvect, 16);
y4 = DMulScale(oy, xvect, ox, yvect, 16);
drawlinergb(x1 + xdim, y1 + ydim,
x2 + xdim, y2 + ydim, col);
drawlinergb(x2 + xdim, y2 + ydim,
x3 + xdim, y3 + ydim, col);
drawlinergb(x3 + xdim, y3 + ydim,
x4 + xdim, y4 + ydim, col);
drawlinergb(x4 + xdim, y4 + ydim,
x1 + xdim, y1 + ydim, col);
break;
}
}
}
for (p = connecthead; p >= 0; p = connectpoint2[p])
{
auto act = ps[p].GetActor();
auto spos = act->__interpolatedvec2(smoothratio);
ox = mx - cposx;
oy = my - cposy;
x1 = DMulScale(ox, xvect, -oy, yvect, 16);
y1 = DMulScale(oy, xvect, ox, yvect, 16);
int xx = twod->GetWidth() / 2. + x1 / 4096.;
int yy = twod->GetHeight() / 2. + y1 / 4096.;
daang = ((!SyncInput() ? act->spr.angle : act->interpolatedang(smoothratio)).Buildang() - cang) & 2047;
if (p == screenpeek || ud.coop == 1)
{
auto& pp = ps[p];
if (act->spr.xvel > 16 && pp.on_ground)
i = TILE_APLAYERTOP + ((PlayClock >> 4) & 3);
else
i = TILE_APLAYERTOP;
j = abs(int(pp.truefz - pp.pos.Z));
j = czoom * (act->spr.yrepeat + j);
if (j < 22000) j = 22000;
else if (j > (65536 << 1)) j = (65536 << 1);
DrawTexture(twod, tileGetTexture(i), xx, yy, DTA_TranslationIndex, TRANSLATION(Translation_Remap + setpal(&pp), act->spr.pal), DTA_CenterOffset, true,
DTA_Rotate, daang * -BAngToDegree, DTA_Color, shadeToLight(act->spr.shade), DTA_ScaleX, j / 65536., DTA_ScaleY, j / 65536., TAG_DONE);
}
}
return true;
}
END_DUKE_NS