mirror of
https://github.com/DrBeef/Raze.git
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c2fc7577db
Removes all the hackery that Polymost needed and now uses a sane struct to store the info.
115 lines
3.5 KiB
C++
115 lines
3.5 KiB
C++
//-------------------------------------------------------------------------
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/*
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Copyright (C) 1996, 2003 - 3D Realms Entertainment
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Copyright (C) 2000, 2003 - Matt Saettler (EDuke Enhancements)
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Copyright (C) 2020 - Christoph Oelckers
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This file is part of Enhanced Duke Nukem 3D version 1.5 - Atomic Edition
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Duke Nukem 3D is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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Original Source: 1996 - Todd Replogle
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Prepared for public release: 03/21/2003 - Charlie Wiederhold, 3D Realms
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EDuke enhancements integrated: 04/13/2003 - Matt Saettler
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Note: EDuke source was in transition. Changes are in-progress in the
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source as it is released.
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*/
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//-------------------------------------------------------------------------
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#include "ns.h" // Must come before everything else!
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#include "v_font.h"
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#include "duke3d.h"
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#include "v_draw.h"
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#include "texturemanager.h"
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#include "mapinfo.h"
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#include "automap.h"
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BEGIN_DUKE_NS
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//==========================================================================
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//
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// 3D viewport size management
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//
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//==========================================================================
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void DrawBorder()
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{
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auto tex = tileGetTexture(TILE_SCREENBORDER);
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if (tex != nullptr && tex->isValid())
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{
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if (viewport3d.Top() > 0)
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{
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twod->AddFlatFill(0, 0, twod->GetWidth(), viewport3d.Top(), tex, false, 1);
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}
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if (viewport3d.Bottom() < twod->GetHeight())
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{
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twod->AddFlatFill(0, viewport3d.Bottom(), twod->GetWidth(), twod->GetHeight(), tex, false, 1);
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}
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if (viewport3d.Left() > 0)
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{
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twod->AddFlatFill(0, viewport3d.Top(), viewport3d.Left(), viewport3d.Bottom(), tex, false, 1);
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}
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if (viewport3d.Right() < twod->GetWidth())
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{
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twod->AddFlatFill(viewport3d.Right(), viewport3d.Top(), twod->GetWidth(), viewport3d.Bottom(), tex, false, 1);
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}
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auto vb = tileGetTexture(TILE_VIEWBORDER);
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auto ve = tileGetTexture(TILE_VIEWBORDER + 1);
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int x1 = viewport3d.Left() - 4;
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int y1 = viewport3d.Top() - 4;
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int x2 = viewport3d.Right() + 4;
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int y2 = viewport3d.Bottom() + 4;
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twod->AddFlatFill(x1, y1, x2, y1 + 4, vb, 5);
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twod->AddFlatFill(x1, y2 - 4, x2, y2, vb, 6);
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twod->AddFlatFill(x1, y1, x1 + 4, y2, vb, 1);
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twod->AddFlatFill(x2 - 4, y1, x2, y2, vb, 3);
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twod->AddFlatFill(x1, y1, x1 + 4, y1 + 4, ve, 1);
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twod->AddFlatFill(x2 - 4, y1, x2, y1 + 4, ve, 3);
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twod->AddFlatFill(x1, y2 - 4, x1 + 4, y2, ve, 2);
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twod->AddFlatFill(x2 - 4, y2 - 4, x2, y2, ve, 4);
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}
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}
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void DrawStatusBar()
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{
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DrawBorder();
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SummaryInfo info{};
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info.kills = ps[0].actors_killed;
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info.maxkills = ps[0].max_actors_killed;
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info.secrets = ps[0].secret_rooms;
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info.maxsecrets = ps[0].max_secret_rooms;
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info.time = Scale(PlayClock, 1000, 120);
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UpdateStatusBar(&info);
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}
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//==========================================================================
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//
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// view sizing game interface
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//
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//==========================================================================
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void GameInterface::PlayHudSound()
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{
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S_PlaySound(isRR() ? 341 : THUD, CHAN_AUTO, CHANF_UI);
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}
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END_DUKE_NS
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