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https://github.com/DrBeef/Raze.git
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fc11f537f7
* moved all games into the 'games' folder. * fixed project to include all sources and move them to the proper folders.
251 lines
6.5 KiB
C++
251 lines
6.5 KiB
C++
//-------------------------------------------------------------------------
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/*
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Copyright (C) 1997, 2005 - 3D Realms Entertainment
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This file is part of Shadow Warrior version 1.2
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Shadow Warrior 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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Original Source: 1997 - Frank Maddin and Jim Norwood
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Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
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*/
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//-------------------------------------------------------------------------
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#include "ns.h"
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#include "build.h"
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#include "names2.h"
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#include "panel.h"
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#include "game.h"
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#include "tags.h"
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#include "sector.h"
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#include "sprite.h"
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#include "weapon.h"
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#include "player.h"
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#include "jsector.h"
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#include "menus.h"
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#include "pal.h"
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#include "keydef.h"
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#include "gamecontrol.h"
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#include "network.h"
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#include "version.h"
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#include "network.h"
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#include "misc.h"
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#include "palettecontainer.h"
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BEGIN_SW_NS
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//////////////////////////////////////////////////////////////////////////////
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// Fades from 100% to 62.5% somewhat quickly,
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// then from 62.5% to 37.5% slowly,
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// then from 37.5% to 0% quickly.
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// This seems to capture the pain caused by enemy shots, plus the extreme
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// fade caused by being blinded or intense pain.
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// Perhaps the next step would be to apply a gentle smoothing to the
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// intersections of these lines.
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static int faderamp[32] =
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{
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// y=64-4x
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252,240,224,208,192,176,
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// y=44.8-(16/20)x
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160,156,152,152,148,
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144,140,136,136,132,
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128,124,120,120,116,
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112,108,104,104,100,
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// y=128-4x
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96,80,64,48,32,16
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};
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typedef struct RGB_color_typ
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{
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unsigned char red;
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unsigned char green;
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unsigned char blue;
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} RGB_color, * RGB_color_ptr;
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//////////////////////////////////////////
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// Set the amount of redness for damage
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// the player just took
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//////////////////////////////////////////
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void SetFadeAmt(PLAYERp pp, short damage, unsigned char startcolor)
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{
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const int FADE_DAMAGE_FACTOR = 3; // 100 health / 32 shade cycles = 3.125
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short fadedamage = 0;
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RGB_color color;
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//Printf("SetAmt: fadeamt = %d, startcolor = %d, pp = %d",pp->FadeAmt,startcolor,pp->StartColor);
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if (abs(pp->FadeAmt) > 0 && startcolor == pp->StartColor)
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return;
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// Don't ever over ride flash bomb
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if (pp->StartColor == 1 && abs(pp->FadeAmt) > 0)
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return;
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// Reset the palette
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if (pp == Player + screenpeek)
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{
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videoFadePalette(0, 0, 0, 0);
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}
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if (damage < -150 && damage > -1000) fadedamage = 150;
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else if (damage < -1000) // Underwater
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fadedamage = abs(damage + 1000);
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else
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fadedamage = abs(damage);
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if (damage >= -5 && damage < 0)
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fadedamage += 10;
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// Don't let red to TOO red
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if (startcolor == COLOR_PAIN && fadedamage > 100) fadedamage = 100;
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pp->FadeAmt = fadedamage / FADE_DAMAGE_FACTOR;
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if (pp->FadeAmt <= 0)
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{
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pp->FadeAmt = 0;
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return;
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}
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// It's a health item, just do a preset flash amount
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if (damage > 0)
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pp->FadeAmt = 3;
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pp->StartColor = startcolor;
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pp->FadeTics = 0;
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color.red = GPalette.BaseColors[pp->StartColor].r;
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color.green = GPalette.BaseColors[pp->StartColor].g;
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color.blue = GPalette.BaseColors[pp->StartColor].b;
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// Do initial palette set
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if (pp == Player + screenpeek)
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{
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videoFadePalette(color.red, color.green, color.blue, faderamp[min(31, max(0, 32 - abs(pp->FadeAmt)))]);
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if (damage < -1000)
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pp->FadeAmt = 1000; // Don't call DoPaletteFlash for underwater stuff
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}
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}
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//////////////////////////////////////////
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// Do the screen reddness based on damage
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//////////////////////////////////////////
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void DoPaletteFlash(PLAYERp pp)
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{
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const int MAXFADETICS = 5;
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if (pp->FadeAmt <= 1)
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{
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pp->FadeAmt = 0;
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pp->StartColor = 0;
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if (pp == Player + screenpeek)
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{
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videoFadePalette(0, 0, 0, 0);
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DoPlayerDivePalette(pp); // Check Dive again
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DoPlayerNightVisionPalette(pp); // Check Night Vision again
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}
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return;
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}
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pp->FadeTics += synctics; // Add this frame's tic amount to
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// counter
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if (pp->FadeTics >= MAXFADETICS)
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{
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while (pp->FadeTics >= MAXFADETICS)
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{
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pp->FadeTics -= MAXFADETICS;
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pp->FadeAmt--; // Decrement FadeAmt till it gets to
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// 0 again.
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}
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}
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else
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return; // Return if they were not >
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// MAXFADETICS
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if (pp->FadeAmt > 32)
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return;
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if (pp->FadeAmt <= 1)
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{
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pp->FadeAmt = 0;
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pp->StartColor = 0;
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if (pp == Player + screenpeek)
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{
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videoFadePalette(0, 0, 0, 0);
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DoPlayerDivePalette(pp); // Check Dive again
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DoPlayerNightVisionPalette(pp); // Check Night Vision again
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}
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return;
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}
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else
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{
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// Only hard set the palette if this is currently the player's view
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if (pp == Player + screenpeek)
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{
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videoFadePalette(
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GPalette.BaseColors[pp->StartColor].r,
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GPalette.BaseColors[pp->StartColor].g,
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GPalette.BaseColors[pp->StartColor].b,
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faderamp[min(31, max(0, 32 - abs(pp->FadeAmt)))]
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);
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}
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}
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}
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bool MNU_ShareWareMessage()
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{
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const char* extra_text;
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short w, h;
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if (SW_SHAREWARE)
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{
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extra_text = "Be sure to call 800-3DREALMS today";
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MNU_DrawString(160, 110, extra_text, 1, 16, 0);
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extra_text = "and order the game.";
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MNU_DrawString(160, 120, extra_text, 1, 16, 0);
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extra_text = "You are only playing the first ";
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MNU_DrawString(160, 130, extra_text, 1, 16, 0);
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extra_text = "four levels, and are missing most";
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MNU_DrawString(160, 140, extra_text, 1, 16, 0);
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extra_text = "of the game, weapons and monsters.";
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MNU_DrawString(160, 150, extra_text, 1, 16, 0);
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extra_text = "See the ordering information.";
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MNU_DrawString(160, 160, extra_text, 1, 16, 0);
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//SET(item->flags, mf_disabled);
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}
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return true;
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}
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END_SW_NS
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