gzdoom/src/menu/playerdisplay.cpp
2013-06-07 03:31:30 +00:00

601 lines
20 KiB
C++

/*
** playerdisplay.cpp
** The player display for the player setup and class selection screen
**
**---------------------------------------------------------------------------
** Copyright 2010 Christoph Oelckers
** All rights reserved.
**
** Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions
** are met:
**
** 1. Redistributions of source code must retain the above copyright
** notice, this list of conditions and the following disclaimer.
** 2. Redistributions in binary form must reproduce the above copyright
** notice, this list of conditions and the following disclaimer in the
** documentation and/or other materials provided with the distribution.
** 3. The name of the author may not be used to endorse or promote products
** derived from this software without specific prior written permission.
**
** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
**---------------------------------------------------------------------------
**
*/
#include "doomtype.h"
#include "doomstat.h"
#include "d_player.h"
#include "tables.h"
#include "m_fixed.h"
#include "templates.h"
#include "menu/menu.h"
#include "colormatcher.h"
#include "textures/textures.h"
#include "w_wad.h"
#include "v_font.h"
#include "v_video.h"
#include "g_level.h"
#include "gi.h"
#include "r_defs.h"
#include "r_state.h"
#include "r_data/r_translate.h"
//=============================================================================
//
// Used by the player display
//
//=============================================================================
struct FBackdropTexture : public FTexture
{
public:
FBackdropTexture();
const BYTE *GetColumn(unsigned int column, const Span **spans_out);
const BYTE *GetPixels();
void Unload();
bool CheckModified();
protected:
BYTE Pixels[144*160];
static const Span DummySpan[2];
int LastRenderTic;
angle_t time1, time2, time3, time4;
angle_t t1ang, t2ang, z1ang, z2ang;
void Render();
};
// A 32x32 cloud rendered with Photoshop, plus some other filters
static BYTE pattern1[1024] =
{
5, 9, 7,10, 9,15, 9, 7, 8,10, 5, 3, 5, 7, 9, 8,14, 8, 4, 7, 8, 9, 5, 7,14, 7, 0, 7,13,13, 9, 6,
2, 7, 9, 7, 7,10, 8, 8,11,10, 6, 7,10, 7, 5, 6, 6, 4, 7,13,15,16,11,15,11, 8, 0, 4,13,22,17,11,
5, 9, 9, 7, 9,10, 4, 3, 6, 7, 8, 6, 5, 4, 2, 2, 1, 4, 6,11,15,15,14,13,17, 9, 5, 9,11,12,17,20,
9,16, 9, 8,12,13, 7, 3, 7, 9, 5, 4, 2, 5, 5, 5, 7,11, 6, 7, 6,13,17,10,10, 9,12,17,14,12,16,15,
15,13, 5, 3, 9,10, 4,10,12,12, 7, 9, 8, 8, 8,10, 7, 6, 5, 5, 5, 6,11, 9, 3,13,16,18,21,16,23,18,
23,13, 0, 0, 0, 0, 0,12,18,14,15,16,13, 7, 7, 5, 9, 6, 6, 8, 4, 0, 0, 0, 0,14,19,17,14,20,21,25,
19,20,14,13, 7, 5,13,19,14,13,17,15,14, 7, 3, 5, 6,11, 7, 7, 8, 8,10, 9, 9,18,17,15,14,15,18,16,
16,29,24,23,18, 9,17,20,11, 5,12,15,15,12, 6, 3, 4, 6, 7,10,13,18,18,19,16,12,17,19,23,16,14,14,
9,18,20,26,19, 5,18,18,10, 5,12,15,14,17,11, 6,11, 9,10,13,10,20,24,20,21,20,14,18,15,22,20,19,
0, 6,16,18, 8, 7,15,18,10,13,17,17,13,11,15,11,19,12,13,10, 4,15,19,21,21,24,14, 9,17,20,24,17,
18,17, 7, 7,16,21,22,15, 5,14,20,14,13,21,13, 8,12,14, 7, 8,11,15,13,11,16,17, 7, 5,12,17,19,14,
25,23,17,16,23,18,15, 7, 0, 6,11, 6,11,15,11, 7,12, 7, 4,10,16,13, 7, 7,15,13, 9,15,21,14, 5, 0,
18,22,21,21,21,22,12, 6,14,20,15, 6,10,19,13, 8, 7, 3, 7,12,14,16, 9,12,22,15,12,18,24,19,17, 9,
0,15,18,21,17,25,14,13,19,21,21,11, 6,13,16,16,12,10,12,11,13,20,14,13,18,13, 9,15,16,25,31,20,
5,20,24,16, 7,14,14,11,18,19,19, 6, 0, 5,11,14,17,16,19,14,15,21,19,15,14,14, 8, 0, 7,24,18,16,
9,17,15, 7, 6,14,12, 7,14,16,11, 4, 7, 6,13,16,15,13,12,20,21,20,21,17,18,26,14, 0,13,23,21,11,
9,12,18,11,15,21,13, 8,13,13,10, 7,13, 8, 8,19,13, 7, 4,15,19,18,14,12,14,15, 8, 6,16,22,22,15,
9,17,14,19,15,14,15, 9,11, 9, 6, 8,14,13,13,12, 5, 0, 0, 6,12,13, 7, 7, 9, 7, 0,12,21,16,15,18,
15,16,18,11, 6, 8,15, 9, 2, 0, 5,10,10,16, 9, 0, 4,12,15, 9,12, 9, 7, 7,12, 7, 0, 6,12, 6, 9,13,
12,19,15,14,11, 7, 8, 9,12,10, 5, 5, 7,12,12,10,14,16,16,11, 8,12,10,12,10, 8,10,10,14,12,16,16,
16,17,20,22,12,15,12,14,19,11, 6, 5,10,13,17,17,21,19,15, 9, 6, 9,15,18,10,10,18,14,20,15,16,17,
11,19,19,18,19,14,17,13,12,12, 7,11,18,17,16,15,19,19,10, 2, 0, 8,15,12, 8,11,12,10,19,20,19,19,
6,14,18,13,13,16,16,12, 5, 8,10,12,10,13,18,12, 9,10, 7, 6, 5,11, 8, 6, 7,13,16,13,10,15,20,14,
0, 5,12,12, 4, 0, 9,16, 9,10,12, 8, 0, 9,13, 9, 0, 2, 4, 7,10, 6, 7, 3, 4,11,16,18,10,11,21,21,
16,13,11,15, 8, 0, 5, 9, 8, 7, 6, 3, 0, 9,17, 9, 0, 0, 0, 3, 5, 4, 3, 5, 7,15,16,16,17,14,22,22,
24,14,15,12, 9, 0, 5,10, 8, 4, 7,12,10,11,12, 7, 6, 8, 6, 5, 7, 8, 8,11,13,10,15,14,12,18,20,16,
16,17,17,18,12, 9,12,16,10, 5, 6,20,13,15, 8, 4, 8, 9, 8, 7, 9,11,12,17,16,16,11,10, 9,10, 5, 0,
0,14,18,18,15,16,14, 9,10, 9, 9,15,14,10, 4, 6,10, 8, 8, 7,10, 9,10,16,18,10, 0, 0, 7,12,10, 8,
0,14,19,14, 9,11,11, 8, 8,10,15, 9,10, 7, 4,10,13, 9, 7, 5, 5, 7, 7, 7,13,13, 5, 5,14,22,18,16,
0,10,14,10, 3, 6, 5, 6, 8, 9, 8, 9, 5, 9, 8, 9, 6, 8, 8, 8, 1, 0, 0, 0, 9,17,12,12,17,19,20,13,
6,11,17,11, 5, 5, 8,10, 6, 5, 6, 6, 3, 7, 9, 7, 6, 8,12,10, 4, 8, 6, 6,11,16,16,15,16,17,17,16,
11, 9,10,10, 5, 6,12,10, 5, 1, 6,10, 5, 3, 3, 5, 4, 7,15,10, 7,13, 7, 8,15,11,15,15,15, 8,11,15,
};
// Just a 32x32 cloud rendered with the standard Photoshop filter
static BYTE pattern2[1024] =
{
9, 9, 8, 8, 8, 8, 6, 6,13,13,11,21,19,21,23,18,23,24,19,19,24,17,18,12, 9,14, 8,12,12, 5, 8, 6,
11,10, 6, 7, 8, 8, 9,13,10,11,17,15,23,22,23,22,20,26,27,26,17,21,20,14,12, 8,11, 8,11, 7, 8, 7,
6, 9,13,13,10, 9,13, 7,12,13,16,19,16,20,22,25,22,25,27,22,21,23,15,10,14,14,15,13,12, 8,12, 6,
6, 7,12,12,12,16, 9,12,12,15,16,11,21,24,19,24,23,26,28,27,26,21,14,15, 7, 7,10,15,12,11,10, 9,
7,14,11,16,12,18,16,14,16,14,11,14,15,21,23,17,20,18,26,24,27,18,20,11,11,14,10,17,17,10, 6,10,
13, 9,14,10,13,11,14,15,18,15,15,12,19,19,20,18,22,20,19,22,19,19,19,20,17,15,15,11,16,14,10, 8,
13,16,12,16,17,19,17,18,15,19,14,18,15,14,15,17,21,19,23,18,23,22,18,18,17,15,15,16,12,12,15,10,
10,12,14,10,16,11,18,15,21,20,20,17,18,19,16,19,14,20,19,14,19,25,22,21,22,24,18,12, 9, 9, 8, 6,
10,10,13, 9,15,13,20,19,22,18,18,17,17,21,21,13,13,12,19,18,16,17,27,26,22,23,20,17,12,11, 8, 9,
7,13,14,15,11,13,18,22,19,23,23,20,22,24,21,14,12,16,17,19,18,18,22,18,24,23,19,17,16,14, 8, 7,
12,12, 8, 8,16,20,26,25,28,28,22,29,23,22,21,18,13,16,15,15,20,17,25,24,19,17,17,17,15,10, 8, 9,
7,12,15,11,17,20,25,25,25,29,30,31,28,26,18,16,17,18,20,21,22,20,23,19,18,19,10,16,16,11,11, 8,
5, 6, 8,14,14,17,17,21,27,23,27,31,27,22,23,21,19,19,21,19,20,19,17,22,13,17,12,15,10,10,12, 6,
8, 9, 8,14,15,16,15,18,27,26,23,25,23,22,18,21,20,17,19,20,20,16,20,14,15,13,12, 8, 8, 7,11,13,
7, 6,11,11,11,13,15,22,25,24,26,22,24,26,23,18,24,24,20,18,20,16,17,12,12,12,10, 8,11, 9, 6, 8,
9,10, 9, 6, 5,14,16,19,17,21,26,20,23,19,19,17,20,21,26,25,23,21,17,13,12, 5,13,11, 7,12,10,12,
6, 5, 4,10,11, 9,10,13,17,20,20,18,23,26,27,20,21,24,20,19,24,20,18,10,11, 3, 6,13, 9, 6, 8, 8,
1, 2, 2,11,13,13,11,16,16,16,19,21,20,23,22,28,21,20,19,18,23,16,18, 7, 5, 9, 7, 6, 5,10, 8, 8,
0, 0, 6, 9,11,15,12,12,19,18,19,26,22,24,26,30,23,22,22,16,20,19,12,12, 3, 4, 6, 5, 4, 7, 2, 4,
2, 0, 0, 7,11, 8,14,13,15,21,26,28,25,24,27,26,23,24,22,22,15,17,12, 8,10, 7, 7, 4, 0, 5, 0, 1,
1, 2, 0, 1, 9,14,13,10,19,24,22,29,30,28,30,30,31,23,24,19,17,14,13, 8, 8, 8, 1, 4, 0, 0, 0, 3,
5, 2, 4, 2, 9, 8, 8, 8,18,23,20,27,30,27,31,25,28,30,28,24,24,15,11,14,10, 3, 4, 3, 0, 0, 1, 3,
9, 3, 4, 3, 5, 6, 8,13,14,23,21,27,28,27,28,27,27,29,30,24,22,23,13,15, 8, 6, 2, 0, 4, 3, 4, 1,
6, 5, 5, 3, 9, 3, 6,14,13,16,23,26,28,23,30,31,28,29,26,27,21,20,15,15,13, 9, 1, 0, 2, 0, 5, 8,
8, 4, 3, 7, 2, 0,10, 7,10,14,21,21,29,28,25,27,30,28,25,24,27,22,19,13,10, 5, 0, 0, 0, 0, 0, 7,
7, 6, 7, 0, 2, 2, 5, 6,15,11,19,24,22,29,27,31,30,30,31,28,23,18,14,14, 7, 5, 0, 0, 1, 0, 1, 0,
5, 5, 5, 0, 0, 4, 5,11, 7,10,13,20,21,21,28,31,28,30,26,28,25,21, 9,12, 3, 3, 0, 2, 2, 2, 0, 1,
3, 3, 0, 2, 0, 3, 5, 3,11,11,16,19,19,27,26,26,30,27,28,26,23,22,16, 6, 2, 2, 3, 2, 0, 2, 4, 0,
0, 0, 0, 3, 3, 1, 0, 4, 5, 9,11,16,24,20,28,26,28,24,28,25,22,21,16, 5, 7, 5, 7, 3, 2, 3, 3, 6,
0, 0, 2, 0, 2, 0, 4, 3, 8,12, 9,17,16,23,23,27,27,22,26,22,21,21,13,14, 5, 3, 7, 3, 2, 4, 6, 1,
2, 5, 6, 4, 0, 1, 5, 8, 7, 6,15,17,22,20,24,28,23,25,20,21,18,16,13,15,13,10, 8, 5, 5, 9, 3, 7,
7, 7, 0, 5, 1, 6, 7, 9,12, 9,12,21,22,25,24,22,23,25,24,18,24,22,17,13,10, 9,10, 9, 6,11, 6, 5,
};
const FTexture::Span FBackdropTexture::DummySpan[2] = { { 0, 160 }, { 0, 0 } };
//=============================================================================
//
//
//
//=============================================================================
FBackdropTexture::FBackdropTexture()
{
Width = 144;
Height = 160;
WidthBits = 8;
HeightBits = 8;
WidthMask = 255;
LastRenderTic = 0;
time1 = ANGLE_1*180;
time2 = ANGLE_1*56;
time3 = ANGLE_1*99;
time4 = ANGLE_1*1;
t1ang = ANGLE_90;
t2ang = 0;
z1ang = 0;
z2ang = ANGLE_90/2;
}
//=============================================================================
//
//
//
//=============================================================================
bool FBackdropTexture::CheckModified()
{
return LastRenderTic != gametic;
}
void FBackdropTexture::Unload()
{
}
//=============================================================================
//
//
//
//=============================================================================
const BYTE *FBackdropTexture::GetColumn(unsigned int column, const Span **spans_out)
{
if (LastRenderTic != gametic)
{
Render();
}
column = clamp(column, 0u, 143u);
if (spans_out != NULL)
{
*spans_out = DummySpan;
}
return Pixels + column*160;
}
//=============================================================================
//
//
//
//=============================================================================
const BYTE *FBackdropTexture::GetPixels()
{
if (LastRenderTic != gametic)
{
Render();
}
return Pixels;
}
//=============================================================================
//
// This is one plasma and two rotozoomers. I think it turned out quite awesome.
//
//=============================================================================
void FBackdropTexture::Render()
{
BYTE *from;
int width, height, pitch;
width = 160;
height = 144;
pitch = width;
int x, y;
const angle_t a1add = ANGLE_1/2;
const angle_t a2add = ANGLE_MAX-ANGLE_1;
const angle_t a3add = ANGLE_1*5/7;
const angle_t a4add = ANGLE_MAX-ANGLE_1*4/3;
const angle_t t1add = ANGLE_MAX-ANGLE_1*2;
const angle_t t2add = ANGLE_MAX-ANGLE_1*3+ANGLE_1/6;
const angle_t t3add = ANGLE_1*16/7;
const angle_t t4add = ANGLE_MAX-ANGLE_1*2/3;
const angle_t x1add = 5<<ANGLETOFINESHIFT;
const angle_t x2add = ANGLE_MAX-(13<<ANGLETOFINESHIFT);
const angle_t z1add = 3<<ANGLETOFINESHIFT;
const angle_t z2add = 4<<ANGLETOFINESHIFT;
angle_t a1, a2, a3, a4;
fixed_t c1, c2, c3, c4;
DWORD tx, ty, tc, ts;
DWORD ux, uy, uc, us;
DWORD ltx, lty, lux, luy;
from = Pixels;
a3 = time3;
a4 = time4;
fixed_t z1 = (finecosine[z2ang>>ANGLETOFINESHIFT]>>2)+FRACUNIT/2;
fixed_t z2 = (finecosine[z1ang>>ANGLETOFINESHIFT]>>2)+FRACUNIT*3/4;
tc = MulScale5 (finecosine[t1ang>>ANGLETOFINESHIFT], z1);
ts = MulScale5 (finesine[t1ang>>ANGLETOFINESHIFT], z1);
uc = MulScale5 (finecosine[t2ang>>ANGLETOFINESHIFT], z2);
us = MulScale5 (finesine[t2ang>>ANGLETOFINESHIFT], z2);
ltx = -width/2*tc;
lty = -width/2*ts;
lux = -width/2*uc;
luy = -width/2*us;
for (y = 0; y < height; ++y)
{
a1 = time1;
a2 = time2;
c3 = finecosine[a3>>ANGLETOFINESHIFT];
c4 = finecosine[a4>>ANGLETOFINESHIFT];
tx = ltx - (y-height/2)*ts;
ty = lty + (y-height/2)*tc;
ux = lux - (y-height/2)*us;
uy = luy + (y-height/2)*uc;
for (x = 0; x < width; ++x)
{
c1 = finecosine[a1>>ANGLETOFINESHIFT];
c2 = finecosine[a2>>ANGLETOFINESHIFT];
from[x] = ((c1 + c2 + c3 + c4) >> (FRACBITS+3-7)) + 128 // plasma
+ pattern1[(tx>>27)+((ty>>22)&992)] // rotozoomer 1
+ pattern2[(ux>>27)+((uy>>22)&992)]; // rotozoomer 2
tx += tc;
ty += ts;
ux += uc;
uy += us;
a1 += a1add;
a2 += a2add;
}
a3 += a3add;
a4 += a4add;
from += pitch;
}
time1 += t1add;
time2 += t2add;
time3 += t3add;
time4 += t4add;
t1ang += x1add;
t2ang += x2add;
z1ang += z1add;
z2ang += z2add;
LastRenderTic = gametic;
}
//=============================================================================
//
//
//
//=============================================================================
FListMenuItemPlayerDisplay::FListMenuItemPlayerDisplay(FListMenuDescriptor *menu, int x, int y, PalEntry c1, PalEntry c2, bool np, FName action)
: FListMenuItem(x, y, action)
{
mOwner = menu;
for (int i = 0; i < 256; i++)
{
int r = c1.r + c2.r * i / 255;
int g = c1.g + c2.g * i / 255;
int b = c1.b + c2.b * i / 255;
mRemap.Remap[i] = ColorMatcher.Pick (r, g, b);
mRemap.Palette[i] = PalEntry(255, r, g, b);
}
mBackdrop = new FBackdropTexture;
mPlayerClass = NULL;
mPlayerState = NULL;
mNoportrait = np;
mMode = 0;
mRotation = 0;
mTranslate = false;
mSkin = 0;
mRandomClass = 0;
mRandomTimer = 0;
mClassNum = -1;
}
//=============================================================================
//
//
//
//=============================================================================
FListMenuItemPlayerDisplay::~FListMenuItemPlayerDisplay()
{
delete mBackdrop;
}
//=============================================================================
//
//
//
//=============================================================================
void FListMenuItemPlayerDisplay::UpdateRandomClass()
{
if (--mRandomTimer < 0)
{
if (++mRandomClass >= (int)PlayerClasses.Size ()) mRandomClass = 0;
mPlayerClass = &PlayerClasses[mRandomClass];
mPlayerState = GetDefaultByType (mPlayerClass->Type)->SeeState;
if (mPlayerState == NULL)
{ // No see state, so try spawn state.
mPlayerState = GetDefaultByType (mPlayerClass->Type)->SpawnState;
}
mPlayerTics = mPlayerState != NULL ? mPlayerState->GetTics() : -1;
mRandomTimer = 6;
// Since the newly displayed class may used a different translation
// range than the old one, we need to update the translation, too.
UpdateTranslation();
}
}
//=============================================================================
//
//
//
//=============================================================================
void FListMenuItemPlayerDisplay::UpdateTranslation()
{
int PlayerColor = players[consoleplayer].userinfo.GetColor();
int PlayerSkin = players[consoleplayer].userinfo.GetSkin();
int PlayerColorset = players[consoleplayer].userinfo.GetColorSet();
if (mPlayerClass != NULL)
{
PlayerSkin = R_FindSkin (skins[PlayerSkin].name, int(mPlayerClass - &PlayerClasses[0]));
R_GetPlayerTranslation(PlayerColor, mPlayerClass->Type->GetColorSet(PlayerColorset),
&skins[PlayerSkin], translationtables[TRANSLATION_Players][MAXPLAYERS]);
}
}
//=============================================================================
//
//
//
//=============================================================================
void FListMenuItemPlayerDisplay::SetPlayerClass(int classnum, bool force)
{
if (classnum < 0 || classnum >= (int)PlayerClasses.Size ())
{
if (mClassNum != -1)
{
mClassNum = -1;
mRandomTimer = 0;
UpdateRandomClass();
}
}
else if (mPlayerClass != &PlayerClasses[classnum] || force)
{
mPlayerClass = &PlayerClasses[classnum];
mPlayerState = GetDefaultByType (mPlayerClass->Type)->SeeState;
if (mPlayerState == NULL)
{ // No see state, so try spawn state.
mPlayerState = GetDefaultByType (mPlayerClass->Type)->SpawnState;
}
mPlayerTics = mPlayerState != NULL ? mPlayerState->GetTics() : -1;
mClassNum = classnum;
}
}
//=============================================================================
//
//
//
//=============================================================================
bool FListMenuItemPlayerDisplay::UpdatePlayerClass()
{
if (mOwner->mSelectedItem >= 0)
{
int classnum;
FName seltype = mOwner->mItems[mOwner->mSelectedItem]->GetAction(&classnum);
if (seltype != NAME_Episodemenu) return false;
if (PlayerClasses.Size() == 0) return false;
SetPlayerClass(classnum);
return true;
}
return false;
}
//=============================================================================
//
//
//
//=============================================================================
bool FListMenuItemPlayerDisplay::SetValue(int i, int value)
{
switch (i)
{
case PDF_MODE:
mMode = value;
return true;
case PDF_ROTATION:
mRotation = value;
return true;
case PDF_TRANSLATE:
mTranslate = value;
case PDF_CLASS:
SetPlayerClass(value, true);
break;
case PDF_SKIN:
mSkin = value;
break;
}
return false;
}
//=============================================================================
//
//
//
//=============================================================================
void FListMenuItemPlayerDisplay::Ticker()
{
if (mClassNum < 0) UpdateRandomClass();
if (mPlayerState != NULL && mPlayerState->GetTics () != -1 && mPlayerState->GetNextState () != NULL)
{
if (--mPlayerTics <= 0)
{
mPlayerState = mPlayerState->GetNextState();
mPlayerTics = mPlayerState->GetTics();
}
}
}
//=============================================================================
//
//
//
//=============================================================================
void FListMenuItemPlayerDisplay::Drawer(bool selected)
{
if (mMode == 0 && !UpdatePlayerClass())
{
return;
}
FString portrait = mPlayerClass->Type->Portrait;
if (portrait.IsNotEmpty() && !mNoportrait)
{
FTextureID texid = TexMan.CheckForTexture(portrait, FTexture::TEX_MiscPatch);
if (texid.isValid())
{
FTexture *tex = TexMan(texid);
if (tex != NULL)
{
screen->DrawTexture (tex, mXpos, mYpos, DTA_Clean, true, TAG_DONE);
return;
}
}
}
int x = (mXpos - 160) * CleanXfac + (SCREENWIDTH>>1);
int y = (mYpos - 100) * CleanYfac + (SCREENHEIGHT>>1);
screen->DrawTexture (mBackdrop, x, y - 1,
DTA_DestWidth, 72 * CleanXfac,
DTA_DestHeight, 80 * CleanYfac,
DTA_Translation, &mRemap,
DTA_Masked, true,
TAG_DONE);
V_DrawFrame (x, y, 72*CleanXfac, 80*CleanYfac-1);
spriteframe_t *sprframe = NULL;
fixed_t scaleX, scaleY;
if (mPlayerState != NULL)
{
if (mSkin == 0)
{
sprframe = &SpriteFrames[sprites[mPlayerState->sprite].spriteframes + mPlayerState->GetFrame()];
scaleX = GetDefaultByType(mPlayerClass->Type)->scaleX;
scaleY = GetDefaultByType(mPlayerClass->Type)->scaleY;
}
else
{
sprframe = &SpriteFrames[sprites[skins[mSkin].sprite].spriteframes + mPlayerState->GetFrame()];
scaleX = skins[mSkin].ScaleX;
scaleY = skins[mSkin].ScaleY;
}
}
if (sprframe != NULL)
{
FTexture *tex = TexMan(sprframe->Texture[mRotation]);
if (tex != NULL && tex->UseType != FTexture::TEX_Null)
{
FRemapTable *trans = NULL;
if (mTranslate) trans = translationtables[TRANSLATION_Players](MAXPLAYERS);
screen->DrawTexture (tex,
x + 36*CleanXfac, y + 71*CleanYfac,
DTA_DestWidth, MulScale16 (tex->GetScaledWidth() * CleanXfac, scaleX),
DTA_DestHeight, MulScale16 (tex->GetScaledHeight() * CleanYfac, scaleY),
DTA_Translation, trans,
DTA_FlipX, sprframe->Flip & (1 << mRotation),
TAG_DONE);
}
}
}