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c83ad9df6c
- removed use of finesine for creating the player backdrop for the menu display. This mostly uses the code from the old 2.0 floating point version but fixes some of the constants in there which were not correct.
620 lines
20 KiB
C++
620 lines
20 KiB
C++
/*
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** playerdisplay.cpp
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** The player display for the player setup and class selection screen
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**
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**---------------------------------------------------------------------------
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** Copyright 2010 Christoph Oelckers
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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*/
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#include "doomtype.h"
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#include "doomstat.h"
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#include "d_player.h"
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#include "templates.h"
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#include "menu/menu.h"
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#include "colormatcher.h"
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#include "textures/textures.h"
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#include "w_wad.h"
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#include "v_font.h"
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#include "v_video.h"
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#include "g_level.h"
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#include "gi.h"
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#include "r_defs.h"
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#include "r_state.h"
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#include "r_data/r_translate.h"
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//=============================================================================
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//
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// Used by the player display
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//
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//=============================================================================
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struct FBackdropTexture : public FTexture
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{
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enum
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{
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COS_SIZE = 256,
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ANGLESHIFT = 24
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};
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static constexpr uint32_t DEGREES(double v)
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{
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return uint32_t((v)*(0x40000000 / 90.0));
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}
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static double TORAD(uint32_t x)
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{
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return x*(M_PI / 0x80000000);
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}
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public:
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FBackdropTexture();
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const BYTE *GetColumn(unsigned int column, const Span **spans_out);
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const BYTE *GetPixels();
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void Unload();
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bool CheckModified();
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protected:
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uint32_t costab[COS_SIZE];
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BYTE Pixels[144*160];
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static const Span DummySpan[2];
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int LastRenderTic;
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uint32_t time1, time2, time3, time4;
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uint32_t t1ang, t2ang, z1ang, z2ang;
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void Render();
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};
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// A 32x32 cloud rendered with Photoshop, plus some other filters
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static BYTE pattern1[1024] =
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{
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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,
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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,
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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,
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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,
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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,
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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,
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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,
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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,
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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,
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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,
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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,
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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,
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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,
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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,
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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,
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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,
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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,
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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,
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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,
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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,
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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,
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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,
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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,
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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,
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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,
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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,
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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,
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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,
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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,
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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,
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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,
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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,
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};
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// Just a 32x32 cloud rendered with the standard Photoshop filter
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static BYTE pattern2[1024] =
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{
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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,
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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,
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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,
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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,
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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,
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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,
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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,
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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,
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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,
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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,
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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,
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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,
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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,
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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,
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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,
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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,
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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,
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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,
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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,
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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,
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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,
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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,
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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,
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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,
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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,
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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,
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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,
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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,
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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,
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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,
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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,
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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,
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};
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const FTexture::Span FBackdropTexture::DummySpan[2] = { { 0, 160 }, { 0, 0 } };
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//=============================================================================
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//
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//
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//
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//=============================================================================
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FBackdropTexture::FBackdropTexture()
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{
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Width = 144;
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Height = 160;
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WidthBits = 8;
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HeightBits = 8;
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WidthMask = 255;
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LastRenderTic = 0;
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for (int i = 0; i < COS_SIZE; ++i)
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{
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costab[i] = uint32_t(cos(i * (M_PI / (COS_SIZE / 2))) * 65536);
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}
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time1 = DEGREES(180);
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time2 = DEGREES(56);
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time3 = DEGREES(99);
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time4 = DEGREES(1);
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t1ang = DEGREES(90);
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t2ang = 0;
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z1ang = 0;
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z2ang = DEGREES(45);
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}
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//=============================================================================
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//
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//
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//
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//=============================================================================
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bool FBackdropTexture::CheckModified()
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{
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return LastRenderTic != gametic;
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}
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void FBackdropTexture::Unload()
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{
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}
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//=============================================================================
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//
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//
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//
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//=============================================================================
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const BYTE *FBackdropTexture::GetColumn(unsigned int column, const Span **spans_out)
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{
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if (LastRenderTic != gametic)
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{
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Render();
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}
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column = clamp(column, 0u, 143u);
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if (spans_out != NULL)
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{
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*spans_out = DummySpan;
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}
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return Pixels + column*160;
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}
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//=============================================================================
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//
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//
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//
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//=============================================================================
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const BYTE *FBackdropTexture::GetPixels()
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{
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if (LastRenderTic != gametic)
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{
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Render();
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}
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return Pixels;
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}
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//=============================================================================
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//
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// This is one plasma and two rotozoomers. I think it turned out quite awesome.
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//
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//=============================================================================
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void FBackdropTexture::Render()
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{
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BYTE *from;
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int width, height, pitch;
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width = 160;
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height = 144;
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pitch = width;
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int x, y;
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const DWORD a1add = DEGREES(0.5);
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const DWORD a2add = DEGREES(359);
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const DWORD a3add = DEGREES(5 / 7.f);
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const DWORD a4add = DEGREES(358.66666);
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const DWORD t1add = DEGREES(358);
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const DWORD t2add = DEGREES(357.16666);
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const DWORD t3add = DEGREES(2.285);
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const DWORD t4add = DEGREES(359.33333);
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const DWORD x1add = 5 * 524288;
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const DWORD x2add = 0u - 13 * 524288;
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const DWORD z1add = 3 * 524288;
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const DWORD z2add = 4 * 524288;
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DWORD a1, a2, a3, a4;
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SDWORD c1, c2, c3, c4;
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DWORD tx, ty, tc, ts;
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DWORD ux, uy, uc, us;
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DWORD ltx, lty, lux, luy;
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from = Pixels;
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a3 = time3;
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a4 = time4;
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double z1 = (cos(TORAD(z2ang)) / 4 + 0.5) * (0x8000000);
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double z2 = (cos(TORAD(z1ang)) / 4 + 0.75) * (0x8000000);
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tc = SDWORD(cos(TORAD(t1ang)) * z1);
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ts = SDWORD(sin(TORAD(t1ang)) * z1);
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uc = SDWORD(cos(TORAD(t2ang)) * z2);
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us = SDWORD(sin(TORAD(t2ang)) * z2);
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ltx = -width / 2 * tc;
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lty = -width / 2 * ts;
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lux = -width / 2 * uc;
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luy = -width / 2 * us;
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for (y = 0; y < height; ++y)
|
|
{
|
|
a1 = time1;
|
|
a2 = time2;
|
|
c3 = SDWORD(cos(TORAD(a3)) * 65536.0);
|
|
c4 = SDWORD(cos(TORAD(a4)) * 65536.0);
|
|
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 = costab[a1 >> ANGLESHIFT];
|
|
c2 = costab[a2 >> ANGLESHIFT];
|
|
from[x] = ((c1 + c2 + c3 + c4) >> (16 + 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;
|
|
DVector2 Scale;
|
|
|
|
if (mPlayerState != NULL)
|
|
{
|
|
if (mSkin == 0)
|
|
{
|
|
sprframe = &SpriteFrames[sprites[mPlayerState->sprite].spriteframes + mPlayerState->GetFrame()];
|
|
Scale = GetDefaultByType(mPlayerClass->Type)->Scale;
|
|
}
|
|
else
|
|
{
|
|
sprframe = &SpriteFrames[sprites[skins[mSkin].sprite].spriteframes + mPlayerState->GetFrame()];
|
|
Scale = skins[mSkin].Scale;
|
|
}
|
|
}
|
|
|
|
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_DestWidthF, tex->GetScaledWidthDouble() * CleanXfac * Scale.X,
|
|
DTA_DestHeightF, tex->GetScaledHeightDouble() * CleanYfac * Scale.Y,
|
|
DTA_Translation, trans,
|
|
DTA_FlipX, sprframe->Flip & (1 << mRotation),
|
|
TAG_DONE);
|
|
}
|
|
}
|
|
}
|
|
|