raze-gles/source/sw/src/border.cpp

586 lines
15 KiB
C++
Raw Normal View History

//-------------------------------------------------------------------------
/*
Copyright (C) 1997, 2005 - 3D Realms Entertainment
This file is part of Shadow Warrior version 1.2
Shadow Warrior 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
Original Source: 1997 - Frank Maddin and Jim Norwood
Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
*/
//-------------------------------------------------------------------------
#include "build.h"
#include "keys.h"
#include "names2.h"
#include "panel.h"
#include "lists.h"
#include "game.h"
#include "common_game.h"
#include "net.h"
#include "text.h"
#define BAR_HEIGHT 48
#define XDIM 320
#define YDIM 200
short DebugBorderShade = 0;
short RegBorderTest[] =
{
51, 53, 127, 128, 140, 145, 152, 197, 198, 201, 205, 206, 213, 218, 242, 243,
245, 246, 247, 257, 2560, 2561, 2562, 2570, 2571, 2572, 2573, 2576, 2578,
2579, 2580, 2581, 2582, 2583, 2584, 2585, 2593, 2594
};
short SWBorderTest[] =
{
51, 53, 127, 128, 140, 145, 201, 205, 206, 213, 218,
245, 2560, 2573, 2576, 2580, 2581, 2582, 2583, 2584, 2593
};
#undef BORDER_TILE
#define BORDER_TILE \
(isShareware ? \
SWBorderTest[gs.BorderTile % SIZ(SWBorderTest)] : \
RegBorderTest[gs.BorderTile % SIZ(RegBorderTest)] \
)
#define f_320 FIXED(320,0)
#define f_200 FIXED(200,0)
#define X_TO_FIXED(val) (x_aspect_mul*(val))
#define Y_TO_FIXED(val) (y_aspect_mul*(val))
SWBOOL RedrawScreen = FALSE;
int f_xdim, f_ydim, x_pix_size, y_pix_size, x_aspect_mul, y_aspect_mul;
int CrosshairX, CrosshairY;
extern SWBOOL BorderAdjust;
SWBOOL GlobSpriteBoxUpdateEveryFrame = FALSE;
PANEL_SPRITEp
pSpawnFullScreenSpriteBox(PLAYERp pp, short id, short pic, short pri, int x, int y, short x1, short y1, short x2, short y2)
{
PANEL_SPRITEp psp;
extern SWBOOL DrawBeforeView;
psp = pSpawnSprite(pp, NULL, pri, x, y);
psp->ID = id;
psp->numpages = numpages;
if (GlobSpriteBoxUpdateEveryFrame)
{
psp->numpages = 1;
}
psp->picndx = -1;
psp->picnum = pic;
psp->x1 = x1;
psp->y1 = y1;
psp->x2 = x2;
psp->y2 = y2;
psp->shade = DebugBorderShade;
//SET(psp->flags, PANF_STATUS_AREA | PANF_KILL_AFTER_SHOW | PANF_IGNORE_START_MOST | PANF_DRAW_BEFORE_VIEW | PANF_NOT_ALL_PAGES);
SET(psp->flags, PANF_STATUS_AREA | PANF_KILL_AFTER_SHOW | PANF_IGNORE_START_MOST | PANF_DRAW_BEFORE_VIEW);
//DrawBeforeView = TRUE;
//SET(psp->flags, PANF_SCREEN_CLIP | PANF_KILL_AFTER_SHOW | PANF_IGNORE_START_MOST);
return psp;
}
void SetCrosshair(void)
{
int wdx,wdy,x,y;
wdx = ((windowxy2.x-windowxy1.x)/2);
wdy = ((windowxy2.y-windowxy1.y)/2);
x = windowxy1.x + wdx;
y = windowxy1.y + wdy;
CrosshairX = x / (xdim/320.0);
CrosshairY = y / (ydim/200.0);
// rotatesprite takes FIXED point number
CrosshairX <<= 16;
CrosshairY <<= 16;
}
void
SetupAspectRatio(void)
{
f_xdim = FIXED(xdim, 0);
f_ydim = FIXED(ydim, 0);
x_pix_size = (f_320 / xdim);
y_pix_size = (f_200 / ydim);
x_aspect_mul = (f_xdim / 320);
y_aspect_mul = (f_ydim / 200);
}
void
SetConsoleDmost(void)
{
int ystart;
int xstart;
int i;
int adj=0;
// dont setup the startumost/dmost arrays if border is 0
if (gs.BorderNum == BORDER_NONE || gs.BorderNum == BORDER_MINI_BAR)
return;
//
// Set the whole thing to the size of the bar
//
ystart = f_ydim - Y_TO_FIXED(BAR_HEIGHT);
if (ydim == 480 && gs.BorderNum == 2)
adj = 1;
//for (i = FIXED(0, 0); i < f_320; i += x_pix_size)
for (i = 0; i < xdim; i++)
// define picture
// boundaries
{
startdmost[i] = MSW(ystart) + adj;
}
}
void ClearStartMost(void)
{
int i;
for (i = 0; i < xdim; i++)
startdmost[i] = ydim;
memset(startumost, 0, sizeof(startumost));
}
void
SetFragBar(PLAYERp pp)
{
short i, num_frag_bars;
int y;
extern int16_t OrigCommPlayers;
if (numplayers <= 1)
return;
if (gNet.MultiGameType == MULTI_GAME_COOPERATIVE)
return;
// if player sprite has not been initialized we have no business
// sticking a frag bar up. Prevents processing from MenuLevel etc.
if (!pp->SpriteP)
return;
//num_frag_bars = ((numplayers-1)/4)+1;
num_frag_bars = ((OrigCommPlayers-1)/4)+1;
for (i = windowxy1.x; i <= windowxy2.x; i++)
{
y = (tilesiz[FRAG_BAR].y * num_frag_bars) - (2 * (num_frag_bars-1));
y = y * (ydim/200.0);
if (windowxy1.y < y)
startumost[i] = y;
}
for (i = 0, y = 0; i < num_frag_bars; i++)
{
pSpawnFullScreenSprite(pp, FRAG_BAR, PRI_MID, 0, y);
y += tilesiz[FRAG_BAR].y - 2;
}
// write each persons kill info to everybody
// for (i = 0; i < numplayers; i++)
TRAVERSE_CONNECT(i)
{
PlayerUpdateKills(Player + i, 0);
DisplayFragNames(Player + i);
}
}
SWBOOL RectOverlap(short tx1, short ty1, short bx1, short by1, short tx2, short ty2, short bx2, short by2)
{
if (bx1 >= tx2)
if (tx1 <= bx2)
if (ty1 <= by2)
if (by1 >= ty2)
return TRUE;
return FALSE;
}
void DrawBorderShade(PLAYERp pp, short shade_num, short wx1, short wy1, short wx2, short wy2)
{
short i,j,k,l;
PANEL_SPRITEp psp;
int dark_shade = 27 - (shade_num * 6);
int light_shade = 20 - (shade_num * 6);
for (i = 0; i < xdim; i += tilesiz[BORDER_TILE].x)
{
for (j = 0; j < ydim; j += tilesiz[BORDER_TILE].y)
{
k = i + tilesiz[BORDER_TILE].x;
l = j + tilesiz[BORDER_TILE].y;
if (RectOverlap(i, j, k, l, wx1 - 1, wy1 - 1, wx2 + 1, wy1))
{
// draw top box of the border
psp = pSpawnFullScreenSpriteBox(pp, ID_BORDER_TOP, BORDER_TILE, PRI_BACK + 1, i, j, wx1 - 1, wy1 - 1, wx2 + 1, wy1);
psp->shade = dark_shade;
psp->ID = ID_BORDER_SHADE;
}
if (RectOverlap(i, j, k, l, wx1 - 1, wy2, wx2 + 1, wy2 + 1))
{
// draw bottom box of the border
psp = pSpawnFullScreenSpriteBox(pp, ID_BORDER_BOTTOM, BORDER_TILE, PRI_BACK + 1, i, j, wx1 - 1, wy2, wx2 + 1, wy2 + 1);
psp->shade = light_shade;
psp->ID = ID_BORDER_SHADE;
}
if (RectOverlap(i, j, k, l, wx1 - 1, wy1 - 1, wx1, wy2 + 1))
{
// draw left box of the border
psp = pSpawnFullScreenSpriteBox(pp, ID_BORDER_LEFT, BORDER_TILE, PRI_BACK + 1, i, j, wx1 - 1, wy1 - 1, wx1, wy2 + 1);
psp->shade = dark_shade;
psp->ID = ID_BORDER_SHADE;
}
if (RectOverlap(i, j, k, l, wx2, wy1 - 1, wx2 + 1, wy2 + 1))
{
// draw right box of the border
psp = pSpawnFullScreenSpriteBox(pp, ID_BORDER_RIGHT, BORDER_TILE, PRI_BACK + 1, i, j, wx2, wy1 - 1, wx2 + 1, wy2 + 1);
psp->shade = light_shade;
psp->ID = ID_BORDER_SHADE;
}
}
}
}
void
BorderShade(PLAYERp pp, SWBOOL refresh)
{
int i, j, k, l, wx1, wx2, wy1, wy2;
PANEL_SPRITEp psp;
uint8_t lines;
wx1 = windowxy1.x - 1;
wy1 = windowxy1.y - 1;
wx2 = windowxy2.x + 1;
wy2 = windowxy2.y + 1;
for (lines = 0; lines < 4; lines++)
{
// make sure that these values dont go out of bound - which they do
wx1 = max(wx1, 0);
wx2 = min(wx2, xdim - 1);
wy1 = max(wy1, 0);
if (refresh)
{
// silly thing seems off by 1
wy2 = min(wy2, ydim - (Y_TO_FIXED(BAR_HEIGHT) >> 16) - 2);
}
else
{
if (gs.BorderNum >= BORDER_BAR+1 && gs.BorderNum <= BORDER_BAR+2)
wy2 = min(wy2, ydim - 1);
else
wy2 = min(wy2, ydim - (Y_TO_FIXED(BAR_HEIGHT) >> 16) - 1);
}
DrawBorderShade(pp, lines, wx1, wy1, wx2, wy2);
// increase view size by one - dont do a set view though
wx1--;
wy1--;
wx2++;
wy2++;
}
}
BORDER_INFO BorderInfoValues[] =
{
// x,y,screensize
{0, 0, 0},
{0, 0, 0},
{0, BAR_HEIGHT, 0},
{0, BAR_HEIGHT, (1 * 16)},
{0, BAR_HEIGHT, (2 * 16)},
{0, BAR_HEIGHT, (3 * 16)},
{0, BAR_HEIGHT, (4 * 16)},
{0, BAR_HEIGHT, (5 * 16)},
{0, BAR_HEIGHT, (6 * 16)},
{0, BAR_HEIGHT, (7 * 16)},
{0, BAR_HEIGHT, (8 * 16)},
{0, BAR_HEIGHT, (9 * 16)},
{0, BAR_HEIGHT, (10 * 16)},
{0, BAR_HEIGHT, (11 * 16)},
{0, BAR_HEIGHT, (12 * 16)}
};
void DrawBorder(PLAYERp pp, short x, short y, short x2, short y2)
{
short i,j,k,l;
short count = 0;
for (i = 0; i < xdim; i += tilesiz[BORDER_TILE].x)
{
for (j = 0; j < ydim; j += tilesiz[BORDER_TILE].y)
{
k = i + tilesiz[BORDER_TILE].x;
l = j + tilesiz[BORDER_TILE].y;
if (RectOverlap(i, j, k, l, x, y, windowxy1.x-1, y2))
{
// draw top box of the border
pSpawnFullScreenSpriteBox(pp, ID_BORDER_TOP, BORDER_TILE, PRI_BACK, i, j, x, y, windowxy1.x-1, y2);
count++;
}
if (RectOverlap(i, j, k, l, windowxy2.x+1, y, x2, y2))
{
// draw bottom box of the border
pSpawnFullScreenSpriteBox(pp, ID_BORDER_BOTTOM, BORDER_TILE, PRI_BACK, i, j, windowxy2.x+1, y, x2, y2);
count++;
}
if (RectOverlap(i, j, k, l, windowxy1.x, y, windowxy2.x, windowxy1.y-1))
{
// draw left box of the border
pSpawnFullScreenSpriteBox(pp, ID_BORDER_LEFT, BORDER_TILE, PRI_BACK, i, j, windowxy1.x, y, windowxy2.x, windowxy1.y-1);
count++;
}
if (RectOverlap(i, j, k, l, windowxy1.x, windowxy2.y+1, windowxy2.x, y2))
{
// draw right box of the border
pSpawnFullScreenSpriteBox(pp, ID_BORDER_RIGHT, BORDER_TILE, PRI_BACK, i, j, windowxy1.x, windowxy2.y+1, windowxy2.x, y2);
count++;
}
}
}
}
void DrawPanelBorderSides(PLAYERp pp, short x, short y, short x2, short y2, short panl, short panr)
{
short i,j,k,l;
short count = 0;
for (i = 0; i < xdim; i += tilesiz[BORDER_TILE].x)
{
for (j = 0; j < ydim; j += tilesiz[BORDER_TILE].y)
{
k = i + tilesiz[BORDER_TILE].x;
l = j + tilesiz[BORDER_TILE].y;
if (RectOverlap(i, j, k, l, x, y, panl, y2))
{
pSpawnFullScreenSpriteBox(pp, ID_PANEL_BORDER_LEFT, BORDER_TILE, PRI_BACK, i, j, x, y, panl, y2);
count++;
}
if (RectOverlap(i, j, k, l, panr, y, x2, y2))
{
pSpawnFullScreenSpriteBox(pp, ID_PANEL_BORDER_RIGHT, BORDER_TILE, PRI_BACK, i, j, panr, y, x2, y2);
count++;
}
}
}
}
static
void BorderSetView(PLAYERp UNUSED(pp), int *Xdim, int *Ydim, int *ScreenSize)
{
void setview(int scrx1, int scry1, int scrx2, int scry2);
int x, x2, y, y2;
BORDER_INFO *b;
BorderInfo = BorderInfoValues[gs.BorderNum];
b = &BorderInfo;
// figure out the viewing window x and y dimensions
*Xdim = MSW(f_xdim - X_TO_FIXED(b->Xdim));
*Ydim = MSW(f_ydim - Y_TO_FIXED(b->Ydim));
*ScreenSize = MSW(f_xdim - X_TO_FIXED(b->ScreenSize));
// figure out the viewing window x and y coordinates
x = DIV2(*Xdim) - DIV2(*ScreenSize);
x2 = x + *ScreenSize - 1;
y = DIV2(*Ydim) - DIV2((*ScreenSize **Ydim) / *Xdim);
y2 = y + ((*ScreenSize **Ydim) / *Xdim) - 1;
if (ydim == 480 && gs.BorderNum == 2)
{
y2+=2;
}
// global windowxy1, windowxy2 coords set here
setview(x, y, x2, y2);
SetCrosshair();
}
//
// Redraw the border without changing the view
//
static void
BorderRefresh(PLAYERp pp)
{
int i, j;
int x, x2, y, y2;
BORDER_INFO *b;
if (pp != Player + myconnectindex)
return;
if (!BorderAdjust)
return;
if (gs.BorderNum < BORDER_BAR)
return;
// Redraw the BORDER_TILE only if getting smaller
BorderInfo = BorderInfoValues[gs.BorderNum];
b = &BorderInfo;
// A refresh does not change the view size so we dont need to do a
// setview
// We don't need the calculations for the border drawing boxes - its
// the whole screen
// minus the border if necessary
// fill in the sides of the panel when the screen is wide
if (gs.BorderNum >= BORDER_BAR && r_usenewaspect)
{
const int sidew = (xdim - scale(4, ydim, 3)) / 2;
x = 0;
x2 = xdim - 1;
y = ydim - (Y_TO_FIXED(b->Ydim) >> 16);
y2 = ydim - 1;
DrawPanelBorderSides(pp, x, y, x2, y2, sidew, xdim-sidew);
}
// only need a border if border is > BORDER_BAR
if (gs.BorderNum > BORDER_BAR)
{
// make sure that these values dont go out of bound - which they do
x = 0;
x2 = xdim - 1;
y = 0;
y2 = ydim - (Y_TO_FIXED(b->Ydim) >> 16) - 1;
DrawBorder(pp, x, y, x2, y2);
// kill ALL outstanding (not yet drawn) border shade sprites before
// doing more shading
pKillScreenSpiteIDs(pp, ID_BORDER_SHADE);
BorderShade(pp, TRUE);
}
}
//
// Redraw the whole screen
//
void SetBorder(PLAYERp pp, int value)
{
int diff;
int Xdim, Ydim, ScreenSize;
SWBOOL set_view = TRUE;
if (pp != Player + myconnectindex)
return;
if (!BorderAdjust)
return;
if (value >= 0) // just refresh
gs.BorderNum = value;
if (gs.BorderNum < BORDER_NONE)
{
gs.BorderNum = BORDER_NONE;
//return;
}
if (gs.BorderNum > (int)SIZ(BorderInfoValues) - 1)
{
gs.BorderNum = SIZ(BorderInfoValues) - 1;
return;
}
BorderSetView(pp, &Xdim, &Ydim, &ScreenSize);
if (gs.BorderNum >= BORDER_BAR)
{
BorderRefresh(pp);
if (gs.BorderNum == BORDER_BAR)
SetConsoleDmost();
pSpawnFullScreenSprite(pp, STATUS_BAR, PRI_FRONT, 0, 200 - tilesiz[STATUS_BAR].y);
PlayerUpdatePanelInfo(Player + screenpeek);
}
SetFragBar(pp);
}
void
SetRedrawScreen(PLAYERp pp)
{
int i, j;
//int x, x2, y, y2;
BORDER_INFO *b;
if (pp != Player + myconnectindex)
return;
if (!BorderAdjust)
return;
if (gs.BorderNum < BORDER_NONE)
gs.BorderNum = BORDER_NONE;
// Redraw the BORDER_TILE only if getting smaller
BorderInfo = BorderInfoValues[gs.BorderNum];
b = &BorderInfo;
// test at redrawing the whole screen
RedrawScreen = TRUE;
}