raze-gles/source/games/blood/src/view.h
Christoph Oelckers fc11f537f7 - project cleanup
* moved all games into the 'games' folder.
* fixed project to include all sources and move them to the proper folders.
2021-01-10 20:31:32 +01:00

181 lines
4.8 KiB
C

//-------------------------------------------------------------------------
/*
Copyright (C) 2010-2019 EDuke32 developers and contributors
Copyright (C) 2019 Nuke.YKT
This file is part of NBlood.
NBlood is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License version 2
as published by the Free Software Foundation.
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.
*/
//-------------------------------------------------------------------------
#pragma once
#include "compat.h"
#include "build.h"
#include "palette.h"
#include "common_game.h"
#include "messages.h"
#include "player.h"
#include "interpolate.h"
BEGIN_BLD_NS
struct VIEW {
int bobPhase;
int Kills;
int at8; // bob height
int atc; // bob width
int at10;
int at14;
int at18; // bob sway y
int at1c; // bob sway x
fixedhoriz at24; // horiz
fixedhoriz at28; // horizoff
int at2c;
binangle at30; // angle
int at34; // weapon z
int at38; // view z
int at3c;
int at40;
int at44;
int at48; // posture
lookangle at4c; // spin
int at50; // x
int at54; // y
int at58; // z
int at5c; //xvel
int at60; //yvel
int at64; //zvel
short at68; // sectnum
unsigned int at6a; // floordist
char at6e; // look center
char at6f;
char at70; // run
char at71; // jump
char at72; // underwater
short at73; // sprite flags
SPRITEHIT at75;
lookangle look_ang;
lookangle rotscrnang;
};
extern VIEW gPrevView[kMaxPlayers];
extern VIEW predict, predictOld;
extern bool gPrediction;
enum VIEW_EFFECT {
VIEW_EFFECT_0 = 0,
VIEW_EFFECT_1,
VIEW_EFFECT_2,
VIEW_EFFECT_3,
VIEW_EFFECT_4,
VIEW_EFFECT_5,
VIEW_EFFECT_6,
VIEW_EFFECT_7,
VIEW_EFFECT_8,
VIEW_EFFECT_9,
VIEW_EFFECT_10,
VIEW_EFFECT_11,
VIEW_EFFECT_12,
VIEW_EFFECT_13,
VIEW_EFFECT_14,
VIEW_EFFECT_15,
VIEW_EFFECT_16,
VIEW_EFFECT_17,
VIEW_EFFECT_18,
};
enum VIEWPOS {
VIEWPOS_0 = 0,
VIEWPOS_1
};
enum
{
kBackTile = 253,
kCrosshairTile = 2319,
kLoadScreen = 2049,
kLoadScreenWideBack = 9216,
kLoadScreenWideLeft = 9217,
kLoadScreenWideRight = 9218,
kLoadScreenWideMiddle = 9219,
kSBarNumberHealth = 9220,
kSBarNumberAmmo = 9230,
kSBarNumberInv = 9240,
kSBarNumberArmor1 = 9250,
kSBarNumberArmor2 = 9260,
kSBarNumberArmor3 = 9270,
};
enum { kFontNum = 5 };
extern FFont *gFont[kFontNum];
extern VIEWPOS gViewPos;
extern int gViewIndex;
extern int gScreenTilt;
extern int deliriumTilt, deliriumTurn, deliriumPitch;
extern int gScreenTiltO, deliriumTurnO, deliriumPitchO;
extern int gShowFrameRate;
extern FixedBitArray<kMaxSprites> gInterpolateSprite;
extern int gLastPal;
extern double gInterpolate;
void hudDraw(PLAYER* gView, int nSectnum, double bobx, double boby, double zDelta, int basepal, double smoothratio);
void viewInitializePrediction(void);
void viewUpdatePrediction(InputPacket *pInput);
void viewCorrectPrediction(void);
void viewBackupView(int nPlayer);
void viewCorrectViewOffsets(int nPlayer, vec3_t const *oldpos);
void viewDrawText(int nFont, const char *pString, int x, int y, int nShade, int nPalette, int position, char shadow, unsigned int nStat = 0, uint8_t alpha = 255);
void InitStatusBar(void);
void UpdateStatusBar();
void viewInit(void);
void viewProcessSprites(int32_t cX, int32_t cY, int32_t cZ, int32_t cA, int32_t smooth);
void viewSetMessage(const char *pMessage, const int pal = 0, const MESSAGE_PRIORITY priority = MESSAGE_PRIORITY_NORMAL);
void viewSetErrorMessage(const char *pMessage);
void DoLensEffect(void);
void UpdateDacs(int nPalette, bool bNoTint = false);
void viewDrawScreen(bool sceneonly = false);
void viewUpdateDelirium(void);
void viewUpdateShake(void);
void viewSetSystemMessage(const char* pMessage, ...);
inline void viewInterpolateSector(int nSector, sectortype *pSector)
{
StartInterpolation(nSector, Interp_Sect_Floorz);
StartInterpolation(nSector, Interp_Sect_Ceilingz);
StartInterpolation(nSector, Interp_Sect_Floorheinum);
}
inline void viewInterpolateWall(int nWall, walltype *pWall)
{
StartInterpolation(nWall, Interp_Wall_X);
StartInterpolation(nWall, Interp_Wall_Y);
}
inline void viewBackupSpriteLoc(int nSprite, spritetype *pSprite)
{
if (!gInterpolateSprite[nSprite])
{
pSprite->backuploc();
gInterpolateSprite.Set(nSprite);
}
}
END_BLD_NS