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d55871927a
used if previously commented out code was uncommented (including a few instances of uninitialized var reads). git-svn-id: https://svn.eduke32.com/eduke32@8686 1a8010ca-5511-0410-912e-c29ae57300e0 # Conflicts: # source/sw/src/brooms.cpp # source/sw/src/cheats.cpp # source/sw/src/draw.cpp # source/sw/src/game.cpp # source/sw/src/jnstub.cpp # source/sw/src/menus.cpp # source/sw/src/rts.cpp # source/sw/src/sector.cpp # source/sw/src/setup.cpp # source/sw/src/sounds.cpp # source/sw/src/weapon.cpp
581 lines
15 KiB
C++
581 lines
15 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 "keys.h"
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#include "names2.h"
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#include "panel.h"
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#include "lists.h"
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#include "game.h"
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#include "common_game.h"
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#include "network.h"
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#include "text.h"
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#include "menus.h"
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BEGIN_SW_NS
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#define BAR_HEIGHT 48
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#define XDIM 320
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#define YDIM 200
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short DebugBorderShade = 0;
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short RegBorderTest[] =
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{
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51, 53, 127, 128, 140, 145, 152, 197, 198, 201, 205, 206, 213, 218, 242, 243,
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245, 246, 247, 257, 2560, 2561, 2562, 2570, 2571, 2572, 2573, 2576, 2578,
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2579, 2580, 2581, 2582, 2583, 2584, 2585, 2593, 2594
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};
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short SWBorderTest[] =
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{
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51, 53, 127, 128, 140, 145, 201, 205, 206, 213, 218,
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245, 2560, 2573, 2576, 2580, 2581, 2582, 2583, 2584, 2593
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};
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#undef BORDER_TILE
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#define BORDER_TILE \
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(isShareware ? \
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SWBorderTest[gs.BorderTile % SIZ(SWBorderTest)] : \
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RegBorderTest[gs.BorderTile % SIZ(RegBorderTest)] \
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)
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#define f_320 FIXED(320,0)
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#define f_200 FIXED(200,0)
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#define X_TO_FIXED(val) (x_aspect_mul*(val))
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#define Y_TO_FIXED(val) (y_aspect_mul*(val))
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SWBOOL RedrawScreen = FALSE;
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int f_xdim, f_ydim, x_pix_size, y_pix_size, x_aspect_mul, y_aspect_mul;
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int CrosshairX, CrosshairY;
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extern SWBOOL BorderAdjust;
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SWBOOL GlobSpriteBoxUpdateEveryFrame = FALSE;
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PANEL_SPRITEp
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pSpawnFullScreenSpriteBox(PLAYERp pp, short id, short pic, short pri, int x, int y, short x1, short y1, short x2, short y2)
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{
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PANEL_SPRITEp psp;
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psp = pSpawnSprite(pp, NULL, pri, x, y);
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psp->ID = id;
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psp->numpages = numpages;
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if (GlobSpriteBoxUpdateEveryFrame)
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{
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psp->numpages = 1;
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}
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psp->picndx = -1;
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psp->picnum = pic;
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psp->x1 = x1;
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psp->y1 = y1;
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psp->x2 = x2;
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psp->y2 = y2;
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psp->shade = DebugBorderShade;
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//SET(psp->flags, PANF_STATUS_AREA | PANF_KILL_AFTER_SHOW | PANF_IGNORE_START_MOST | PANF_DRAW_BEFORE_VIEW | PANF_NOT_ALL_PAGES);
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SET(psp->flags, PANF_STATUS_AREA | PANF_KILL_AFTER_SHOW | PANF_IGNORE_START_MOST | PANF_DRAW_BEFORE_VIEW);
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//extern SWBOOL DrawBeforeView;
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//DrawBeforeView = TRUE;
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//SET(psp->flags, PANF_SCREEN_CLIP | PANF_KILL_AFTER_SHOW | PANF_IGNORE_START_MOST);
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return psp;
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}
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void SetCrosshair(void)
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{
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int wdx,wdy,x,y;
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wdx = ((windowxy2.x-windowxy1.x)/2);
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wdy = ((windowxy2.y-windowxy1.y)/2);
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x = windowxy1.x + wdx;
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y = windowxy1.y + wdy;
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CrosshairX = x / (xdim/320.0);
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CrosshairY = y / (ydim/200.0);
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// rotatesprite takes FIXED point number
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CrosshairX <<= 16;
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CrosshairY <<= 16;
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}
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void
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SetupAspectRatio(void)
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{
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f_xdim = FIXED(xdim, 0);
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f_ydim = FIXED(ydim, 0);
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x_pix_size = (f_320 / xdim);
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y_pix_size = (f_200 / ydim);
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x_aspect_mul = (f_xdim / 320);
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y_aspect_mul = (f_ydim / 200);
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}
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void
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SetConsoleDmost(void)
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{
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int ystart;
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int i;
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int adj=0;
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// dont setup the startumost/dmost arrays if border is 0
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if (gs.BorderNum == BORDER_NONE || gs.BorderNum == BORDER_MINI_BAR)
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return;
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//
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// Set the whole thing to the size of the bar
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//
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ystart = f_ydim - Y_TO_FIXED(BAR_HEIGHT);
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if (ydim == 480 && gs.BorderNum == 2)
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adj = 1;
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//for (i = FIXED(0, 0); i < f_320; i += x_pix_size)
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for (i = 0; i < xdim; i++)
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// define picture
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// boundaries
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{
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startdmost[i] = MSW(ystart) + adj;
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}
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}
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void ClearStartMost(void)
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{
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int i;
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for (i = 0; i < xdim; i++)
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startdmost[i] = ydim;
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memset(startumost.Data(), 0, xdim * sizeof(int16_t));
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}
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void
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SetFragBar(PLAYERp pp)
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{
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short i, num_frag_bars;
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int y;
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extern int16_t OrigCommPlayers;
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if (numplayers <= 1)
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return;
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if (gNet.MultiGameType == MULTI_GAME_COOPERATIVE)
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return;
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// if player sprite has not been initialized we have no business
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// sticking a frag bar up. Prevents processing from MenuLevel etc.
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if (!pp->SpriteP)
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return;
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//num_frag_bars = ((numplayers-1)/4)+1;
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num_frag_bars = ((OrigCommPlayers-1)/4)+1;
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for (i = windowxy1.x; i <= windowxy2.x; i++)
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{
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y = (tilesiz[FRAG_BAR].y * num_frag_bars) - (2 * (num_frag_bars-1));
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y = y * (ydim/200.0);
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if (windowxy1.y < y)
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startumost[i] = y;
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}
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for (i = 0, y = 0; i < num_frag_bars; i++)
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{
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pSpawnFullScreenSprite(pp, FRAG_BAR, PRI_MID, 0, y);
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y += tilesiz[FRAG_BAR].y - 2;
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}
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// write each persons kill info to everybody
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// for (i = 0; i < numplayers; i++)
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TRAVERSE_CONNECT(i)
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{
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PlayerUpdateKills(Player + i, 0);
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DisplayFragNames(Player + i);
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}
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}
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SWBOOL RectOverlap(short tx1, short ty1, short bx1, short by1, short tx2, short ty2, short bx2, short by2)
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{
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if (bx1 >= tx2)
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if (tx1 <= bx2)
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if (ty1 <= by2)
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if (by1 >= ty2)
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return TRUE;
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return FALSE;
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}
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void DrawBorderShade(PLAYERp pp, short shade_num, short wx1, short wy1, short wx2, short wy2)
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{
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short i,j,k,l;
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PANEL_SPRITEp psp;
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int dark_shade = 27 - (shade_num * 6);
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int light_shade = 20 - (shade_num * 6);
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for (i = 0; i < xdim; i += tilesiz[BORDER_TILE].x)
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{
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for (j = 0; j < ydim; j += tilesiz[BORDER_TILE].y)
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{
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k = i + tilesiz[BORDER_TILE].x;
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l = j + tilesiz[BORDER_TILE].y;
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if (RectOverlap(i, j, k, l, wx1 - 1, wy1 - 1, wx2 + 1, wy1))
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{
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// draw top box of the border
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psp = pSpawnFullScreenSpriteBox(pp, ID_BORDER_TOP, BORDER_TILE, PRI_BACK + 1, i, j, wx1 - 1, wy1 - 1, wx2 + 1, wy1);
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psp->shade = dark_shade;
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psp->ID = ID_BORDER_SHADE;
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}
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if (RectOverlap(i, j, k, l, wx1 - 1, wy2, wx2 + 1, wy2 + 1))
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{
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// draw bottom box of the border
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psp = pSpawnFullScreenSpriteBox(pp, ID_BORDER_BOTTOM, BORDER_TILE, PRI_BACK + 1, i, j, wx1 - 1, wy2, wx2 + 1, wy2 + 1);
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psp->shade = light_shade;
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psp->ID = ID_BORDER_SHADE;
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}
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if (RectOverlap(i, j, k, l, wx1 - 1, wy1 - 1, wx1, wy2 + 1))
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{
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// draw left box of the border
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psp = pSpawnFullScreenSpriteBox(pp, ID_BORDER_LEFT, BORDER_TILE, PRI_BACK + 1, i, j, wx1 - 1, wy1 - 1, wx1, wy2 + 1);
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psp->shade = dark_shade;
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psp->ID = ID_BORDER_SHADE;
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}
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if (RectOverlap(i, j, k, l, wx2, wy1 - 1, wx2 + 1, wy2 + 1))
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{
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// draw right box of the border
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psp = pSpawnFullScreenSpriteBox(pp, ID_BORDER_RIGHT, BORDER_TILE, PRI_BACK + 1, i, j, wx2, wy1 - 1, wx2 + 1, wy2 + 1);
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psp->shade = light_shade;
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psp->ID = ID_BORDER_SHADE;
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}
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}
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}
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}
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void
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BorderShade(PLAYERp pp, SWBOOL refresh)
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{
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int wx1, wx2, wy1, wy2;
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uint8_t lines;
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wx1 = windowxy1.x - 1;
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wy1 = windowxy1.y - 1;
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wx2 = windowxy2.x + 1;
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wy2 = windowxy2.y + 1;
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for (lines = 0; lines < 4; lines++)
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{
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// make sure that these values dont go out of bound - which they do
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wx1 = max(wx1, 0);
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wx2 = min(wx2, xdim - 1);
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wy1 = max(wy1, 0);
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if (refresh)
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{
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// silly thing seems off by 1
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wy2 = min(wy2, ydim - (Y_TO_FIXED(BAR_HEIGHT) >> 16) - 2);
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}
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else
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{
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if (gs.BorderNum >= BORDER_BAR+1 && gs.BorderNum <= BORDER_BAR+2)
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wy2 = min(wy2, ydim - 1);
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else
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wy2 = min(wy2, ydim - (Y_TO_FIXED(BAR_HEIGHT) >> 16) - 1);
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}
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DrawBorderShade(pp, lines, wx1, wy1, wx2, wy2);
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// increase view size by one - dont do a set view though
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wx1--;
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wy1--;
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wx2++;
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wy2++;
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}
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}
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BORDER_INFO BorderInfoValues[] =
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{
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// x,y,screensize
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{0, 0, 0},
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{0, 0, 0},
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{0, BAR_HEIGHT, 0},
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{0, BAR_HEIGHT, (1 * 16)},
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{0, BAR_HEIGHT, (2 * 16)},
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{0, BAR_HEIGHT, (3 * 16)},
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{0, BAR_HEIGHT, (4 * 16)},
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{0, BAR_HEIGHT, (5 * 16)},
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{0, BAR_HEIGHT, (6 * 16)},
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{0, BAR_HEIGHT, (7 * 16)},
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{0, BAR_HEIGHT, (8 * 16)},
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{0, BAR_HEIGHT, (9 * 16)},
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{0, BAR_HEIGHT, (10 * 16)},
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{0, BAR_HEIGHT, (11 * 16)},
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{0, BAR_HEIGHT, (12 * 16)}
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};
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void DrawBorder(PLAYERp pp, short x, short y, short x2, short y2)
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{
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short i,j,k,l;
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short count = 0;
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for (i = 0; i < xdim; i += tilesiz[BORDER_TILE].x)
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{
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for (j = 0; j < ydim; j += tilesiz[BORDER_TILE].y)
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{
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k = i + tilesiz[BORDER_TILE].x;
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l = j + tilesiz[BORDER_TILE].y;
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if (RectOverlap(i, j, k, l, x, y, windowxy1.x-1, y2))
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{
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// draw top box of the border
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pSpawnFullScreenSpriteBox(pp, ID_BORDER_TOP, BORDER_TILE, PRI_BACK, i, j, x, y, windowxy1.x-1, y2);
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count++;
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}
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if (RectOverlap(i, j, k, l, windowxy2.x+1, y, x2, y2))
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{
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// draw bottom box of the border
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pSpawnFullScreenSpriteBox(pp, ID_BORDER_BOTTOM, BORDER_TILE, PRI_BACK, i, j, windowxy2.x+1, y, x2, y2);
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count++;
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}
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if (RectOverlap(i, j, k, l, windowxy1.x, y, windowxy2.x, windowxy1.y-1))
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{
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// draw left box of the border
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pSpawnFullScreenSpriteBox(pp, ID_BORDER_LEFT, BORDER_TILE, PRI_BACK, i, j, windowxy1.x, y, windowxy2.x, windowxy1.y-1);
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count++;
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}
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if (RectOverlap(i, j, k, l, windowxy1.x, windowxy2.y+1, windowxy2.x, y2))
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{
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// draw right box of the border
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pSpawnFullScreenSpriteBox(pp, ID_BORDER_RIGHT, BORDER_TILE, PRI_BACK, i, j, windowxy1.x, windowxy2.y+1, windowxy2.x, y2);
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count++;
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}
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}
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}
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}
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void DrawPanelBorderSides(PLAYERp pp, short x, short y, short x2, short y2, short panl, short panr)
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{
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short i,j,k,l;
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short count = 0;
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for (i = 0; i < xdim; i += tilesiz[BORDER_TILE].x)
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{
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for (j = 0; j < ydim; j += tilesiz[BORDER_TILE].y)
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{
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k = i + tilesiz[BORDER_TILE].x;
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l = j + tilesiz[BORDER_TILE].y;
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if (RectOverlap(i, j, k, l, x, y, panl, y2))
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{
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pSpawnFullScreenSpriteBox(pp, ID_PANEL_BORDER_LEFT, BORDER_TILE, PRI_BACK, i, j, x, y, panl, y2);
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count++;
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}
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if (RectOverlap(i, j, k, l, panr, y, x2, y2))
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{
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pSpawnFullScreenSpriteBox(pp, ID_PANEL_BORDER_RIGHT, BORDER_TILE, PRI_BACK, i, j, panr, y, x2, y2);
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count++;
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}
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}
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}
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}
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static void BorderSetView(PLAYERp, int *Xdim, int *Ydim, int *ScreenSize)
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{
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int x, x2, y, y2;
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BORDER_INFO *b;
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BorderInfo = BorderInfoValues[gs.BorderNum];
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b = &BorderInfo;
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// figure out the viewing window x and y dimensions
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*Xdim = MSW(f_xdim - X_TO_FIXED(b->Xdim));
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*Ydim = MSW(f_ydim - Y_TO_FIXED(b->Ydim));
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*ScreenSize = MSW(f_xdim - X_TO_FIXED(b->ScreenSize));
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// figure out the viewing window x and y coordinates
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x = DIV2(*Xdim) - DIV2(*ScreenSize);
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x2 = x + *ScreenSize - 1;
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y = DIV2(*Ydim) - DIV2((*ScreenSize **Ydim) / *Xdim);
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y2 = y + ((*ScreenSize **Ydim) / *Xdim) - 1;
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// avoid a one-pixel tall HOM
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if (gs.BorderNum == BORDER_BAR)
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++y2;
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// global windowxy1, windowxy2 coords set here
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videoSetViewableArea(x, y, x2, y2);
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SetCrosshair();
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}
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//
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// Redraw the border without changing the view
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//
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static void
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BorderRefresh(PLAYERp pp)
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{
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int x, x2, y, y2;
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BORDER_INFO *b;
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if (pp != Player + myconnectindex)
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return;
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if (!BorderAdjust)
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return;
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if (gs.BorderNum < BORDER_BAR)
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return;
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// Redraw the BORDER_TILE only if getting smaller
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BorderInfo = BorderInfoValues[gs.BorderNum];
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b = &BorderInfo;
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// A refresh does not change the view size so we dont need to do a
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// setview
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// 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 Xdim, Ydim, ScreenSize;
|
|
|
|
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;
|
|
}
|
|
if (xdim == 0) return; // game not set up yet.
|
|
|
|
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)
|
|
{
|
|
|
|
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];
|
|
|
|
// test at redrawing the whole screen
|
|
RedrawScreen = TRUE;
|
|
}
|
|
|
|
END_SW_NS
|