mirror of
https://github.com/ZDoom/raze-gles.git
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fc11f537f7
* moved all games into the 'games' folder. * fixed project to include all sources and move them to the proper folders.
181 lines
4.8 KiB
C
181 lines
4.8 KiB
C
//-------------------------------------------------------------------------
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/*
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Copyright (C) 2010-2019 EDuke32 developers and contributors
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Copyright (C) 2019 Nuke.YKT
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This file is part of NBlood.
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NBlood is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License version 2
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as published by the Free Software Foundation.
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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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*/
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//-------------------------------------------------------------------------
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#pragma once
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#include "compat.h"
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#include "build.h"
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#include "palette.h"
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#include "common_game.h"
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#include "messages.h"
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#include "player.h"
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#include "interpolate.h"
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BEGIN_BLD_NS
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struct VIEW {
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int bobPhase;
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int Kills;
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int at8; // bob height
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int atc; // bob width
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int at10;
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int at14;
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int at18; // bob sway y
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int at1c; // bob sway x
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fixedhoriz at24; // horiz
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fixedhoriz at28; // horizoff
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int at2c;
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binangle at30; // angle
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int at34; // weapon z
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int at38; // view z
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int at3c;
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int at40;
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int at44;
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int at48; // posture
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lookangle at4c; // spin
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int at50; // x
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int at54; // y
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int at58; // z
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int at5c; //xvel
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int at60; //yvel
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int at64; //zvel
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short at68; // sectnum
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unsigned int at6a; // floordist
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char at6e; // look center
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char at6f;
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char at70; // run
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char at71; // jump
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char at72; // underwater
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short at73; // sprite flags
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SPRITEHIT at75;
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lookangle look_ang;
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lookangle rotscrnang;
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};
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extern VIEW gPrevView[kMaxPlayers];
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extern VIEW predict, predictOld;
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extern bool gPrediction;
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enum VIEW_EFFECT {
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VIEW_EFFECT_0 = 0,
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VIEW_EFFECT_1,
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VIEW_EFFECT_2,
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VIEW_EFFECT_3,
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VIEW_EFFECT_4,
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VIEW_EFFECT_5,
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VIEW_EFFECT_6,
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VIEW_EFFECT_7,
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VIEW_EFFECT_8,
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VIEW_EFFECT_9,
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VIEW_EFFECT_10,
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VIEW_EFFECT_11,
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VIEW_EFFECT_12,
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VIEW_EFFECT_13,
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VIEW_EFFECT_14,
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VIEW_EFFECT_15,
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VIEW_EFFECT_16,
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VIEW_EFFECT_17,
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VIEW_EFFECT_18,
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};
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enum VIEWPOS {
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VIEWPOS_0 = 0,
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VIEWPOS_1
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};
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enum
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{
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kBackTile = 253,
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kCrosshairTile = 2319,
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kLoadScreen = 2049,
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kLoadScreenWideBack = 9216,
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kLoadScreenWideLeft = 9217,
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kLoadScreenWideRight = 9218,
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kLoadScreenWideMiddle = 9219,
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kSBarNumberHealth = 9220,
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kSBarNumberAmmo = 9230,
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kSBarNumberInv = 9240,
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kSBarNumberArmor1 = 9250,
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kSBarNumberArmor2 = 9260,
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kSBarNumberArmor3 = 9270,
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};
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enum { kFontNum = 5 };
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extern FFont *gFont[kFontNum];
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extern VIEWPOS gViewPos;
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extern int gViewIndex;
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extern int gScreenTilt;
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extern int deliriumTilt, deliriumTurn, deliriumPitch;
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extern int gScreenTiltO, deliriumTurnO, deliriumPitchO;
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extern int gShowFrameRate;
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extern FixedBitArray<kMaxSprites> gInterpolateSprite;
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extern int gLastPal;
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extern double gInterpolate;
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void hudDraw(PLAYER* gView, int nSectnum, double bobx, double boby, double zDelta, int basepal, double smoothratio);
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void viewInitializePrediction(void);
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void viewUpdatePrediction(InputPacket *pInput);
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void viewCorrectPrediction(void);
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void viewBackupView(int nPlayer);
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void viewCorrectViewOffsets(int nPlayer, vec3_t const *oldpos);
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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);
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void InitStatusBar(void);
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void UpdateStatusBar();
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void viewInit(void);
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void viewProcessSprites(int32_t cX, int32_t cY, int32_t cZ, int32_t cA, int32_t smooth);
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void viewSetMessage(const char *pMessage, const int pal = 0, const MESSAGE_PRIORITY priority = MESSAGE_PRIORITY_NORMAL);
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void viewSetErrorMessage(const char *pMessage);
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void DoLensEffect(void);
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void UpdateDacs(int nPalette, bool bNoTint = false);
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void viewDrawScreen(bool sceneonly = false);
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void viewUpdateDelirium(void);
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void viewUpdateShake(void);
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void viewSetSystemMessage(const char* pMessage, ...);
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inline void viewInterpolateSector(int nSector, sectortype *pSector)
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{
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StartInterpolation(nSector, Interp_Sect_Floorz);
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StartInterpolation(nSector, Interp_Sect_Ceilingz);
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StartInterpolation(nSector, Interp_Sect_Floorheinum);
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}
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inline void viewInterpolateWall(int nWall, walltype *pWall)
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{
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StartInterpolation(nWall, Interp_Wall_X);
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StartInterpolation(nWall, Interp_Wall_Y);
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}
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inline void viewBackupSpriteLoc(int nSprite, spritetype *pSprite)
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{
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if (!gInterpolateSprite[nSprite])
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{
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pSprite->backuploc();
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gInterpolateSprite.Set(nSprite);
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}
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}
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END_BLD_NS
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