raze/source/games/duke/src/game_misc.cpp

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//-------------------------------------------------------------------------
/*
Copyright (C) 1996, 2003 - 3D Realms Entertainment
2020-06-28 07:03:31 +00:00
Copyright (C) 2020 - Christoph Oelckers
This file is part of Duke Nukem 3D version 1.5 - Atomic Edition
Duke Nukem 3D 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
Original Source: 1996 - Todd Replogle
Prepared for public release: 03/21/2003 - Charlie Wiederhold, 3D Realms
Modifications for JonoF's port by Jonathon Fowler (jf@jonof.id.au)
*/
//-------------------------------------------------------------------------
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// This file collects several functions from the original game.c
// that do not fit any particular category.
#include "ns.h" // Must come before everything else!
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#include "duke3d.h"
#include "baselayer.h"
#include "m_argv.h"
#include "mapinfo.h"
#include "texturemanager.h"
#include "statusbar.h"
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#include "st_start.h"
#include "i_interface.h"
#include "prediction.h"
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#include "glbackend/glbackend.h"
BEGIN_DUKE_NS
FFont* IndexFont;
FFont* DigiFont;
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int rtsplaying;
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//---------------------------------------------------------------------------
//
// debug output
//
//---------------------------------------------------------------------------
FString GameInterface::GetCoordString()
{
int snum = screenpeek;
FString out;
out.Format("pos= %d, %d, %d - angle = %2.3f - sector = %d, lotag = %d, hitag = %d",
ps[snum].posx, ps[snum].posy, ps[snum].posz, ps[snum].q16ang / 65536., ps[snum].cursectnum,
sector[ps[snum].cursectnum].lotag, sector[ps[snum].cursectnum].hitag);
return out;
}
GameStats GameInterface::getStats()
{
struct player_struct* p = &ps[myconnectindex];
return { p->actors_killed, p->max_actors_killed, p->secret_rooms, p->max_secret_rooms, p->player_par / REALGAMETICSPERSEC, p->frag };
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
FString GameInterface::statFPS()
{
FString output;
output.AppendFormat("Actor think time: %.3f ms\n", actortime.TimeMS());
output.AppendFormat("Total think time: %.3f ms\n", thinktime.TimeMS());
output.AppendFormat("Game Update: %.3f ms\n", gameupdatetime.TimeMS());
output.AppendFormat("Draw time: %.3f ms\n", drawtime.TimeMS());
return output;
}
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//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void setmapfog(int fogtype)
{
GLInterface.SetMapFog(fogtype != 0);
}
//---------------------------------------------------------------------------
//
// game specific command line args go here.
//
//---------------------------------------------------------------------------
void checkcommandline()
{
auto val = Args->CheckValue("-skill");
if (!val) val = Args->CheckValue("-s");
if (val)
{
ud.m_player_skill = ud.player_skill = clamp((int)strtol(val, nullptr, 0), 0, 5);
if (ud.m_player_skill == 4) ud.m_respawn_monsters = ud.respawn_monsters = 1;
}
val = Args->CheckValue("-respawn");
if (!val) val = Args->CheckValue("-t");
if (val)
{
if (*val == '1') ud.m_respawn_monsters = 1;
else if (*val == '2') ud.m_respawn_items = 1;
else if (*val == '3') ud.m_respawn_inventory = 1;
else
{
ud.m_respawn_monsters = 1;
ud.m_respawn_items = 1;
ud.m_respawn_inventory = 1;
}
Printf("Respawn on.\n");
}
}
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//---------------------------------------------------------------------------
//
// fixme: Menu does not call this
//
//---------------------------------------------------------------------------
void gameexitfrommenu()
{
// MP scoreboard
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if (playerswhenstarted > 1 && ps[myconnectindex].gm & MODE_GAME && !ud.coop)
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{
dobonus(1);
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}
// shareware and TEN screens
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if (!VOLUMEALL && !isRR())
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showtwoscreens([](bool) {});
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endoomName = isRR() ? "redneck.bin" : VOLUMEALL ? "duke3d.bin" : "dukesw.bin";
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ST_Endoom();
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void genspriteremaps(void)
{
int j;
auto fr = fileSystem.OpenFileReader("lookup.dat");
if (!fr.isOpen())
return;
j = lookups.loadTable(fr);
if (j < 0)
{
if (j == -1)
Printf("ERROR loading \"lookup.dat\": failed reading enough data.\n");
return;
}
uint8_t paldata[768];
for (j=1; j<=5; j++)
{
if (fr.Read(paldata, 768) != 768)
return;
for (int k = 0; k < 768; k++) // Build uses 6 bit VGA palettes.
paldata[k] = (paldata[k] << 2) | (paldata[k] >> 6);
paletteSetColorTable(j, paldata, j == DREALMSPAL || j == ENDINGPAL, j < DREALMSPAL);
}
for (int i = 0; i < 256; i++)
{
// swap red and blue channels.
paldata[i * 3] = GPalette.BaseColors[i].b;
paldata[i * 3+1] = GPalette.BaseColors[i].g;
paldata[i * 3+2] = GPalette.BaseColors[i].r;
}
paletteSetColorTable(DRUGPAL, paldata, false, false); // todo: implement this as a shader effect (swap R and B in postprocessing.)
if (isRR())
{
uint8_t table[256];
for (j = 0; j < 256; j++)
table[j] = j;
for (j = 0; j < 32; j++)
table[j] = j + 32;
lookups.makeTable(7, table, 0, 0, 0, 0);
for (j = 0; j < 256; j++)
table[j] = j;
lookups.makeTable(30, table, 0, 0, 0, 0);
lookups.makeTable(31, table, 0, 0, 0, 0);
lookups.makeTable(32, table, 0, 0, 0, 0);
lookups.makeTable(33, table, 0, 0, 0, 0);
if (isRRRA())
lookups.makeTable(105, table, 0, 0, 0, 0);
int unk = 63;
for (j = 64; j < 80; j++)
{
unk--;
table[j] = unk;
table[j + 16] = j - 24;
}
table[80] = 80;
table[81] = 81;
for (j = 0; j < 32; j++)
{
table[j] = j + 32;
}
lookups.makeTable(34, table, 0, 0, 0, 0);
for (j = 0; j < 256; j++)
table[j] = j;
for (j = 0; j < 16; j++)
table[j] = j + 129;
for (j = 16; j < 32; j++)
table[j] = j + 192;
lookups.makeTable(35, table, 0, 0, 0, 0);
if (isRRRA())
{
lookups.makeTable(50, nullptr, 12 * 4, 12 * 4, 12 * 4, 0);
lookups.makeTable(51, nullptr, 12 * 4, 12 * 4, 12 * 4, 0);
lookups.makeTable(54, lookups.getTable(8), 32 * 4, 32 * 4, 32 * 4, 0);
}
}
}
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//---------------------------------------------------------------------------
//
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// This now redirects the messagew to the console's notification display
// which has all the features to reasonably do this in Duke style.
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//
//---------------------------------------------------------------------------
void FTA(int q, struct player_struct* p)
{
if (hud_messages == 0 || q < 0 || !(p->gm & MODE_GAME))
return;
if (p->ftq != q)
{
if (q == 13) p->ftq = q;
auto qu = quoteMgr.GetQuote(q);
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if (p == &ps[screenpeek] && qu[0] != '\0')
{
if (q >= 70 && q <= 72 && hud_messages == 2)
{
// Todo: redirect this to a centered message (these are "need a key" messages)
}
else
{
int printlevel = hud_messages == 1 ? PRINT_MEDIUM : PRINT_MEDIUM | PRINT_NOTIFY;
Printf(printlevel, "%s\n", qu);
}
}
}
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}
//==========================================================================
//
// Draws the background
// todo: split up to have dedicated functions for both cases.
//
//==========================================================================
void drawbackground(void)
{
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if ((ps[myconnectindex].gm & MODE_GAME) == 0 && ud.recstat != 2)
{
twod->ClearScreen();
auto tex = tileGetTexture(TILE_MENUSCREEN);
PalEntry color = 0xff808080;
if (!hud_bgstretch)
DrawTexture(twod, tex, 0, 0, DTA_FullscreenEx, 3, DTA_Color, color, TAG_DONE);
else
DrawTexture(twod, tex, 0, 0, DTA_VirtualWidth, twod->GetWidth(), DTA_VirtualHeight, twod->GetHeight(), DTA_KeepRatio, true, DTA_Color, color, TAG_DONE);
return;
}
}
//---------------------------------------------------------------------------
//
// this is from ZDoom
//
//---------------------------------------------------------------------------
void V_AddBlend (float r, float g, float b, float a, float v_blend[4])
{
r = clamp(r/255.f, 0.f, 0.25f);
g = clamp(r/255.f, 0.f, 0.25f);
b = clamp(r/255.f, 0.f, 0.25f);
a = clamp(a/255.f, 0.f, 0.25f);
float a2, a3;
if (a <= 0)
return;
a2 = v_blend[3] + (1-v_blend[3])*a; // new total alpha
a3 = v_blend[3]/a2; // fraction of color from old
v_blend[0] = v_blend[0]*a3 + r*(1-a3);
v_blend[1] = v_blend[1]*a3 + g*(1-a3);
v_blend[2] = v_blend[2]*a3 + b*(1-a3);
v_blend[3] = a2;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void setgamepalette(int palid)
{
if (palid >= MAXBASEPALS || palid < 0) palid = 0;
auto& fstint = lookups.tables[MAXPALOOKUPS - 1];
if (palid == WATERPAL) fstint.tintColor = PalEntry(224, 192, 255);
else if (palid == SLIMEPAL) fstint.tintColor = PalEntry(208, 255, 192);
else fstint.tintColor = 0xffffff;
videoSetPalette(palid);
}
//---------------------------------------------------------------------------
//
// 'rest' in this case means everything not part of the 3D scene and its weapon sprite.
//
//---------------------------------------------------------------------------
void displayrest(int smoothratio)
{
int i, j;
unsigned char fader = 0, fadeg = 0, fadeb = 0, fadef = 0, tintr = 0, tintg = 0, tintb = 0, tintf = 0, dotint = 0;
struct player_struct* pp;
walltype* wal;
int cposx, cposy, cang;
pp = &ps[screenpeek];
float blend[4] = {};
// this does pain tinting etc from the CON
V_AddBlend(pp->pals.r, pp->pals.g, pp->pals.b, pp->pals.a, blend);
// loogies courtesy of being snotted on
if (pp->loogcnt > 0)
{
V_AddBlend(0, 63, 0, (pp->loogcnt >> 1), blend);
}
if (blend[3])
{
// result must be multiplied by 4 and normalised to 255. (4*255 = 1020)
auto comp = [&](int i) { return clamp(int(blend[i] * 1020), 0, 255); };
videoFadePalette(comp(0), comp(1), comp(2), comp(3));
}
else
videoclearFade();
i = pp->cursectnum;
if (i >= 0) show2dsector.Set(i);
wal = &wall[sector[i].wallptr];
for (j = sector[i].wallnum; j > 0; j--, wal++)
{
i = wal->nextsector;
if (i < 0) continue;
if (wal->cstat & 0x0071) continue;
if (wall[wal->nextwall].cstat & 0x0071) continue;
if (sector[i].lotag == 32767) continue;
if (sector[i].ceilingz >= sector[i].floorz) continue;
show2dsector.Set(i);
}
if (ud.camerasprite == -1)
{
if (ud.overhead_on != 2)
{
if (!isRR() && pp->newowner >= 0)
cameratext(pp->newowner);
else
{
fi.displayweapon(screenpeek);
if (pp->over_shoulder_on == 0)
fi.displaymasks(screenpeek);
}
if (!isRR())
moveclouds();
}
if (ud.overhead_on > 0)
{
// smoothratio = min(max(smoothratio,0),65536);
smoothratio = calc_smoothratio(totalclock, ototalclock);
dointerpolations(smoothratio);
if (ud.scrollmode == 0)
{
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if (pp->newowner == -1 && !paused)
{
if (screenpeek == myconnectindex && numplayers > 1)
{
cposx = omyx + mulscale16(myx - omyx, smoothratio);
cposy = omyy + mulscale16(myy - omyy, smoothratio);
cang = fix16_to_int(omyang) + mulscale16((fix16_to_int(myang + F16(1024) - omyang) & 2047) - 1024, smoothratio);
}
else
{
cposx = pp->oposx + mulscale16(pp->posx - pp->oposx, smoothratio);
cposy = pp->oposy + mulscale16(pp->posy - pp->oposy, smoothratio);
cang = pp->getang();// + mulscale16((fix16_to_int(pp->q16ang+F16(1024)-pp->oq16ang)&2047)-1024, smoothratio);
}
}
else
{
cposx = pp->oposx;
cposy = pp->oposy;
cang = fix16_to_int(pp->oq16ang);
}
}
else
{
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if (!paused)
{
ud.fola += ud.folavel >> 3;
ud.folx += (ud.folfvel * sintable[(512 + 2048 - ud.fola) & 2047]) >> 14;
ud.foly += (ud.folfvel * sintable[(512 + 1024 - 512 - ud.fola) & 2047]) >> 14;
}
cposx = ud.folx;
cposy = ud.foly;
cang = ud.fola;
}
if (ud.overhead_on == 2)
{
twod->ClearScreen();
renderDrawMapView(cposx, cposy, pp->zoom, cang);
}
drawoverheadmap(cposx, cposy, pp->zoom, cang);
restoreinterpolations();
}
}
if (isRR()) drawstatusbar_r(screenpeek);
else drawstatusbar_d(screenpeek);
if (ps[myconnectindex].newowner == -1 && ud.overhead_on == 0 && ud.crosshair && ud.camerasprite == -1)
{
int32_t a = TILE_CROSSHAIR;
if ((unsigned)a < MAXTILES)
{
vec2_t crosshairpos = { };
//vec2_t crosshairpos = { ud.returnvar[0], ud.returnvar[1] };
uint32_t crosshair_o = 1 | 2;
double crosshair_scale = cl_crosshairscale * .001;
if (isRR()) crosshair_scale *= .5;
DrawTexture(twod, tileGetTexture(a), 160 - (ps[myconnectindex].look_ang >> 1), 100,
DTA_FullscreenScale, 3, DTA_VirtualWidth, 320, DTA_VirtualHeight, 200, DTA_ScaleX, crosshair_scale, DTA_ScaleY, crosshair_scale,
DTA_ViewportX, windowxy1.x, DTA_ViewportY, windowxy1.y, DTA_ViewportWidth, windowxy2.x - windowxy1.x, DTA_ViewportY, windowxy2.y - windowxy1.y, TAG_DONE);
}
}
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if (paused == 1 && (ps[myconnectindex].gm & MODE_MENU) == 0)
fi.PrintPaused();
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void drawoverheadmap(int cposx, int cposy, int czoom, int cang)
{
int i, j, k, l, x1, y1, x2, y2, x3, y3, x4, y4, ox, oy, xoff, yoff;
int dax, day, cosang, sinang, xspan, yspan, sprx, spry;
int xrepeat, yrepeat, z1, z2, startwall, endwall, tilenum, daang;
int xvect, yvect, xvect2, yvect2;
int p;
PalEntry col;
walltype* wal, * wal2;
spritetype* spr;
renderSetAspect(65536, 65536);
xvect = sintable[(-cang) & 2047] * czoom;
yvect = sintable[(1536 - cang) & 2047] * czoom;
xvect2 = mulscale16(xvect, yxaspect);
yvect2 = mulscale16(yvect, yxaspect);
//Draw red lines
for (i = 0; i < numsectors; i++)
{
if (!gFullMap && !show2dsector[i]) continue;
startwall = sector[i].wallptr;
endwall = sector[i].wallptr + sector[i].wallnum;
z1 = sector[i].ceilingz;
z2 = sector[i].floorz;
for (j = startwall, wal = &wall[startwall]; j < endwall; j++, wal++)
{
k = wal->nextwall;
if (k < 0) continue;
if (sector[wal->nextsector].ceilingz == z1 && sector[wal->nextsector].floorz == z2)
if (((wal->cstat | wall[wal->nextwall].cstat) & (16 + 32)) == 0) continue;
if (!gFullMap && !show2dsector[wal->nextsector])
{
col = PalEntry(170, 170, 170);
ox = wal->x - cposx;
oy = wal->y - cposy;
x1 = dmulscale16(ox, xvect, -oy, yvect) + (xdim << 11);
y1 = dmulscale16(oy, xvect2, ox, yvect2) + (ydim << 11);
wal2 = &wall[wal->point2];
ox = wal2->x - cposx;
oy = wal2->y - cposy;
x2 = dmulscale16(ox, xvect, -oy, yvect) + (xdim << 11);
y2 = dmulscale16(oy, xvect2, ox, yvect2) + (ydim << 11);
drawlinergb(x1, y1, x2, y2, col);
}
}
}
//Draw sprites
k = ps[screenpeek].i;
for (i = 0; i < numsectors; i++)
{
if (!gFullMap || !show2dsector[i]) continue;
for (j = headspritesect[i]; j >= 0; j = nextspritesect[j])
{
spr = &sprite[j];
if (j == k || (spr->cstat & 0x8000) || spr->cstat == 257 || spr->xrepeat == 0) continue;
col = PalEntry(0, 170, 170);
if (spr->cstat & 1) col = PalEntry(170, 0, 170);
sprx = spr->x;
spry = spr->y;
if ((spr->cstat & 257) != 0) switch (spr->cstat & 48)
{
case 0:
// break;
ox = sprx - cposx;
oy = spry - cposy;
x1 = dmulscale16(ox, xvect, -oy, yvect);
y1 = dmulscale16(oy, xvect2, ox, yvect2);
ox = (sintable[(spr->ang + 512) & 2047] >> 7);
oy = (sintable[(spr->ang) & 2047] >> 7);
x2 = dmulscale16(ox, xvect, -oy, yvect);
y2 = dmulscale16(oy, xvect, ox, yvect);
x3 = mulscale16(x2, yxaspect);
y3 = mulscale16(y2, yxaspect);
drawlinergb(x1 - x2 + (xdim << 11), y1 - y3 + (ydim << 11),
x1 + x2 + (xdim << 11), y1 + y3 + (ydim << 11), col);
drawlinergb(x1 - y2 + (xdim << 11), y1 + x3 + (ydim << 11),
x1 + x2 + (xdim << 11), y1 + y3 + (ydim << 11), col);
drawlinergb(x1 + y2 + (xdim << 11), y1 - x3 + (ydim << 11),
x1 + x2 + (xdim << 11), y1 + y3 + (ydim << 11), col);
break;
case 16:
if (spr->picnum == TILE_LASERLINE)
{
x1 = sprx;
y1 = spry;
tilenum = spr->picnum;
xoff = tileLeftOffset(tilenum) + spr->xoffset;
if ((spr->cstat & 4) > 0) xoff = -xoff;
k = spr->ang;
l = spr->xrepeat;
dax = sintable[k & 2047] * l;
day = sintable[(k + 1536) & 2047] * l;
l = tilesiz[tilenum].x;
k = (l >> 1) + xoff;
x1 -= mulscale16(dax, k);
x2 = x1 + mulscale16(dax, l);
y1 -= mulscale16(day, k);
y2 = y1 + mulscale16(day, l);
ox = x1 - cposx;
oy = y1 - cposy;
x1 = dmulscale16(ox, xvect, -oy, yvect);
y1 = dmulscale16(oy, xvect2, ox, yvect2);
ox = x2 - cposx;
oy = y2 - cposy;
x2 = dmulscale16(ox, xvect, -oy, yvect);
y2 = dmulscale16(oy, xvect2, ox, yvect2);
drawlinergb(x1 + (xdim << 11), y1 + (ydim << 11),
x2 + (xdim << 11), y2 + (ydim << 11), col);
}
break;
case 32:
tilenum = spr->picnum;
xoff = tileLeftOffset(tilenum) + spr->xoffset;
yoff = tileTopOffset(tilenum) + spr->yoffset;
if ((spr->cstat & 4) > 0) xoff = -xoff;
if ((spr->cstat & 8) > 0) yoff = -yoff;
k = spr->ang;
cosang = sintable[(k + 512) & 2047];
sinang = sintable[k & 2047];
xspan = tilesiz[tilenum].x;
xrepeat = spr->xrepeat;
yspan = tilesiz[tilenum].y;
yrepeat = spr->yrepeat;
dax = ((xspan >> 1) + xoff) * xrepeat;
day = ((yspan >> 1) + yoff) * yrepeat;
x1 = sprx + dmulscale16(sinang, dax, cosang, day);
y1 = spry + dmulscale16(sinang, day, -cosang, dax);
l = xspan * xrepeat;
x2 = x1 - mulscale16(sinang, l);
y2 = y1 + mulscale16(cosang, l);
l = yspan * yrepeat;
k = -mulscale16(cosang, l);
x3 = x2 + k;
x4 = x1 + k;
k = -mulscale16(sinang, l);
y3 = y2 + k;
y4 = y1 + k;
ox = x1 - cposx;
oy = y1 - cposy;
x1 = dmulscale16(ox, xvect, -oy, yvect);
y1 = dmulscale16(oy, xvect2, ox, yvect2);
ox = x2 - cposx;
oy = y2 - cposy;
x2 = dmulscale16(ox, xvect, -oy, yvect);
y2 = dmulscale16(oy, xvect2, ox, yvect2);
ox = x3 - cposx;
oy = y3 - cposy;
x3 = dmulscale16(ox, xvect, -oy, yvect);
y3 = dmulscale16(oy, xvect2, ox, yvect2);
ox = x4 - cposx;
oy = y4 - cposy;
x4 = dmulscale16(ox, xvect, -oy, yvect);
y4 = dmulscale16(oy, xvect2, ox, yvect2);
drawlinergb(x1 + (xdim << 11), y1 + (ydim << 11),
x2 + (xdim << 11), y2 + (ydim << 11), col);
drawlinergb(x2 + (xdim << 11), y2 + (ydim << 11),
x3 + (xdim << 11), y3 + (ydim << 11), col);
drawlinergb(x3 + (xdim << 11), y3 + (ydim << 11),
x4 + (xdim << 11), y4 + (ydim << 11), col);
drawlinergb(x4 + (xdim << 11), y4 + (ydim << 11),
x1 + (xdim << 11), y1 + (ydim << 11), col);
break;
}
}
}
//Draw white lines
for (i = numsectors - 1; i >= 0; i--)
{
if (!gFullMap && !show2dsector[i]) continue;
startwall = sector[i].wallptr;
endwall = sector[i].wallptr + sector[i].wallnum;
k = -1;
for (j = startwall, wal = &wall[startwall]; j < endwall; j++, wal++)
{
if (wal->nextwall >= 0) continue;
if (tilesiz[wal->picnum].x == 0) continue;
if (tilesiz[wal->picnum].y == 0) continue;
if (j == k)
{
x1 = x2;
y1 = y2;
}
else
{
ox = wal->x - cposx;
oy = wal->y - cposy;
x1 = dmulscale16(ox, xvect, -oy, yvect) + (xdim << 11);
y1 = dmulscale16(oy, xvect2, ox, yvect2) + (ydim << 11);
}
k = wal->point2;
wal2 = &wall[k];
ox = wal2->x - cposx;
oy = wal2->y - cposy;
x2 = dmulscale16(ox, xvect, -oy, yvect) + (xdim << 11);
y2 = dmulscale16(oy, xvect2, ox, yvect2) + (ydim << 11);
drawlinergb(x1, y1, x2, y2, PalEntry(170, 170, 170));
}
}
videoSetCorrectedAspect();
for (p = connecthead; p >= 0; p = connectpoint2[p])
{
if (ud.scrollmode && p == screenpeek) continue;
ox = sprite[ps[p].i].x - cposx;
oy = sprite[ps[p].i].y - cposy;
daang = (sprite[ps[p].i].ang - cang) & 2047;
if (p == screenpeek)
{
ox = 0;
oy = 0;
daang = 0;
}
x1 = mulscale(ox, xvect, 16) - mulscale(oy, yvect, 16);
y1 = mulscale(oy, xvect2, 16) + mulscale(ox, yvect2, 16);
if (p == screenpeek || ud.coop == 1)
{
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auto& pp = ps[p];
if (sprite[pp.i].xvel > 16 && pp.on_ground)
i = TILE_APLAYERTOP + (((int)totalclock >> 4) & 3);
else
i = TILE_APLAYERTOP;
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j = klabs(pp.truefz - pp.posz) >> 8;
j = mulscale(czoom * (sprite[pp.i].yrepeat + j), yxaspect, 16);
if (j < 22000) j = 22000;
else if (j > (65536 << 1)) j = (65536 << 1);
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int light = Scale(numshades - sprite[pp.i].shade, 255, numshades);
PalEntry pe(255, light, light, light);
DrawTexture(twod, tileGetTexture(i), xdim / 2. + x1 / 4096., ydim / 2. + y1 / 4096., DTA_TranslationIndex, TRANSLATION(Translation_Remap + pp.palette, sprite[pp.i].pal),
DTA_Color, pe, DTA_ScaleX, j / 65536., DTA_ScaleY, j/65536., TAG_DONE);
}
}
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if (/*textret == 0 &&*/ ud.overhead_on == 2)
{
double scale = isRR() ? 0.5 : 1.;
int top = isRR() ? 0 : ((ud.screen_size > 0) ? 147 : 179);
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if (!(currentLevel->flags & MI_USERMAP))
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DrawText(twod, SmallFont2, CR_UNDEFINED, 5, top+6, GStrings.localize(gVolumeNames[volfromlevelnum(currentLevel->levelNumber)]),
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DTA_FullscreenScale, 3, DTA_VirtualWidth, 320, DTA_VirtualHeight, 200, DTA_ScaleX, scale, DTA_ScaleY, scale, DTA_KeepRatio, true, TAG_DONE);
DrawText(twod, SmallFont2, CR_UNDEFINED, 5, top + 12, currentLevel->DisplayName(),
DTA_FullscreenScale, 3, DTA_VirtualWidth, 320, DTA_VirtualHeight, 200, DTA_ScaleX, scale, DTA_ScaleY, scale, DTA_KeepRatio, true, TAG_DONE);
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}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void cameratext(int i)
{
auto drawitem = [=](int tile, double x, double y, bool flipx, bool flipy)
{
DrawTexture(twod, tileGetTexture(tile), x, y, DTA_ViewportX, windowxy1.x, DTA_ViewportY, windowxy1.y, DTA_ViewportWidth, windowxy2.x - windowxy1.x + 1, DTA_CenterOffset, true,
DTA_ViewportHeight, windowxy2.y - windowxy1.y + 1, DTA_FlipX, flipx, DTA_FlipY, flipy, DTA_FullscreenScale, 3, DTA_VirtualWidth, 320, DTA_VirtualHeight, 200, TAG_DONE);
};
if (!hittype[i].temp_data[0])
{
drawitem(TILE_CAMCORNER, 24, 33, false, false);
drawitem(TILE_CAMCORNER + 1, 320 - 26, 33, false, false);
drawitem(TILE_CAMCORNER + 1, 24, 163, true, true);
drawitem(TILE_CAMCORNER + 1, 320 - 26, 163, false, true);
if ((int)totalclock & 16)
drawitem(TILE_CAMLIGHT, 46, 32, false, false);
}
else
{
int flipbits = ((int)totalclock << 1) & 48;
for (int x = -64; x < 394; x += 64)
for (int y = 0; y < 200; y += 64)
drawitem(TILE_STATIC, x, y, !!((int)totalclock & 8), !!((int)totalclock & 16));
}
}
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//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void dobonus(int bonusonly)
{
if (isRRRA());
else if (isRR()) dobonus_r(bonusonly, nullptr);
else dobonus_d(bonusonly, nullptr);
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int startrts(int lumpNum, int localPlayer)
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{
if (SoundEnabled() &&
RTS_IsInitialized() && rtsplaying == 0 && (snd_speech & (localPlayer ? 1 : 4)))
{
auto sid = RTS_GetSoundID(lumpNum - 1);
if (sid != -1)
{
S_PlaySound(sid, CHAN_AUTO, CHANF_UI);
rtsplaying = 7;
return 1;
}
}
return 0;
}
//---------------------------------------------------------------------------
//
// Define sky layouts.
// This one's easy - the other games are a total mess
//
//---------------------------------------------------------------------------
void setupbackdrop()
{
static const uint16_t pskyoff[8] = {};
static const uint16_t moonoff[8] = { 0, 2, 3, 0, 2, 0, 1, 0 };
static const uint16_t orbitoff[8] = { 0, 0, 4, 0, 0, 1, 2, 3 };
static const uint16_t laoff[8] = { 1, 2, 1, 3, 4, 0, 2, 3 };
static const uint16_t defoff[8] = { 0, 1, 2, 3, 4, 5, 6, 7 };
static const uint16_t defoff1[8] = { 1, 2, 3, 4, 5, 6, 7, 0 };
static const uint16_t defoff4[8] = { 4, 5, 6, 7, 0, 1, 2, 3 };
static const uint16_t defoff7[8] = { 7, 0, 1, 2, 3, 4, 5, 6 };
defineSky(DEFAULTPSKY, 32768, 3, pskyoff);
defineSky(TILE_CLOUDYOCEAN, 65536, 3, pskyoff);
defineSky(TILE_MOONSKY1, 32768, 3, moonoff);
defineSky(TILE_BIGORBIT1, 32768, 3, orbitoff);
defineSky(TILE_LA, 16384 + 1024, 3, laoff);
if (isWorldTour())
{
defineSky(5284, 65536, 3, defoff);
defineSky(5412, 65536, 3, defoff, 48);
defineSky(5420, 65536, 3, defoff, 48);
defineSky(5450, 65536, 3, defoff7, 48);
defineSky(5548, 65536, 3, defoff, 48);
defineSky(5556, 65536, 3, defoff1, 48);
defineSky(5720, 65536, 3, defoff4, 48);
defineSky(5814, 65536, 3, defoff, 48);
}
// Ugh... Since we do not know up front which of these tiles are skies we have to set them all...
if (isRRRA())
{
for (int i = 0; i < MAXUSERTILES; i++)
{
if (tilesiz[i].x == 512)
{
defineSky(i, 32768, 1, pskyoff);
}
else if (tilesiz[i].x == 1024)
{
defineSky(i, 32768, 0, pskyoff);
}
}
}
}
END_DUKE_NS