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

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//-------------------------------------------------------------------------
/*
Copyright (C) 1996, 2003 - 3D Realms Entertainment
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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 "automap.h"
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#include "duke3d.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"
#include "gamestate.h"
#include "dukeactor.h"
#include "interpolate.h"
#include "razefont.h"
#include "startscreen.h"
BEGIN_DUKE_NS
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//---------------------------------------------------------------------------
//
// debug output
//
//---------------------------------------------------------------------------
std::pair<DVector3, DAngle> GameInterface::GetCoordinates()
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{
return std::make_pair(ps[screenpeek].PlayerNowPosition, ps[screenpeek].angle.ang);
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}
GameStats GameInterface::getStats()
{
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player_struct* p = &ps[myconnectindex];
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return { p->actors_killed, p->max_actors_killed, p->secret_rooms, p->max_secret_rooms, p->player_par / REALGAMETICSPERSEC, p->frag };
}
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//---------------------------------------------------------------------------
//
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//
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//
//---------------------------------------------------------------------------
static void endthegame(bool)
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{
endoomName = isRR() ? "redneck.bin" : !isShareware() ? "duke3d.bin" : "dukesw.bin";
ST_Endoom();
}
void GameInterface::ExitFromMenu()
{
#if 0
// do we really need this scoreboard stuff here?
auto runbonus = [=](auto completion)
{
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// MP scoreboard
if (playerswhenstarted > 1 && !ud.coop) ShowScoreboard(playerswhenstarted);
else completion(false);
};
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auto runtwoscreens = [](auto completion)
{
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// shareware and TEN screens
if (isShareware() && !isRR())
StartCutscene("DukeCutscenes.BuildSharewareExit", 0, completion);
else completion(false);
};
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runbonus([=](bool aborted) { runtwoscreens(endthegame); });
#else
if (isShareware() && !isRR())
StartCutscene("DukeCutscenes.BuildSharewareExit", 0, endthegame);
else endthegame(false);
#endif
}
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//---------------------------------------------------------------------------
//
// This now redirects the messages to the console's notification display
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// which has all the features to reasonably do this in Duke style.
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//
//---------------------------------------------------------------------------
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void FTA(int q, player_struct* p)
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{
if (q < 0 || gamestate != GS_LEVEL)
return;
if (p->ftq != q || (PlayClock - p->ftt > TICRATE && q != QUOTE_DEAD))
{
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p->ftq = q;
auto qu = quoteMgr.GetQuote(q);
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if (p == &ps[screenpeek] && qu[0] != '\0')
{
#if 0
if (q >= 70 && q <= 72)
{
// Todo: redirect this to a centered message (these are "need a key" messages)
}
else
#endif
{
Printf(PRINT_MEDIUM | PRINT_NOTIFY, "%s\n", qu);
}
}
}
p->ftt = PlayClock;
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}
//==========================================================================
//
// Draws the background
//
//==========================================================================
void GameInterface::DrawBackground()
{
twod->ClearScreen();
auto tex = tileGetTexture(TILE_MENUSCREEN);
PalEntry color = 0xff808080;
if (!hud_bgstretch)
DrawTexture(twod, tex, 0, 0, DTA_FullscreenEx, FSMode_ScaleToFit43, 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);
}
//---------------------------------------------------------------------------
//
// 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);
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g = clamp(g/255.f, 0.f, 0.25f);
b = clamp(b/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)
{
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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;
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videoSetPalette(palid);
}
//---------------------------------------------------------------------------
//
// draws the weapon sprite and other 2D content that's part of the scene.
//
//---------------------------------------------------------------------------
void drawweapon(double interpfrac)
{
auto pp = &ps[screenpeek];
if (!isRR() && pp->newOwner != nullptr)
cameratext(pp->newOwner);
else
{
fi.displayweapon(screenpeek, interpfrac);
if (pp->over_shoulder_on == 0)
fi.displaymasks(screenpeek, pp->GetActor()->spr.pal == 1 || !pp->insector() ? 1 : pp->cursector->floorpal, interpfrac);
}
}
//---------------------------------------------------------------------------
//
// draws everything not part of the 3D scene and its weapon sprite.
//
//---------------------------------------------------------------------------
void drawoverlays(double interpfrac)
{
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player_struct* pp;
DVector2 cposxy;
DAngle cang;
pp = &ps[screenpeek];
// set palette here, in case the 3D view is off.
setgamepalette(setpal(pp));
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 && !isRR())
{
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V_AddBlend(0, 63, 0, float(pp->loogcnt >> 1), blend);
}
if (blend[3])
{
// result must be multiplied by 4 and normalised to 255. (4*255 = 1020)
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auto comp = [&](int i, int maxv=255) { return clamp(int(blend[i] * 1020), 0, maxv); };
videoFadePalette(comp(0), comp(1), comp(2), comp(3, 192)); // Never fully saturate the alpha channel
}
else
videoclearFade();
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MarkSectorSeen(pp->cursector);
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if (ud.cameraactor == nullptr)
{
if (automapMode != am_off)
{
DoInterpolations(interpfrac);
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if (pp->newOwner == nullptr && playrunning())
{
if (screenpeek == myconnectindex && numplayers > 1)
{
cposxy = interpolatedvalue(omypos, mypos, interpfrac).XY();
cang = !SyncInput() ? myang : interpolatedvalue(omyang, myang, interpfrac);
}
else
{
cposxy = interpolatedvalue(pp->PlayerOldPosition, pp->PlayerNowPosition, interpfrac).XY();
cang = !SyncInput() ? pp->angle.ang : interpolatedvalue(pp->angle.oang, pp->angle.ang, interpfrac);
}
}
else
{
cposxy = pp->PlayerOldPosition.XY();
cang = pp->angle.oang;
}
DrawOverheadMap(cposxy, cang, interpfrac);
RestoreInterpolations();
}
}
DrawStatusBar();
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if (ps[myconnectindex].newOwner == nullptr && ud.cameraactor == nullptr)
{
auto offsets = pp->angle.crosshairoffsets(interpfrac);
DrawCrosshair(TILE_CROSSHAIR, ps[screenpeek].last_extra, offsets.X, offsets.Y + (pp->over_shoulder_on ? 2.5 : 0), isRR() ? 0.5 : 1, -pp->angle.interpolatedrotscrn(interpfrac));
}
if (paused == 2)
{
double x = 160, y = 100;
double scale = isRR() ? 0.4 : 1.;
const char* text = GStrings("Game Paused");
auto myfont = PickBigFont(text);
x -= myfont->StringWidth(text) * 0.5 * scale;
DrawText(twod, myfont, CR_UNTRANSLATED, x, y - 12, text, DTA_FullscreenScale, FSMode_Fit320x200, DTA_ScaleX, scale, DTA_ScaleY, scale, TAG_DONE);
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
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void cameratext(DDukeActor *cam)
{
auto drawitem = [=](int tile, double x, double y, bool flipx, bool flipy)
{
DrawTexture(twod, tileGetTexture(tile), x, y, DTA_ViewportX, viewport3d.Left(), DTA_ViewportY, viewport3d.Top(), DTA_ViewportWidth, viewport3d.Width(),
DTA_ViewportHeight, viewport3d.Height(), DTA_FlipX, flipx, DTA_FlipY, flipy, DTA_CenterOffsetRel, 2, DTA_FullscreenScale, FSMode_Fit320x200, TAG_DONE);
};
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if (!cam->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 (PlayClock & 16)
drawitem(TILE_CAMLIGHT, 46, 32, false, false);
}
else
{
for (int x = -64; x < 394; x += 64)
for (int y = 0; y < 200; y += 64)
drawitem(TILE_STATIC, x, y, !!(PlayClock & 8), !!(PlayClock & 16));
}
}
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//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
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);
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if (sid.isvalid())
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{
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S_PlaySound(sid.index() - 1, CHAN_AUTO, CHANF_UI);
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rtsplaying = 7;
return 1;
}
}
return 0;
}
ReservedSpace GameInterface::GetReservedScreenSpace(int viewsize)
{
// todo: factor in the frag bar: tileHeight(TILE_FRAGBAR)
int sbar = tileHeight(TILE_BOTTOMSTATUSBAR);
if (isRR())
{
sbar >>= 1;
}
return { 0, sbar };
}
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::GameInterface* CreateInterface()
{
return new GameInterface;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
bool GameInterface::DrawAutomapPlayer(const DVector2& mxy, const DVector2& cpos, const DAngle cang, const DVector2& xydim, const double czoom, double const interpfrac)
{
// Pre-caculate incoming angle vector.
auto cangvect = cang.ToVector();
// Draw sprites
if (gFullMap)
{
for (unsigned ii = 0; ii < sector.Size(); ii++)
{
if (show2dsector[ii]) continue;
DukeSectIterator it(ii);
while (auto act = it.Next())
{
if (act == ps[screenpeek].actor || (act->spr.cstat & CSTAT_SPRITE_INVISIBLE) || act->spr.cstat == CSTAT_SPRITE_BLOCK_ALL || act->spr.scale.X == 0) continue;
if ((act->spr.cstat & CSTAT_SPRITE_BLOCK_ALL) != 0)
{
PalEntry col = act->spr.cstat & CSTAT_SPRITE_BLOCK ? PalEntry(170, 0, 170) : PalEntry(0, 170, 170);
auto sprpos = act->spr.pos.XY() - cpos;
switch (act->spr.cstat & CSTAT_SPRITE_ALIGNMENT_MASK)
{
case CSTAT_SPRITE_ALIGNMENT_FACING:
DrawAutomapAlignmentFacing(act->spr, sprpos, cangvect, czoom, xydim, col);
break;
case CSTAT_SPRITE_ALIGNMENT_WALL:
if (actorflag(act, SFLAG2_SHOWWALLSPRITEONMAP)) DrawAutomapAlignmentWall(act->spr, sprpos, cangvect, czoom, xydim, col);
break;
case CSTAT_SPRITE_ALIGNMENT_FLOOR:
case CSTAT_SPRITE_ALIGNMENT_SLOPE:
DrawAutomapAlignmentFloor(act->spr, sprpos, cangvect, czoom, xydim, col);
break;
}
}
}
}
}
for (int p = connecthead; p >= 0; p = connectpoint2[p])
{
if (p == screenpeek || ud.coop == 1)
{
auto& pp = ps[p];
auto act = pp.GetActor();
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int i = TILE_APLAYERTOP + (act->vel.X > 1 && pp.on_ground ? (PlayClock >> 4) & 3 : 0);
double j = clamp(czoom * act->spr.scale.Y + abs(pp.truefz - pp.PlayerNowPosition.Z) * REPEAT_SCALE, 0.333, 2.);
auto const vec = OutAutomapVector(mxy - cpos, cangvect, czoom, xydim);
auto const daang = -((!SyncInput() ? act->spr.angle : act->interpolatedangle(interpfrac)) - cang).Normalized360().Degrees();
DrawTexture(twod, tileGetTexture(i), vec.X, vec.Y, DTA_TranslationIndex, TRANSLATION(Translation_Remap + setpal(&pp), act->spr.pal), DTA_CenterOffset, true,
DTA_Rotate, daang, DTA_Color, shadeToLight(act->spr.shade), DTA_ScaleX, j, DTA_ScaleY, j, TAG_DONE);
}
}
return true;
}
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END_DUKE_NS