2020-08-02 17:00:32 +00:00
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//-------------------------------------------------------------------------
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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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#include "ns.h" // Must come before everything else!
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#include <stdlib.h>
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#include <string.h>
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#include "compat.h"
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#include "build.h"
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#include "mmulti.h"
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#include "v_font.h"
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2020-12-09 14:56:32 +00:00
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#include "blood.h"
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2020-08-02 17:00:32 +00:00
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#include "zstring.h"
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2020-10-04 16:31:48 +00:00
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#include "razemenu.h"
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2020-08-02 17:00:32 +00:00
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#include "gstrings.h"
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#include "v_2ddrawer.h"
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#include "v_video.h"
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2021-04-11 06:40:18 +00:00
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#include "gamehud.h"
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2020-08-02 17:00:32 +00:00
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BEGIN_BLD_NS
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static struct {
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short nTile;
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2021-04-17 08:14:03 +00:00
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uint8_t nStat;
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uint8_t nPal;
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2020-08-02 17:00:32 +00:00
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int nScale;
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short nX, nY;
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} burnTable[9] = {
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{ 2101, 2, 0, 118784, 10, 220 },
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{ 2101, 2, 0, 110592, 40, 220 },
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{ 2101, 2, 0, 81920, 85, 220 },
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{ 2101, 2, 0, 69632, 120, 220 },
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{ 2101, 2, 0, 61440, 160, 220 },
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{ 2101, 2, 0, 73728, 200, 220 },
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{ 2101, 2, 0, 77824, 235, 220 },
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{ 2101, 2, 0, 110592, 275, 220 },
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{ 2101, 2, 0, 122880, 310, 220 }
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};
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static void drawElement(int x, int y, int tile, double scale = 1, int flipx = 0, int flipy = 0, int pin = 0, int basepal = 0, double alpha = 1)
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{
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2020-08-14 19:01:27 +00:00
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int flags = RS_TOPLEFT;
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if (flipx) flags |= RS_XFLIPHUD;
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if (flipy) flags |= RS_YFLIPHUD;
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if (pin == -1) flags |= RS_ALIGN_L;
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else if (pin == 1) flags |= RS_ALIGN_R;
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hud_drawsprite(x, y, int(scale*65536), 0, tile, 0, basepal, flags, alpha);
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2020-08-02 17:00:32 +00:00
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}
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static void viewBurnTime(int gScale)
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{
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if (!gScale) return;
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for (int i = 0; i < 9; i++)
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{
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int nTile = burnTable[i].nTile + qanimateoffs(burnTable[i].nTile, 32768 + i);
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int nScale = burnTable[i].nScale;
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if (gScale < 600)
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{
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nScale = scale(nScale, gScale, 600);
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}
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drawElement(burnTable[i].nX, burnTable[i].nY, nTile, nScale / 65536.);
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}
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}
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2020-11-26 05:37:37 +00:00
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void hudDraw(PLAYER *gView, int nSectnum, double bobx, double boby, double zDelta, int basepal, double smoothratio)
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2020-08-02 17:00:32 +00:00
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{
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2021-04-15 03:35:42 +00:00
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double look_anghalf = gView->angle.look_anghalf(cl_hudinterpolation, smoothratio);
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2020-09-25 07:52:00 +00:00
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DrawCrosshair(kCrosshairTile, gView->pXSprite->health >> 4, -look_anghalf, 0, 2);
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2020-08-02 17:00:32 +00:00
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if (gViewPos == 0)
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{
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2021-04-15 03:35:42 +00:00
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double looking_arc = gView->angle.looking_arc(cl_hudinterpolation, smoothratio);
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2020-09-05 11:57:26 +00:00
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2020-09-21 07:00:07 +00:00
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double cX = 160 - look_anghalf;
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double cY = 220 + looking_arc;
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2020-08-10 12:08:36 +00:00
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if (cl_weaponsway)
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{
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2021-04-15 03:35:42 +00:00
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if (cl_hudinterpolation)
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{
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cX += (bobx / 256.);
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cY += (boby / 256.) + (zDelta / 128.);
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}
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else
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{
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cX += (int(bobx) >> 8);
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cY += (int(boby) >> 8) + (int(zDelta) >> 7);
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}
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2020-08-10 22:40:42 +00:00
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}
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else
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{
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cY += (-2048. / 128.);
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2020-08-10 12:08:36 +00:00
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}
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2020-08-02 17:00:32 +00:00
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int nShade = sector[nSectnum].floorshade;
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int nPalette = 0;
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if (sector[gView->pSprite->sectnum].extra > 0) {
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sectortype* pSector = §or[gView->pSprite->sectnum];
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XSECTOR* pXSector = &xsector[pSector->extra];
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if (pXSector->color)
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nPalette = pSector->floorpal;
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}
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#ifdef NOONE_EXTENSIONS
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2020-09-01 18:10:36 +00:00
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if (gView->sceneQav < 0) WeaponDraw(gView, nShade, cX, cY, nPalette, smoothratio);
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else if (gView->pXSprite->health > 0) playerQavSceneDraw(gView, nShade, cX, cY, nPalette, smoothratio);
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2020-08-02 17:00:32 +00:00
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else {
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gView->sceneQav = gView->weaponQav = -1;
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gView->weaponTimer = gView->curWeapon = 0;
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}
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#else
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2020-09-01 18:10:36 +00:00
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WeaponDraw(gView, nShade, cX, cY, nPalette, smoothratio);
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2020-08-02 17:00:32 +00:00
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#endif
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}
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if (gViewPos == 0 && gView->pXSprite->burnTime > 60)
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{
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viewBurnTime(gView->pXSprite->burnTime);
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}
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if (packItemActive(gView, 1))
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{
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drawElement(0, 0, 2344, 1, 0, 0, -1);
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drawElement(320, 0, 2344, 1, 1, 0, 1);
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drawElement(0, 200, 2344, 1, 0, 1, -1);
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drawElement(320, 200, 2344, 1, 1, 1, 1);
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if (gDetail >= 4)
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{
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drawElement(15, 3, 2346, 1, 0, 0, -1, 0, 0.2);
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drawElement(212, 77, 2347, 1, 0, 0, 1, 0, 0.2);
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}
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}
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if (powerupCheck(gView, kPwUpAsbestArmor) > 0)
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{
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drawElement(0, 237, 2358, 1, 0, 1, -1);
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drawElement(320, 237, 2358, 1, 1, 1, 1);
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}
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#if 0 // This currently does not work. May have to be redone as a hardware effect.
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if (v4 && gNetPlayers > 1)
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{
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DoLensEffect();
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viewingRange = viewingrange;
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2020-09-01 13:00:35 +00:00
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r otatesprite(IntToFixed(280), IntToFixed(35), 53248, 512, 4077, v10, v14, 512 + 6, gViewX0, gViewY0, gViewX1, gViewY1);
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r otatesprite(IntToFixed(280), IntToFixed(35), 53248, 0, 1683, v10, 0, 512 + 35, gViewX0, gViewY0, gViewX1, gViewY1);
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2020-08-02 17:00:32 +00:00
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}
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#endif
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}
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END_BLD_NS
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