//------------------------------------------------------------------------- /* Copyright (C) 2010-2019 EDuke32 developers and contributors Copyright (C) 2019 Nuke.YKT This file is part of NBlood. NBlood is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License version 2 as published by the Free Software Foundation. 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. */ //------------------------------------------------------------------------- #include "ns.h" // Must come before everything else! #include #include #include "compat.h" #include "build.h" #include "pragmas.h" #include "mmulti.h" #include "v_font.h" #include "endgame.h" #include "aistate.h" #include "loadsave.h" #include "sectorfx.h" #include "choke.h" #include "view.h" #include "nnexts.h" #include "zstring.h" #include "razemenu.h" #include "gstrings.h" #include "v_2ddrawer.h" #include "v_video.h" #include "v_font.h" #include "statusbar.h" #include "automap.h" #include "v_draw.h" #include "glbackend/glbackend.h" BEGIN_BLD_NS VIEW gPrevView[kMaxPlayers]; VIEWPOS gViewPos; int gViewIndex; struct INTERPOLATE { void *pointer; int value; int value2; INTERPOLATE_TYPE type; }; double gInterpolate; int nInterpolations; char gInterpolateSprite[(kMaxSprites+7)>>3]; char gInterpolateWall[(kMaxWalls+7)>>3]; char gInterpolateSector[(kMaxSectors+7)>>3]; enum { kMaxInterpolations = 16384 }; INTERPOLATE gInterpolation[kMaxInterpolations]; int gScreenTilt; FFont *gFont[kFontNum]; void FontSet(int id, int tile, int space) { if (id < 0 || id >= kFontNum || tile < 0 || tile >= kMaxTiles) return; GlyphSet glyphs; for (int i = 1; i < 96; i++) { auto tex = tileGetTexture(tile + i); if (tex && tex->isValid() && tex->GetTexelWidth() > 0 && tex->GetTexelHeight() > 0) { glyphs.Insert(i + 32, tex); tex->SetOffsetsNotForFont(); } } const char *names[] = { "smallfont", "bigfont", "gothfont", "smallfont2", "digifont"}; const char *defs[] = { "defsmallfont", "defbigfont", nullptr, "defsmallfont2", nullptr}; FFont ** ptrs[] = { &SmallFont, &BigFont, nullptr, &SmallFont2, nullptr}; gFont[id] = new ::FFont(names[id], nullptr, defs[id], 0, 0, 0, 0, tileWidth(tile), false, false, false, &glyphs); gFont[id]->SetKerning(space); if (ptrs[id]) *ptrs[id] = gFont[id]; } void viewBackupView(int nPlayer) { PLAYER *pPlayer = &gPlayer[nPlayer]; VIEW *pView = &gPrevView[nPlayer]; pView->at30 = pPlayer->angle.ang; pView->at50 = pPlayer->pSprite->x; pView->at54 = pPlayer->pSprite->y; pView->at38 = pPlayer->zView; pView->at34 = pPlayer->zWeapon-pPlayer->zView-0xc00; pView->at24 = pPlayer->horizon.horiz; pView->at28 = pPlayer->horizon.horizoff; pView->at2c = pPlayer->slope; pView->at8 = pPlayer->bobHeight; pView->atc = pPlayer->bobWidth; pView->at18 = pPlayer->swayHeight; pView->at1c = pPlayer->swayWidth; pView->look_ang = pPlayer->angle.look_ang; pView->rotscrnang = pPlayer->angle.rotscrnang; pPlayer->angle.backup(); pPlayer->horizon.backup(); } void viewCorrectViewOffsets(int nPlayer, vec3_t const *oldpos) { PLAYER *pPlayer = &gPlayer[nPlayer]; VIEW *pView = &gPrevView[nPlayer]; pView->at50 += pPlayer->pSprite->x-oldpos->x; pView->at54 += pPlayer->pSprite->y-oldpos->y; pView->at38 += pPlayer->pSprite->z-oldpos->z; } void viewClearInterpolations(void) { nInterpolations = 0; memset(gInterpolateSprite, 0, sizeof(gInterpolateSprite)); memset(gInterpolateWall, 0, sizeof(gInterpolateWall)); memset(gInterpolateSector, 0, sizeof(gInterpolateSector)); } void viewAddInterpolation(void *data, INTERPOLATE_TYPE type) { if (nInterpolations == kMaxInterpolations) I_Error("Too many interpolations"); INTERPOLATE *pInterpolate = &gInterpolation[nInterpolations++]; pInterpolate->pointer = data; pInterpolate->type = type; switch (type) { case INTERPOLATE_TYPE_INT: pInterpolate->value = *((int*)data); break; case INTERPOLATE_TYPE_SHORT: pInterpolate->value = *((short*)data); break; } } void CalcInterpolations(void) { int i; INTERPOLATE *pInterpolate = gInterpolation; for (i = 0; i < nInterpolations; i++, pInterpolate++) { switch (pInterpolate->type) { case INTERPOLATE_TYPE_INT: { pInterpolate->value2 = *((int*)pInterpolate->pointer); int newValue = interpolate(pInterpolate->value, *((int*)pInterpolate->pointer), gInterpolate); *((int*)pInterpolate->pointer) = newValue; break; } case INTERPOLATE_TYPE_SHORT: { pInterpolate->value2 = *((short*)pInterpolate->pointer); int newValue = interpolate(pInterpolate->value, *((short*)pInterpolate->pointer), gInterpolate); *((short*)pInterpolate->pointer) = newValue; break; } } } } void RestoreInterpolations(void) { int i; INTERPOLATE *pInterpolate = gInterpolation; for (i = 0; i < nInterpolations; i++, pInterpolate++) { switch (pInterpolate->type) { case INTERPOLATE_TYPE_INT: *((int*)pInterpolate->pointer) = pInterpolate->value2; break; case INTERPOLATE_TYPE_SHORT: *((short*)pInterpolate->pointer) = pInterpolate->value2; break; } } } void viewDrawText(int nFont, const char *pString, int x, int y, int nShade, int nPalette, int position, char shadow, unsigned int nStat, uint8_t alpha) { if (nFont < 0 || nFont >= kFontNum || !pString) return; FFont *pFont = gFont[nFont]; //y += pFont->yoff; if (position == 1) x -= pFont->StringWidth(pString) / 2; if (position == 2) x -= pFont->StringWidth(pString); if (shadow) { DrawText(twod, pFont, CR_UNDEFINED, x+1, y+1, pString, DTA_FullscreenScale, FSMode_Fit320x200, DTA_Color, 0xff000000, DTA_Alpha, 0.5, TAG_DONE); } DrawText(twod, pFont, CR_UNDEFINED, x, y, pString, DTA_FullscreenScale, FSMode_Fit320x200, DTA_TranslationIndex, TRANSLATION(Translation_Remap, nPalette), DTA_Color, shadeToLight(nShade), DTA_Alpha, alpha / 255., TAG_DONE); } void InitStatusBar(void) { if (r_precache) PrecacheHardwareTextures(2200); } GameStats GameInterface::getStats() { return { gKillMgr.Kills, gKillMgr.TotalKills, gSecretMgr.Founds, gSecretMgr.Total, gFrameCount / kTicsPerSec, gPlayer[myconnectindex].fragCount }; } void viewDrawAimedPlayerName(void) { if (!cl_idplayers || (gView->aim.dx == 0 && gView->aim.dy == 0)) return; int hit = HitScan(gView->pSprite, gView->pSprite->z, gView->aim.dx, gView->aim.dy, gView->aim.dz, CLIPMASK0, 512); if (hit == 3) { spritetype* pSprite = &sprite[gHitInfo.hitsprite]; if (IsPlayerSprite(pSprite)) { char nPlayer = pSprite->type-kDudePlayer1; char* szName = gProfile[nPlayer].name; int nPalette = (gPlayer[nPlayer].teamId&3)+11; viewDrawText(4, szName, 160, 125, -128, nPalette, 1, 1); } } } static TArray lensdata; int *lensTable; extern int dword_172CE0[16][3]; void viewInit(void) { Printf("Initializing status bar\n"); InitStatusBar(); FontSet(0, 4096, 0); FontSet(1, 4192, 1); FontSet(2, 4288, 1); FontSet(3, 4384, 1); FontSet(4, 4480, 0); lensdata = fileSystem.LoadFile("lens.dat"); assert(lensdata.Size() == kLensSize * kLensSize * sizeof(int)); lensTable = (int*)lensdata.Data(); #if B_BIG_ENDIAN == 1 for (int i = 0; i < kLensSize*kLensSize; i++) { lensTable[i] = LittleLong(lensTable[i]); } #endif uint8_t *data = TileFiles.tileCreate(4077, kLensSize, kLensSize); memset(data, TRANSPARENT_INDEX, kLensSize*kLensSize); for (int i = 0; i < 16; i++) { dword_172CE0[i][0] = mulscale16(wrand(), 2048); dword_172CE0[i][1] = mulscale16(wrand(), 2048); dword_172CE0[i][2] = mulscale16(wrand(), 2048); } } int othercameradist = 1280; int cameradist = -1; int othercameraclock, cameraclock; void CalcOtherPosition(spritetype *pSprite, int *pX, int *pY, int *pZ, int *vsectnum, int nAng, fixed_t zm, int smoothratio) { int vX = mulscale30(-Cos(nAng), 1280); int vY = mulscale30(-Sin(nAng), 1280); int vZ = FixedToInt(mulscale(zm, 1280, 3))-(16<<8); int bakCstat = pSprite->cstat; pSprite->cstat &= ~256; assert(*vsectnum >= 0 && *vsectnum < kMaxSectors); FindSector(*pX, *pY, *pZ, vsectnum); short nHSector; int hX, hY; vec3_t pos = {*pX, *pY, *pZ}; hitdata_t hitdata; hitscan(&pos, *vsectnum, vX, vY, vZ, &hitdata, CLIPMASK1); nHSector = hitdata.sect; hX = hitdata.pos.x; hY = hitdata.pos.y; int dX = hX-*pX; int dY = hY-*pY; if (klabs(vX)+klabs(vY) > klabs(dX)+klabs(dY)) { *vsectnum = nHSector; dX -= ksgn(vX)<<6; dY -= ksgn(vY)<<6; int nDist; if (klabs(vX) > klabs(vY)) { nDist = ClipHigh(divscale16(dX,vX), othercameradist); } else { nDist = ClipHigh(divscale16(dY,vY), othercameradist); } othercameradist = nDist; } *pX += mulscale16(vX, othercameradist); *pY += mulscale16(vY, othercameradist); *pZ += mulscale16(vZ, othercameradist); int myclock = gFrameClock + mulscale16(4, smoothratio); othercameradist = ClipHigh(othercameradist+((myclock-othercameraclock)<<10), 65536); othercameraclock = myclock; assert(*vsectnum >= 0 && *vsectnum < kMaxSectors); FindSector(*pX, *pY, *pZ, vsectnum); pSprite->cstat = bakCstat; } void CalcPosition(spritetype *pSprite, int *pX, int *pY, int *pZ, int *vsectnum, int nAng, fixed_t zm, int smoothratio) { int vX = mulscale30(-Cos(nAng), 1280); int vY = mulscale30(-Sin(nAng), 1280); int vZ = FixedToInt(mulscale(zm, 1280, 3))-(16<<8); int bakCstat = pSprite->cstat; pSprite->cstat &= ~256; assert(*vsectnum >= 0 && *vsectnum < kMaxSectors); FindSector(*pX, *pY, *pZ, vsectnum); short nHSector; int hX, hY; hitscangoal.x = hitscangoal.y = 0x1fffffff; vec3_t pos = { *pX, *pY, *pZ }; hitdata_t hitdata; hitscan(&pos, *vsectnum, vX, vY, vZ, &hitdata, CLIPMASK1); nHSector = hitdata.sect; hX = hitdata.pos.x; hY = hitdata.pos.y; int dX = hX-*pX; int dY = hY-*pY; if (klabs(vX)+klabs(vY) > klabs(dX)+klabs(dY)) { *vsectnum = nHSector; dX -= ksgn(vX)<<6; dY -= ksgn(vY)<<6; int nDist; if (klabs(vX) > klabs(vY)) { nDist = ClipHigh(divscale16(dX,vX), cameradist); } else { nDist = ClipHigh(divscale16(dY,vY), cameradist); } cameradist = nDist; } *pX += mulscale16(vX, cameradist); *pY += mulscale16(vY, cameradist); *pZ += mulscale16(vZ, cameradist); int myclock = gFrameClock + mulscale16(4, smoothratio); cameradist = ClipHigh(cameradist+((myclock-cameraclock)<<10), 65536); cameraclock = myclock; assert(*vsectnum >= 0 && *vsectnum < kMaxSectors); FindSector(*pX, *pY, *pZ, vsectnum); pSprite->cstat = bakCstat; } // by NoOne: show warning msgs in game instead of throwing errors (in some cases) void viewSetSystemMessage(const char* pMessage, ...) { char buffer[1024]; va_list args; va_start(args, pMessage); vsprintf(buffer, pMessage, args); Printf(PRINT_HIGH | PRINT_NOTIFY, "%s\n", buffer); // print it also in console } void viewSetMessage(const char *pMessage, const int pal, const MESSAGE_PRIORITY priority) { int printlevel = priority <= MESSAGE_PRIORITY_NORMAL ? PRINT_LOW : priority < MESSAGE_PRIORITY_SYSTEM ? PRINT_MEDIUM : PRINT_HIGH; Printf(printlevel|PRINT_NOTIFY, "%s\n", pMessage); } void viewSetErrorMessage(const char *pMessage) { Printf(PRINT_BOLD|PRINT_NOTIFY, "%s\n", pMessage); } void DoLensEffect(void) { // To investigate whether this can be implemented as a shader effect. auto d = tileData(4077); assert(d != NULL); auto s = tilePtr(4079); assert(s != NULL); for (int i = 0; i < kLensSize*kLensSize; i++, d++) if (lensTable[i] >= 0) *d = s[lensTable[i]]; TileFiles.InvalidateTile(4077); } void UpdateDacs(int nPalette, bool bNoTint) { gLastPal = 0; auto& tint = lookups.tables[MAXPALOOKUPS - 1]; tint.tintFlags = 0; switch (nPalette) { case 0: default: tint.tintColor.r = 255; tint.tintColor.g = 255; tint.tintColor.b = 255; break; case 1: tint.tintColor.r = 132; tint.tintColor.g = 164; tint.tintColor.b = 255; break; case 2: tint.tintColor.r = 255; tint.tintColor.g = 126; tint.tintColor.b = 105; break; case 3: tint.tintColor.r = 162; tint.tintColor.g = 186; tint.tintColor.b = 15; break; case 4: tint.tintColor.r = 255; tint.tintColor.g = 255; tint.tintColor.b = 255; break; } videoSetPalette(nPalette); } void UpdateBlend() { int nRed = 0; int nGreen = 0; int nBlue = 0; nRed += gView->pickupEffect; nGreen += gView->pickupEffect; nBlue -= gView->pickupEffect; nRed += ClipHigh(gView->painEffect, 85) * 2; nGreen -= ClipHigh(gView->painEffect, 85) * 3; nBlue -= ClipHigh(gView->painEffect, 85) * 3; nRed -= gView->blindEffect; nGreen -= gView->blindEffect; nBlue -= gView->blindEffect; nRed -= gView->chokeEffect >> 6; nGreen -= gView->chokeEffect >> 5; nBlue -= gView->chokeEffect >> 6; nRed = ClipRange(nRed, -255, 255); nGreen = ClipRange(nGreen, -255, 255); nBlue = ClipRange(nBlue, -255, 255); videoTintBlood(nRed, nGreen, nBlue); } char otherMirrorGotpic[2]; char bakMirrorGotpic[2]; // int gVisibility; int deliriumTilt, deliriumTurn, deliriumPitch; int gScreenTiltO, deliriumTurnO, deliriumPitchO; int gShowFrameRate = 1; void viewUpdateDelirium(void) { gScreenTiltO = gScreenTilt; deliriumTurnO = deliriumTurn; deliriumPitchO = deliriumPitch; int powerCount; if ((powerCount = powerupCheck(gView, kPwUpDeliriumShroom)) != 0) { int tilt1 = 170, tilt2 = 170, pitch = 20; int timer = gFrameClock*4; if (powerCount < 512) { int powerScale = IntToFixed(powerCount) / 512; tilt1 = mulscale16(tilt1, powerScale); tilt2 = mulscale16(tilt2, powerScale); pitch = mulscale16(pitch, powerScale); } int sin2 = costable[(2*timer-512)&2047] / 2; int sin3 = costable[(3*timer-512)&2047] / 2; gScreenTilt = mulscale30(sin2+sin3,tilt1); int sin4 = costable[(4*timer-512)&2047] / 2; deliriumTurn = mulscale30(sin3+sin4,tilt2); int sin5 = costable[(5*timer-512)&2047] / 2; deliriumPitch = mulscale30(sin4+sin5,pitch); return; } gScreenTilt = ((gScreenTilt+1024)&2047)-1024; if (gScreenTilt > 0) { gScreenTilt -= 8; if (gScreenTilt < 0) gScreenTilt = 0; } else if (gScreenTilt < 0) { gScreenTilt += 8; if (gScreenTilt >= 0) gScreenTilt = 0; } } int shakeHoriz, shakeAngle, shakeX, shakeY, shakeZ, shakeBobX, shakeBobY; void viewUpdateShake(void) { shakeHoriz = 0; shakeAngle = 0; shakeX = 0; shakeY = 0; shakeZ = 0; shakeBobX = 0; shakeBobY = 0; if (gView->flickerEffect) { int nValue = ClipHigh(gView->flickerEffect * 8, 2000); shakeHoriz += QRandom2(nValue >> 8); shakeAngle += QRandom2(nValue >> 8); shakeX += QRandom2(nValue >> 4); shakeY += QRandom2(nValue >> 4); shakeZ += QRandom2(nValue); shakeBobX += QRandom2(nValue); shakeBobY += QRandom2(nValue); } if (gView->quakeEffect) { int nValue = ClipHigh(gView->quakeEffect * 8, 2000); shakeHoriz += QRandom2(nValue >> 8); shakeAngle += QRandom2(nValue >> 8); shakeX += QRandom2(nValue >> 4); shakeY += QRandom2(nValue >> 4); shakeZ += QRandom2(nValue); shakeBobX += QRandom2(nValue); shakeBobY += QRandom2(nValue); } } int gLastPal = 0; int32_t g_frameRate; static void DrawMap(spritetype* pSprite) { int tm = 0; if (windowxy1.x > 0) { setViewport(Hud_Stbar); tm = 1; } DrawOverheadMap(pSprite->x, pSprite->y, pSprite->ang); if (tm) setViewport(hud_size); } void viewDrawScreen(bool sceneonly) { int nPalette = 0; if (TestBitString(gotpic, 2342)) { FireProcess(); ClearBitString(gotpic, 2342); } if (!paused && (!M_Active() || gGameOptions.nGameType != 0)) { gInterpolate = I_GetTimeFrac() * MaxSmoothRatio; } else gInterpolate = MaxSmoothRatio; if (cl_interpolate) { CalcInterpolations(); } if (automapMode != am_full) { DoSectorLighting(); } if (automapMode == am_off) { int basepal = 0; if (powerupCheck(gView, kPwUpDeathMask) > 0) basepal = 4; else if (powerupCheck(gView, kPwUpReflectShots) > 0) basepal = 1; else if (gView->isUnderwater) { if (gView->nWaterPal) basepal = gView->nWaterPal; else { if (gView->pXSprite->medium == kMediumWater) basepal = 1; else if (gView->pXSprite->medium == kMediumGoo) basepal = 3; else basepal = 2; } } UpdateDacs(basepal); UpdateBlend(); int yxAspect = yxaspect; int viewingRange = viewingrange; videoSetCorrectedAspect(); int v1 = xs_CRoundToInt(double(viewingrange) * tan(r_fov * (PI / 360.))); renderSetAspect(v1, yxaspect); int cX, cY, cZ, v74, v8c; lookangle rotscrnang; binangle cA; fixedhoriz cH, cOff; double zDelta, v4c, v48; int nSectnum = gView->pSprite->sectnum; if (numplayers > 1 && gView == gMe && gPrediction && gMe->pXSprite->health > 0) { nSectnum = predict.at68; cX = interpolate(predictOld.at50, predict.at50, gInterpolate); cY = interpolate(predictOld.at54, predict.at54, gInterpolate); cZ = interpolate(predictOld.at38, predict.at38, gInterpolate); zDelta = finterpolate(predictOld.at34, predict.at34, gInterpolate); cOff = q16horiz(interpolate(predictOld.at28.asq16(), predict.at28.asq16(), gInterpolate)); v74 = interpolate(predictOld.atc, predict.atc, gInterpolate); v8c = interpolate(predictOld.at8, predict.at8, gInterpolate); v4c = finterpolate(predictOld.at1c, predict.at1c, gInterpolate); v48 = finterpolate(predictOld.at18, predict.at18, gInterpolate); if (!cl_syncinput) { cA = bamang(predict.at30.asbam() + predict.look_ang.asbam()); cH = predict.at24; rotscrnang = predict.rotscrnang; } else { uint32_t oang = predictOld.at30.asbam() + predictOld.look_ang.asbam(); uint32_t ang = predict.at30.asbam() + predict.look_ang.asbam(); cA = interpolateangbin(oang, ang, gInterpolate); cH = q16horiz(interpolate(predictOld.at24.asq16(), predict.at24.asq16(), gInterpolate)); rotscrnang = interpolateanglook(predictOld.rotscrnang.asbam(), predict.rotscrnang.asbam(), gInterpolate); } } else { VIEW* pView = &gPrevView[gViewIndex]; cX = interpolate(pView->at50, gView->pSprite->x, gInterpolate); cY = interpolate(pView->at54, gView->pSprite->y, gInterpolate); cZ = interpolate(pView->at38, gView->zView, gInterpolate); zDelta = finterpolate(pView->at34, gView->zWeapon - gView->zView - (12 << 8), gInterpolate); cOff = q16horiz(interpolate(pView->at28.asq16(), gView->horizon.horizoff.asq16(), gInterpolate)); v74 = interpolate(pView->atc, gView->bobWidth, gInterpolate); v8c = interpolate(pView->at8, gView->bobHeight, gInterpolate); v4c = finterpolate(pView->at1c, gView->swayWidth, gInterpolate); v48 = finterpolate(pView->at18, gView->swayHeight, gInterpolate); if (!cl_syncinput) { cA = gView->angle.sum(); cH = gView->horizon.horiz; rotscrnang = gView->angle.rotscrnang; } else { cA = gView->angle.interpolatedsum(gInterpolate); cH = q16horiz(interpolate(pView->at24.asq16(), gView->horizon.horiz.asq16(), gInterpolate)); rotscrnang = gView->angle.interpolatedrotscrn(gInterpolate); } } viewUpdateShake(); cH += buildhoriz(shakeHoriz); cA += buildang(shakeAngle); cX += shakeX; cY += shakeY; cZ += shakeZ; v4c += shakeBobX; v48 += shakeBobY; cH += buildhoriz(mulscale30(0x40000000 - Cos(gView->tiltEffect << 2), 30)); if (gViewPos == 0) { if (cl_viewbob) { if (cl_viewhbob) { cX -= mulscale30(v74, Sin(cA.asbuild())) >> 4; cY += mulscale30(v74, Cos(cA.asbuild())) >> 4; } if (cl_viewvbob) { cZ += v8c; } } if (cl_slopetilting) { cH += cOff; } cZ += xs_CRoundToInt(cH.asq16() / 6553.6); cameradist = -1; cameraclock = gFrameClock +mulscale16(4, (int)gInterpolate); } else { CalcPosition(gView->pSprite, (int*)&cX, (int*)&cY, (int*)&cZ, &nSectnum, cA.asbuild(), cH.asq16(), (int)gInterpolate); } CheckLink((int*)&cX, (int*)&cY, (int*)&cZ, &nSectnum); int v78 = interpolateang(gScreenTiltO, gScreenTilt, gInterpolate); uint8_t v14 = 0; uint8_t v10 = 0; bool bDelirium = powerupCheck(gView, kPwUpDeliriumShroom) > 0; static bool bDeliriumOld = false; //int tiltcs, tiltdim; uint8_t v4 = powerupCheck(gView, kPwUpCrystalBall) > 0; #ifdef USE_OPENGL renderSetRollAngle(rotscrnang.asbam() / (double)(BAMUNIT)); #endif if (v78 || bDelirium) { renderSetRollAngle(v78); } else if (v4 && gNetPlayers > 1) { #if 0 // needs to be redone for pure hardware rendering. int tmp = (gFrameClock / 240) % (gNetPlayers - 1); int i = connecthead; while (1) { if (i == gViewIndex) i = connectpoint2[i]; if (tmp == 0) break; i = connectpoint2[i]; tmp--; } PLAYER* pOther = &gPlayer[i]; //othercameraclock = gFrameClock + mulscale16(4, (int)gInterpolate);; if (!tileData(4079)) { TileFiles.tileCreate(4079, 128, 128); } r enderSetTarget(4079, 128, 128); renderSetAspect(65536, 78643); int vd8 = pOther->pSprite->x; int vd4 = pOther->pSprite->y; int vd0 = pOther->zView; int vcc = pOther->pSprite->sectnum; int v50 = pOther->pSprite->ang; int v54 = 0; if (pOther->flickerEffect) { int nValue = ClipHigh(pOther->flickerEffect * 8, 2000); v54 += QRandom2(nValue >> 8); v50 += QRandom2(nValue >> 8); vd8 += QRandom2(nValue >> 4); vd4 += QRandom2(nValue >> 4); vd0 += QRandom2(nValue); } if (pOther->quakeEffect) { int nValue = ClipHigh(pOther->quakeEffect * 8, 2000); v54 += QRandom2(nValue >> 8); v50 += QRandom2(nValue >> 8); vd8 += QRandom2(nValue >> 4); vd4 += QRandom2(nValue >> 4); vd0 += QRandom2(nValue); } CalcOtherPosition(pOther->pSprite, &vd8, &vd4, &vd0, &vcc, v50, 0, (int)gInterpolate); CheckLink(&vd8, &vd4, &vd0, &vcc); if (IsUnderwaterSector(vcc)) { v14 = 10; } memcpy(bakMirrorGotpic, gotpic + 510, 2); memcpy(gotpic + 510, otherMirrorGotpic, 2); g_visibility = (int32_t)(ClipLow(gVisibility - 32 * pOther->visibility, 0)); int vc4, vc8; getzsofslope(vcc, vd8, vd4, &vc8, &vc4); if (vd0 >= vc4) { vd0 = vc4 - (gUpperLink[vcc] >= 0 ? 0 : (8 << 8)); } if (vd0 <= vc8) { vd0 = vc8 + (gLowerLink[vcc] >= 0 ? 0 : (8 << 8)); } v54 = ClipRange(v54, -200, 200); RORHACKOTHER: int ror_status[16]; for (int i = 0; i < 16; i++) ror_status[i] = TestBitString(gotpic, 4080 + i); yax_preparedrawrooms(); DrawMirrors(vd8, vd4, vd0, IntToFixed(v50), IntToFixed(v54), gInterpolate, -1); drawrooms(vd8, vd4, vd0, v50, v54, vcc); yax_drawrooms(viewProcessSprites, vcc, 0, gInterpolate); bool do_ror_hack = false; for (int i = 0; i < 16; i++) if (ror_status[i] != TestBitString(gotpic, 4080 + i)) do_ror_hack = true; if (do_ror_hack) { spritesortcnt = 0; goto RORHACKOTHER; } memcpy(otherMirrorGotpic, gotpic+510, 2); memcpy(gotpic+510, bakMirrorGotpic, 2); viewProcessSprites(vd8, vd4, vd0, v50, gInterpolate); renderDrawMasks(); renderRestoreTarget(); #endif } else { othercameraclock = gFrameClock + mulscale16(4, (int)gInterpolate); } if (!bDelirium) { deliriumTilt = 0; deliriumTurn = 0; deliriumPitch = 0; } int nSprite = headspritestat[kStatExplosion]; int unk = 0; while (nSprite >= 0) { spritetype* pSprite = &sprite[nSprite]; int nXSprite = pSprite->extra; assert(nXSprite > 0 && nXSprite < kMaxXSprites); XSPRITE* pXSprite = &xsprite[nXSprite]; if (TestBitString(gotsector, pSprite->sectnum)) { unk += pXSprite->data3 * 32; } nSprite = nextspritestat[nSprite]; } nSprite = headspritestat[kStatProjectile]; while (nSprite >= 0) { spritetype* pSprite = &sprite[nSprite]; switch (pSprite->type) { case kMissileFlareRegular: case kMissileTeslaAlt: case kMissileFlareAlt: case kMissileTeslaRegular: if (TestBitString(gotsector, pSprite->sectnum)) unk += 256; break; } nSprite = nextspritestat[nSprite]; } g_visibility = (int32_t)(ClipLow(gVisibility - 32 * gView->visibility - unk, 0)); cA += q16ang(interpolateangfix16(IntToFixed(deliriumTurnO), IntToFixed(deliriumTurn), gInterpolate)); int vfc, vf8; getzsofslope(nSectnum, cX, cY, &vfc, &vf8); if (cZ >= vf8) { cZ = vf8 - (gUpperLink[nSectnum] >= 0 ? 0 : (8 << 8)); } if (cZ <= vfc) { cZ = vfc + (gLowerLink[nSectnum] >= 0 ? 0 : (8 << 8)); } cH = q16horiz(ClipRange(cH.asq16(), gi->playerHorizMin(), gi->playerHorizMax())); RORHACK: int ror_status[16]; for (int i = 0; i < 16; i++) ror_status[i] = TestBitString(gotpic, 4080 + i); fixed_t deliriumPitchI = interpolate(IntToFixed(deliriumPitchO), IntToFixed(deliriumPitch), gInterpolate); DrawMirrors(cX, cY, cZ, cA.asq16(), cH.asq16() + deliriumPitchI, gInterpolate, gViewIndex); int bakCstat = gView->pSprite->cstat; if (gViewPos == 0) { gView->pSprite->cstat |= 32768; } else { gView->pSprite->cstat |= 514; } renderDrawRoomsQ16(cX, cY, cZ, cA.asq16(), cH.asq16() + deliriumPitchI, nSectnum); viewProcessSprites(cX, cY, cZ, cA.asbuild(), gInterpolate); bool do_ror_hack = false; for (int i = 0; i < 16; i++) if (ror_status[i] != TestBitString(gotpic, 4080 + i)) do_ror_hack = true; if (do_ror_hack) { gView->pSprite->cstat = bakCstat; spritesortcnt = 0; goto RORHACK; } sub_5571C(1); int nSpriteSortCnt = spritesortcnt; renderDrawMasks(); spritesortcnt = nSpriteSortCnt; sub_5571C(0); sub_557C4(cX, cY, gInterpolate); renderDrawMasks(); gView->pSprite->cstat = bakCstat; if ((v78 || bDelirium) && !sceneonly) { if (videoGetRenderMode() == REND_POLYMOST && gDeliriumBlur) { // todo: Implement using modern techniques instead of relying on deprecated old stuff that isn't well supported anymore. /* names broken up so that searching for GL keywords won't find them anymore if (!bDeliriumOld) { g lAccum(GL_LOAD, 1.f); } else { const float fBlur = pow(1.f/3.f, 30.f/g_frameRate); g lAccum(GL _MULT, fBlur); g lAccum(GL _ACCUM, 1.f-fBlur); g lAccum(GL _RETURN, 1.f); } */ } } bDeliriumOld = bDelirium && gDeliriumBlur; renderSetAspect(viewingRange, yxAspect); int nClipDist = gView->pSprite->clipdist << 2; int ve8, vec, vf0, vf4; GetZRange(gView->pSprite, &vf4, &vf0, &vec, &ve8, nClipDist, 0); if (sceneonly) return; #if 0 int tmpSect = nSectnum; if ((vf0 & 0xc000) == 0x4000) { tmpSect = vf0 & (kMaxWalls - 1); } int v8 = byte_1CE5C2 > 0 && (sector[tmpSect].ceilingstat & 1); if (gWeather.at12d8 > 0 || v8) { gWeather.Draw(cX, cY, cZ, cA.asq16(), cH.asq16() + deliriumPitch, gWeather.at12d8); if (v8) { gWeather.at12d8 = ClipRange(delta * 8 + gWeather.at12d8, 0, 4095); } else { gWeather.at12d8 = ClipRange(gWeather.at12d8 - delta * 64, 0, 4095); } } #endif hudDraw(gView, &gPrevView[gViewIndex], nSectnum, v4c, v48, zDelta, basepal, gInterpolate); } UpdateDacs(0, true); // keep the view palette active only for the actual 3D view and its overlays. if (automapMode != am_off) { DrawMap (gView->pSprite); } UpdateStatusBar(); int zn = ((gView->zWeapon-gView->zView-(12<<8))>>7)+220; PLAYER *pPSprite = &gPlayer[gMe->pSprite->type-kDudePlayer1]; if (IsPlayerSprite(gMe->pSprite) && pPSprite->hand == 1) { gChoke.animateChoke(160, zn, (int)gInterpolate); } #if 0 if (byte_1A76C6) { DrawStatSprite(2048, xdim-15, 20); } #endif viewDrawAimedPlayerName(); if (paused) { viewDrawText(1, GStrings("TXTB_PAUSED"), 160, 10, 0, 0, 1, 0); } else if (gView != gMe) { FStringf gTempStr("] %s [", gProfile[gView->nPlayer].name); viewDrawText(0, gTempStr, 160, 10, 0, 0, 1, 0); } if (cl_interpolate) { RestoreInterpolations(); } } bool GameInterface::GenerateSavePic() { viewDrawScreen(true); return true; } FString GameInterface::GetCoordString() { FString out; out.Format("pos= %d, %d, %d - angle = %2.3f", gMe->pSprite->x, gMe->pSprite->y, gMe->pSprite->z, gMe->pSprite->ang * (360./2048)); return out; } bool GameInterface::DrawAutomapPlayer(int x, int y, int z, int a) { int nCos = z * sintable[(0 - a) & 2047]; int nSin = z * sintable[(1536 - a) & 2047]; int nCos2 = mulscale16(nCos, yxaspect); int nSin2 = mulscale16(nSin, yxaspect); int nPSprite = gView->pSprite->index; for (int i = connecthead; i >= 0; i = connectpoint2[i]) { PLAYER* pPlayer = &gPlayer[i]; spritetype* pSprite = pPlayer->pSprite; int px = pSprite->x - x; int py = pSprite->y - y; int pa = (pSprite->ang - a) & 2047; int x1 = dmulscale16(px, nCos, -py, nSin); int y1 = dmulscale16(py, nCos2, px, nSin2); if (i == gView->nPlayer || gGameOptions.nGameType == 1) { int nTile = pSprite->picnum; int ceilZ, ceilHit, floorZ, floorHit; GetZRange(pSprite, &ceilZ, &ceilHit, &floorZ, &floorHit, (pSprite->clipdist << 2) + 16, CLIPMASK0, PARALLAXCLIP_CEILING | PARALLAXCLIP_FLOOR); int nTop, nBottom; GetSpriteExtents(pSprite, &nTop, &nBottom); int nScale = mulscale((pSprite->yrepeat + ((floorZ - nBottom) >> 8)) * z, yxaspect, 16); nScale = ClipRange(nScale, 8000, 65536 << 1); // Players on automap double x = xdim / 2. + x1 / double(1 << 12); double y = ydim / 2. + y1 / double(1 << 12); // This very likely needs fixing later DrawTexture(twod, tileGetTexture(nTile, true), x, y, DTA_ClipLeft, windowxy1.x, DTA_ClipTop, windowxy1.y, DTA_ScaleX, z/1536., DTA_ScaleY, z/1536., DTA_CenterOffset, true, DTA_ClipRight, windowxy2.x + 1, DTA_ClipBottom, windowxy2.y + 1, DTA_Alpha, (pSprite->cstat & 2 ? 0.5 : 1.), TAG_DONE); } } return true; } class ViewLoadSave : public LoadSave { public: void Load(void); void Save(void); }; void ViewLoadSave::Load(void) { Read(otherMirrorGotpic, sizeof(otherMirrorGotpic)); Read(bakMirrorGotpic, sizeof(bakMirrorGotpic)); Read(&gScreenTilt, sizeof(gScreenTilt)); Read(&deliriumTilt, sizeof(deliriumTilt)); Read(&deliriumTurn, sizeof(deliriumTurn)); Read(&deliriumPitch, sizeof(deliriumPitch)); } void ViewLoadSave::Save(void) { Write(otherMirrorGotpic, sizeof(otherMirrorGotpic)); Write(bakMirrorGotpic, sizeof(bakMirrorGotpic)); Write(&gScreenTilt, sizeof(gScreenTilt)); Write(&deliriumTilt, sizeof(deliriumTilt)); Write(&deliriumTurn, sizeof(deliriumTurn)); Write(&deliriumPitch, sizeof(deliriumPitch)); } void ViewLoadSaveConstruct(void) { new ViewLoadSave(); } END_BLD_NS