//------------------------------------------------------------------------- /* Copyright (C) 1996, 2003 - 3D Realms Entertainment 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) */ //------------------------------------------------------------------------- // 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! #include "duke3d.h" #include "baselayer.h" #include "m_argv.h" #include "mapinfo.h" #include "texturemanager.h" #include "statusbar.h" #include "st_start.h" #include "i_interface.h" #include "prediction.h" #include "glbackend/glbackend.h" BEGIN_DUKE_NS FFont* IndexFont; FFont* DigiFont; int rtsplaying; //--------------------------------------------------------------------------- // // 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; } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- 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"); } } //--------------------------------------------------------------------------- // // fixme: Menu does not call this // //--------------------------------------------------------------------------- void gameexitfrommenu() { // MP scoreboard if (playerswhenstarted > 1 && ps[myconnectindex].gm & MODE_GAME && !ud.coop) { dobonus(1); } // shareware and TEN screens if (!VOLUMEALL && !isRR()) showtwoscreens([](bool) {}); endoomName = isRR() ? "redneck.bin" : VOLUMEALL ? "duke3d.bin" : "dukesw.bin"; 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); } } } //--------------------------------------------------------------------------- // // This now redirects the messagew to the console's notification display // which has all the features to reasonably do this in Duke style. // //--------------------------------------------------------------------------- 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); 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); } } } } //========================================================================== // // Draws the background // todo: split up to have dedicated functions for both cases. // //========================================================================== void drawbackground(void) { 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) { if (pp->newowner == -1 && !ud.pause_on) { 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 { if (!ud.pause_on) { 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); } } if (ud.pause_on == 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) { auto& pp = ps[p]; if (sprite[pp.i].xvel > 16 && pp.on_ground) i = TILE_APLAYERTOP + (((int)totalclock >> 4) & 3); else i = TILE_APLAYERTOP; 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); 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); } } if (/*textret == 0 &&*/ ud.overhead_on == 2) { double scale = isRR() ? 0.5 : 1.; int top = isRR() ? 0 : ((ud.screen_size > 0) ? 147 : 179); if (!(currentLevel->flags & MI_USERMAP)) DrawText(twod, SmallFont2, CR_UNDEFINED, 5, top+6, GStrings.localize(gVolumeNames[volfromlevelnum(currentLevel->levelNumber)]), 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); } } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- 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)); } } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void dobonus(int bonusonly) { if (isRRRA()); else if (isRR()) dobonus_r(bonusonly, nullptr); else dobonus_d(bonusonly, nullptr); } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- int startrts(int lumpNum, int localPlayer) { 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