//------------------------------------------------------------------------- /* 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 "map2d.h" #include "loadsave.h" #include "sectorfx.h" #include "choke.h" #include "view.h" #include "nnexts.h" #include "zstring.h" #include "menu.h" #include "gstrings.h" #include "v_2ddrawer.h" #include "v_video.h" #include "v_font.h" #include "glbackend/glbackend.h" BEGIN_BLD_NS static struct { short nTile; unsigned char nStat; unsigned char nPal; int nScale; short nX, nY; } burnTable[9] = { { 2101, 2, 0, 118784, 10, 220 }, { 2101, 2, 0, 110592, 40, 220 }, { 2101, 2, 0, 81920, 85, 220 }, { 2101, 2, 0, 69632, 120, 220 }, { 2101, 2, 0, 61440, 160, 220 }, { 2101, 2, 0, 73728, 200, 220 }, { 2101, 2, 0, 77824, 235, 220 }, { 2101, 2, 0, 110592, 275, 220 }, { 2101, 2, 0, 122880, 310, 220 } }; 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) { DrawTexture(&twodpsp, tileGetTexture(tile), x, y, DTA_FlipX, flipx, DTA_FlipY, flipy, DTA_TopLeft, true, DTA_FlipOffsets, true, DTA_FullscreenScale, 3, DTA_VirtualWidth, 320, DTA_VirtualHeight, 200, DTA_ViewportX, gViewX0, DTA_ViewportY, gViewY0, DTA_Alpha, alpha, DTA_ViewportWidth, gViewX1 - gViewX0 + 1, DTA_ViewportHeight, gViewY1 - gViewY0 + 1, DTA_Pin, pin, DTA_ScaleX, scale, DTA_ScaleY, scale, DTA_TranslationIndex, TRANSLATION(Translation_Remap + basepal, 0), TAG_DONE); } static void viewBurnTime(int gScale) { if (!gScale) return; for (int i = 0; i < 9; i++) { int nTile = burnTable[i].nTile + qanimateoffs(burnTable[i].nTile, 32768 + i); int nScale = burnTable[i].nScale; if (gScale < 600) { nScale = scale(nScale, gScale, 600); } drawElement(burnTable[i].nX, burnTable[i].nY, nTile, nScale / 65536.); } } void hudDraw(PLAYER *gView, int nSectnum, int defaultHoriz, double bobx, double boby, double zDelta, int basepal) { if (gViewPos == 0) { if (cl_crosshair) { double crosshair_scale = cl_crosshairscale * .02; DrawTexture(twod, tileGetTexture(kCrosshairTile), 160, defaultHoriz, DTA_FullscreenScale, 3, DTA_VirtualWidth, 320, DTA_VirtualHeight, 200, DTA_ScaleX, crosshair_scale, DTA_ScaleY, crosshair_scale, DTA_CenterOffsetRel, true, DTA_ViewportX, windowxy1.x, DTA_ViewportY, windowxy1.y, DTA_ViewportWidth, windowxy2.x - windowxy1.x + 1, DTA_ViewportHeight, windowxy2.y - windowxy1.y + 1, TAG_DONE); } double cX = 160; double cY = 220 + (zDelta / 128.); if (cl_weaponsway) { cX += bobx / 256.; cY += boby / 256.; } int nShade = sector[nSectnum].floorshade; int nPalette = 0; if (sector[gView->pSprite->sectnum].extra > 0) { sectortype* pSector = §or[gView->pSprite->sectnum]; XSECTOR* pXSector = &xsector[pSector->extra]; if (pXSector->color) nPalette = pSector->floorpal; } #ifdef NOONE_EXTENSIONS if (gView->sceneQav < 0) WeaponDraw(gView, nShade, cX, cY, nPalette, basepal); else if (gView->pXSprite->health > 0) playerQavSceneDraw(gView, nShade, cX, cY, nPalette, basepal); else { gView->sceneQav = gView->weaponQav = -1; gView->weaponTimer = gView->curWeapon = 0; } #else WeaponDraw(gView, nShade, cX, cY, nPalette, curbasepal); #endif } if (gViewPos == 0 && gView->pXSprite->burnTime > 60) { viewBurnTime(gView->pXSprite->burnTime); } if (packItemActive(gView, 1)) { drawElement(0, 0, 2344, 1, 0, 0, -1); drawElement(320, 0, 2344, 1, 1, 0, 1); drawElement(0, 200, 2344, 1, 0, 1, -1); drawElement(320, 200, 2344, 1, 1, 1, 1); if (gDetail >= 4) { drawElement(15, 3, 2346, 1, 0, 0, -1, 0, 0.2); drawElement(212, 77, 2347, 1, 0, 0, 1, 0, 0.2); } } if (powerupCheck(gView, kPwUpAsbestArmor) > 0) { drawElement(0, 237, 2358, 1, 0, 1, -1); drawElement(320, 237, 2358, 1, 1, 1, 1); } #if 0 // This currently does not work. May have to be redone as a hardware effect. if (v4 && gNetPlayers > 1) { DoLensEffect(); viewingRange = viewingrange; yxAspect = yxaspect; renderSetAspect(65536, 54613); r otatesprite(280 << 16, 35 << 16, 53248, 512, 4077, v10, v14, 512 + 6, gViewX0, gViewY0, gViewX1, gViewY1); r otatesprite(280 << 16, 35 << 16, 53248, 0, 1683, v10, 0, 512 + 35, gViewX0, gViewY0, gViewX1, gViewY1); renderSetAspect(viewingRange, yxAspect); } #endif } END_BLD_NS