//------------------------------------------------------------------------- /* 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 VIEW gPrevView[kMaxPlayers]; VIEWPOS gViewPos; int gViewIndex; struct INTERPOLATE { void *pointer; int value; int value2; INTERPOLATE_TYPE type; }; int gViewMode = 3; int gViewSize = 2; double gInterpolate; int nInterpolations; char gInterpolateSprite[(kMaxSprites+7)>>3]; char gInterpolateWall[(kMaxWalls+7)>>3]; char gInterpolateSector[(kMaxSectors+7)>>3]; #define kMaxInterpolations 16384 INTERPOLATE gInterpolation[kMaxInterpolations]; int gViewXCenter, gViewYCenter; int gViewX0, gViewY0, gViewX1, gViewY1; int gViewX0S, gViewY0S, gViewX1S, gViewY1S; int xscale, yscale, xstep, ystep; 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 viewToggle(int viewMode) { if (viewMode == 3) gViewMode = 4; else { gViewMode = 3; viewResizeView(gViewSize); } } void viewBackupView(int nPlayer) { PLAYER *pPlayer = &gPlayer[nPlayer]; VIEW *pView = &gPrevView[nPlayer]; pView->at30 = pPlayer->q16ang; pView->at50 = pPlayer->pSprite->x; pView->at54 = pPlayer->pSprite->y; pView->at38 = pPlayer->zView; pView->at34 = pPlayer->zWeapon-pPlayer->zView-0xc00; pView->at24 = pPlayer->q16horiz; pView->at28 = pPlayer->q16slopehoriz; pView->at2c = pPlayer->slope; pView->at8 = pPlayer->bobHeight; pView->atc = pPlayer->bobWidth; pView->at18 = pPlayer->swayHeight; pView->at1c = pPlayer->swayWidth; } 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) ThrowError("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, 3, DTA_VirtualWidth, 320, DTA_VirtualHeight, 200, DTA_Color, 0xff000000, DTA_Alpha, 0.5, TAG_DONE); } DrawText(twod, pFont, CR_UNDEFINED, x, y, pString, DTA_FullscreenScale, 3, DTA_VirtualWidth, 320, DTA_VirtualHeight, 200, DTA_TranslationIndex, TRANSLATION(Translation_Remap, nPalette), DTA_Color, shadeToLight(nShade), DTA_Alpha, alpha / 255., TAG_DONE); } void InitStatusBar(void) { tileLoadTile(2200); } GameStats GameInterface::getStats() { return { gKillMgr.at4, gKillMgr.at0, gSecretMgr.at4, gSecretMgr.at0, gLevelTime / kTicsPerSec, gPlayer[myconnectindex].fragCount }; } void viewDrawMapTitle(void) { if (!hud_showmapname || M_Active()) return; int const fadeStartTic = kTicsPerSec; int const fadeEndTic = int(1.5f*kTicsPerSec); if (gLevelTime > fadeEndTic) return; int const alpha = 255 - clamp((gLevelTime-fadeStartTic)*255/(fadeEndTic-fadeStartTic), 0, 255); if (alpha != 0) { viewDrawText(1, currentLevel->DisplayName(), 160, 50, -128, 0, 1, 1, 0, alpha); } } 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); } } } void viewPrecacheTiles(void) { tilePrecacheTile(2173, 0); tilePrecacheTile(2200, 0); tilePrecacheTile(2201, 0); tilePrecacheTile(2202, 0); tilePrecacheTile(2207, 0); tilePrecacheTile(2208, 0); tilePrecacheTile(2209, 0); tilePrecacheTile(2229, 0); tilePrecacheTile(2260, 0); tilePrecacheTile(2559, 0); tilePrecacheTile(2169, 0); tilePrecacheTile(2578, 0); tilePrecacheTile(2586, 0); tilePrecacheTile(2602, 0); for (int i = 0; i < 10; i++) { tilePrecacheTile(2190 + i, 0); tilePrecacheTile(2230 + i, 0); tilePrecacheTile(2240 + i, 0); tilePrecacheTile(2250 + i, 0); tilePrecacheTile(kSBarNumberHealth + i, 0); tilePrecacheTile(kSBarNumberAmmo + i, 0); tilePrecacheTile(kSBarNumberInv + i, 0); tilePrecacheTile(kSBarNumberArmor1 + i, 0); tilePrecacheTile(kSBarNumberArmor2 + i, 0); tilePrecacheTile(kSBarNumberArmor3 + i, 0); } /* for (int i = 0; i < 5; i++) { tilePrecacheTile(gPackIcons[i], 0); tilePrecacheTile(gPackIcons2[i].nTile, 0); } */ for (int i = 0; i < 6; i++) { tilePrecacheTile(2220 + i, 0); tilePrecacheTile(2552 + i, 0); } } static TArray lensdata; int *lensTable; int gZoom = 1024; 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); enginePostInit(); // This must not be done earlier! lensdata = fileSystem.LoadFile("lens.dat"); dassert(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 = tileAllocTile(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); } gViewMap.sub_25C38(0, 0, gZoom, 0, gFollowMap); } void viewResizeView(int size) { int xdimcorrect = ClipHigh(scale(ydim, 4, 3), xdim); gViewXCenter = xdim-xdim/2; gViewYCenter = ydim-ydim/2; xscale = divscale16(xdim, 320); int xscalecorrect = divscale16(xdimcorrect, 320); yscale = divscale16(ydim, 200); xstep = divscale16(320, xdim); ystep = divscale16(200, ydim); gViewSize = ClipRange(size, 0, 7); if (gViewSize <= 2) { gViewX0 = 0; gViewX1 = xdim-1; gViewY0 = 0; gViewY1 = ydim-1; if (gGameOptions.nGameType > 0 && gGameOptions.nGameType <= 3) { gViewY0 = (tilesiz[2229].y*ydim*((gNetPlayers+3)/4))/200; } gViewX0S = divscale16(gViewX0, xscalecorrect); gViewY0S = divscale16(gViewY0, yscale); gViewX1S = divscale16(gViewX1, xscalecorrect); gViewY1S = divscale16(gViewY1, yscale); } else { gViewX0 = 0; gViewY0 = 0; gViewX1 = xdim-1; int gy1 = (25 * ydim) / 200; if (gViewSize == 3) // full status bar must scale the bottom to the actual display height. gy1 = Scale(gy1, hud_scale, 100); gViewY1 = ydim-1- gy1; if (gGameOptions.nGameType > 0 && gGameOptions.nGameType <= 3) { gViewY0 = (tilesiz[2229].y*ydim*((gNetPlayers+3)/4))/200; } int height = gViewY1-gViewY0; gViewX0 += mulscale16(xdim*(gViewSize-3),4096); gViewX1 -= mulscale16(xdim*(gViewSize-3),4096); gViewY0 += mulscale16(height*(gViewSize-3),4096); gViewY1 -= mulscale16(height*(gViewSize-3),4096); gViewX0S = divscale16(gViewX0, xscalecorrect); gViewY0S = divscale16(gViewY0, yscale); gViewX1S = divscale16(gViewX1, xscalecorrect); gViewY1S = divscale16(gViewY1, yscale); } videoSetViewableArea(gViewX0, gViewY0, gViewX1, gViewY1); } void viewDrawInterface(ClockTicks arg) { UpdateStatusBar(arg); } int othercameradist = 1280; int cameradist = -1; int othercameraclock, cameraclock; void CalcOtherPosition(spritetype *pSprite, int *pX, int *pY, int *pZ, int *vsectnum, int nAng, fix16_t zm) { int vX = mulscale30(-Cos(nAng), 1280); int vY = mulscale30(-Sin(nAng), 1280); int vZ = fix16_to_int(mulscale(zm, 1280, 3))-(16<<8); int bakCstat = pSprite->cstat; pSprite->cstat &= ~256; dassert(*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); othercameradist = ClipHigh(othercameradist+(((int)(totalclock-othercameraclock))<<10), 65536); othercameraclock = (int)totalclock; dassert(*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, fix16_t zm) { int vX = mulscale30(-Cos(nAng), 1280); int vY = mulscale30(-Sin(nAng), 1280); int vZ = fix16_to_int(mulscale(zm, 1280, 3))-(16<<8); int bakCstat = pSprite->cstat; pSprite->cstat &= ~256; dassert(*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); cameradist = ClipHigh(cameradist+(((int)(totalclock-cameraclock))<<10), 65536); cameraclock = (int)totalclock; dassert(*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 < 0 ? PRINT_LOW : priority < MESSAGE_PRIORITY_SYSTEM ? PRINT_MEDIUM : PRINT_HIGH; Printf(printlevel|PRINT_NOTIFY, "%s\n", pMessage); } char errMsg[256]; void viewSetErrorMessage(const char *pMessage) { if (!pMessage) { strcpy(errMsg, ""); } else { strcpy(errMsg, pMessage); } } void DoLensEffect(void) { // To investigate whether this can be implemented as a shader effect. auto d = tileData(4077); dassert(d != NULL); auto s = tilePtr(4079); dassert(s != NULL); for (int i = 0; i < kLensSize*kLensSize; i++, d++) if (lensTable[i] >= 0) *d = s[lensTable[i]]; tileInvalidate(4077, -1, -1); } 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 = (int)gFrameClock*4; if (powerCount < 512) { int powerScale = (powerCount<<16) / 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; void viewDrawScreen(bool sceneonly) { int nPalette = 0; static ClockTicks lastUpdate; int defaultHoriz = r_horizcenter ? 100 : 90; #ifdef USE_OPENGL polymostcenterhoriz = defaultHoriz; #endif ClockTicks delta = totalclock - lastUpdate; if (delta < 0) delta = 0; lastUpdate = totalclock; if (!paused && (!M_Active() || gGameOptions.nGameType != 0)) { gInterpolate = CalcSmoothRatio(totalclock, gNetFifoClock - 4, 30); } else gInterpolate = 65536; if (cl_interpolate) { CalcInterpolations(); } if (gViewMode == 3 || gViewMode == 4 || gOverlayMap) { DoSectorLighting(); } if (gViewMode == 3 || gOverlayMap) { 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; if (r_usenewaspect) { newaspect_enable = 1; videoSetCorrectedAspect(); } int v1 = Blrintf(double(viewingrange) * tan(r_fov * (PI / 360.))); renderSetAspect(v1, yxaspect); int cX = gView->pSprite->x; int cY = gView->pSprite->y; int cZ = gView->zView; double zDelta = gView->zWeapon - gView->zView - (12 << 8); fix16_t cA = gView->q16ang; fix16_t q16horiz = gView->q16horiz; fix16_t q16slopehoriz = gView->q16slopehoriz; int v74 = gView->bobWidth; int v8c = gView->bobHeight; double v4c = gView->swayWidth; double v48 = gView->swayHeight; int nSectnum = gView->pSprite->sectnum; if (cl_interpolate) { 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); cA = interpolateangfix16(predictOld.at30, predict.at30, gInterpolate); q16horiz = interpolate(predictOld.at24, predict.at24, gInterpolate); q16slopehoriz = interpolate(predictOld.at28, predict.at28, 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); } else { VIEW* pView = &gPrevView[gViewIndex]; cX = interpolate(pView->at50, cX, gInterpolate); cY = interpolate(pView->at54, cY, gInterpolate); cZ = interpolate(pView->at38, cZ, gInterpolate); zDelta = finterpolate(pView->at34, zDelta, gInterpolate); cA = interpolateangfix16(pView->at30, cA, gInterpolate); q16horiz = interpolate(pView->at24, q16horiz, gInterpolate); q16slopehoriz = interpolate(pView->at28, q16slopehoriz, gInterpolate); v74 = interpolate(pView->atc, v74, gInterpolate); v8c = interpolate(pView->at8, v8c, gInterpolate); v4c = finterpolate(pView->at1c, v4c, gInterpolate); v48 = finterpolate(pView->at18, v48, gInterpolate); } } if (gView == gMe && (numplayers <= 1 || gPrediction) && gView->pXSprite->health != 0 && !VanillaMode()) { int upAngle = 289; int downAngle = -347; fix16_t q16look; cA = gViewAngle; q16look = gViewLook; q16horiz = fix16_from_float(100.f * tanf(fix16_to_float(q16look) * fPI / 1024.f)); } viewUpdateShake(); q16horiz += fix16_from_int(shakeHoriz); cA += fix16_from_int(shakeAngle); cX += shakeX; cY += shakeY; cZ += shakeZ; v4c += shakeBobX; v48 += shakeBobY; q16horiz += fix16_from_int(mulscale30(0x40000000 - Cos(gView->tiltEffect << 2), 30)); if (gViewPos == 0) { if (cl_viewbob) { if (cl_viewhbob) { cX -= mulscale30(v74, Sin(fix16_to_int(cA))) >> 4; cY += mulscale30(v74, Cos(fix16_to_int(cA))) >> 4; } if (cl_viewvbob) { cZ += v8c; } } if (cl_slopetilting) { q16horiz += q16slopehoriz; } cZ += fix16_to_int(q16horiz * 10); cameradist = -1; cameraclock = (int)totalclock; } else { CalcPosition(gView->pSprite, (int*)&cX, (int*)&cY, (int*)&cZ, &nSectnum, fix16_to_int(cA), q16horiz); } 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(0); #endif if (v78 || bDelirium) { renderSetRollAngle(v78); } else if (v4 && gNetPlayers > 1) { #if 0 // needs to be redone for pure hardware rendering. int tmp = ((int)totalclock / 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 = gGameClock; if (!tileData(4079)) { tileAllocTile(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); 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, fix16_from_int(v50), fix16_from_int(v54 + defaultHoriz), gInterpolate, -1); drawrooms(vd8, vd4, vd0, v50, v54 + defaultHoriz, 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 = (int)totalclock; } 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; dassert(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 = (cA + interpolateangfix16(fix16_from_int(deliriumTurnO), fix16_from_int(deliriumTurn), gInterpolate)) & 0x7ffffff; 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)); } q16horiz = ClipRange(q16horiz, fix16_from_int(-200), fix16_from_int(200)); RORHACK: int ror_status[16]; for (int i = 0; i < 16; i++) ror_status[i] = TestBitString(gotpic, 4080 + i); fix16_t deliriumPitchI = interpolate(fix16_from_int(deliriumPitchO), fix16_from_int(deliriumPitch), gInterpolate); DrawMirrors(cX, cY, cZ, cA, q16horiz + fix16_from_int(defaultHoriz) + 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, q16horiz + fix16_from_int(defaultHoriz) + deliriumPitchI, nSectnum); viewProcessSprites(cX, cY, cZ, fix16_to_int(cA), 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; if (r_usenewaspect) newaspect_enable = 0; 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, q16horiz + defaultHoriz + 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, nSectnum, defaultHoriz, v4c, v48, zDelta, basepal); } UpdateDacs(0, true); // keep the view palette active only for the actual 3D view and its overlays. if (gViewMode == 4) { gViewMap.sub_25DB0(gView->pSprite); } viewDrawInterface(delta); int zn = ((gView->zWeapon-gView->zView-(12<<8))>>7)+220; PLAYER *pPSprite = &gPlayer[gMe->pSprite->type-kDudePlayer1]; if (IsPlayerSprite(gMe->pSprite) && pPSprite->hand == 1) { //static int lastClock; gChoke.sub_84110(160, zn, 0); //if ((gGameClock % 5) == 0 && gGameClock != lastClock) //{ // gChoke.swayV(pPSprite); //} //lastClock = gGameClock; } #if 0 if (byte_1A76C6) { DrawStatSprite(2048, xdim-15, 20); } #endif CalcFrameRate(); viewDrawMapTitle(); 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 (errMsg[0]) { viewDrawText(0, errMsg, 160, 20, 0, 0, 1, 0); } if (cl_interpolate) { RestoreInterpolations(); } } bool GameInterface::GenerateSavePic() { viewDrawScreen(true); return true; } #define LOW_FPS 60 #define SLOW_FRAME_TIME 20 #if defined GEKKO # define FPS_YOFFSET 16 #else # define FPS_YOFFSET 0 #endif FString GameInterface::statFPS(void) { FString output; static int32_t frameCount; static double cumulativeFrameDelay; static double lastFrameTime; static float lastFPS, minFPS = FLT_MAX, maxFPS; static double minGameUpdate = DBL_MAX, maxGameUpdate; double frameTime = timerGetHiTicks(); double frameDelay = frameTime - lastFrameTime; cumulativeFrameDelay += frameDelay; if (frameDelay >= 0) { int32_t x = (xdim <= 640); //if (r_showfps) { output.AppendFormat("%.1f ms, %5.1f fps\n", frameDelay, lastFPS); if (r_showfps > 1) { output.AppendFormat("max: %5.1f fps\n", maxFPS); output.AppendFormat("min: %5.1f fps\n", minFPS); } if (r_showfps > 2) { if (g_gameUpdateTime > maxGameUpdate) maxGameUpdate = g_gameUpdateTime; if (g_gameUpdateTime < minGameUpdate) minGameUpdate = g_gameUpdateTime; output.AppendFormat("Game Update: %2.2f ms + draw: %2.2f ms\n", g_gameUpdateTime, g_gameUpdateAndDrawTime - g_gameUpdateTime); output.AppendFormat("GU min/max/avg: %5.2f/%5.2f/%5.2f ms\n", minGameUpdate, maxGameUpdate, g_gameUpdateAvgTime); output.AppendFormat("bufferjitter: %i\n", gBufferJitter); #if 0 output.AppendFormat("G_MoveActors(): %.3f ms\n", g_moveActorsTime); output.AppendFormat("G_MoveWorld(): %.3f ms\n", g_moveWorldTime); #endif } #if 0 // lag meter if (g_netClientPeer) { output.AppendFormat("%d +- %d ms\n", (g_netClientPeer->lastRoundTripTime + g_netClientPeer->roundTripTime)/2, (g_netClientPeer->lastRoundTripTimeVariance + g_netClientPeer->roundTripTimeVariance)/2); } #endif } if (cumulativeFrameDelay >= 1000.0) { lastFPS = 1000.f * frameCount / cumulativeFrameDelay; g_frameRate = Blrintf(lastFPS); frameCount = 0; cumulativeFrameDelay = 0.0; if (r_showfps > 1) { if (lastFPS > maxFPS) maxFPS = lastFPS; if (lastFPS < minFPS) minFPS = lastFPS; static int secondCounter; if (++secondCounter >= r_showfpsperiod) { maxFPS = (lastFPS + maxFPS) * .5f; minFPS = (lastFPS + minFPS) * .5f; maxGameUpdate = (g_gameUpdateTime + maxGameUpdate) * 0.5; minGameUpdate = (g_gameUpdateTime + minGameUpdate) * 0.5; secondCounter = 0; } } } frameCount++; } lastFrameTime = frameTime; return output; } FString GameInterface::GetCoordString() { return "Player pos is unknown"; // todo: output at least something useful. } class ViewLoadSave : public LoadSave { public: void Load(void); void Save(void); }; static ViewLoadSave *myLoadSave; static int messageTime; static char message[256]; void ViewLoadSave::Load(void) { Read(&messageTime, sizeof(messageTime)); Read(message, sizeof(message)); 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(&messageTime, sizeof(messageTime)); Write(message, sizeof(message)); 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) { myLoadSave = new ViewLoadSave(); } END_BLD_NS