//------------------------------------------------------------------------- /* 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 "automap.h" #include "duke3d.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 "gamestate.h" #include "dukeactor.h" #include "interpolate.h" #include "razefont.h" #include "startscreen.h" BEGIN_DUKE_NS //--------------------------------------------------------------------------- // // debug output // //--------------------------------------------------------------------------- std::pair GameInterface::GetCoordinates() { return std::make_pair(ps[screenpeek].pos, ps[screenpeek].angle.ang); } GameStats GameInterface::getStats() { 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 }; } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- static void endthegame(bool) { endoomName = isRR() ? "redneck.bin" : !isShareware() ? "duke3d.bin" : "dukesw.bin"; ST_Endoom(); } void GameInterface::ExitFromMenu() { #if 0 // do we really need this scoreboard stuff here? auto runbonus = [=](auto completion) { // MP scoreboard if (playerswhenstarted > 1 && !ud.coop) ShowScoreboard(playerswhenstarted); else completion(false); }; auto runtwoscreens = [](auto completion) { // shareware and TEN screens if (isShareware() && !isRR()) StartCutscene("DukeCutscenes.BuildSharewareExit", 0, completion); else completion(false); }; runbonus([=](bool aborted) { runtwoscreens(endthegame); }); #else if (isShareware() && !isRR()) StartCutscene("DukeCutscenes.BuildSharewareExit", 0, endthegame); else endthegame(false); #endif } //--------------------------------------------------------------------------- // // This now redirects the messages to the console's notification display // which has all the features to reasonably do this in Duke style. // //--------------------------------------------------------------------------- void FTA(int q, player_struct* p) { if (q < 0 || gamestate != GS_LEVEL) return; if (p->ftq != q || (PlayClock - p->ftt > TICRATE && q != QUOTE_DEAD)) { p->ftq = q; auto qu = quoteMgr.GetQuote(q); if (p == &ps[screenpeek] && qu[0] != '\0') { #if 0 if (q >= 70 && q <= 72) { // Todo: redirect this to a centered message (these are "need a key" messages) } else #endif { Printf(PRINT_MEDIUM | PRINT_NOTIFY, "%s\n", qu); } } } p->ftt = PlayClock; } //========================================================================== // // Draws the background // //========================================================================== void GameInterface::DrawBackground() { twod->ClearScreen(); auto tex = tileGetTexture(TILE_MENUSCREEN); PalEntry color = 0xff808080; if (!hud_bgstretch) DrawTexture(twod, tex, 0, 0, DTA_FullscreenEx, FSMode_ScaleToFit43, 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); } //--------------------------------------------------------------------------- // // 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(g/255.f, 0.f, 0.25f); b = clamp(b/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); } //--------------------------------------------------------------------------- // // draws the weapon sprite and other 2D content that's part of the scene. // //--------------------------------------------------------------------------- void drawweapon(double smoothratio) { auto pp = &ps[screenpeek]; if (!isRR() && pp->newOwner != nullptr) cameratext(pp->newOwner); else { fi.displayweapon(screenpeek, smoothratio); if (pp->over_shoulder_on == 0) fi.displaymasks(screenpeek, pp->GetActor()->spr.pal == 1 || !pp->insector() ? 1 : pp->cursector->floorpal, smoothratio); } } //--------------------------------------------------------------------------- // // draws everything not part of the 3D scene and its weapon sprite. // //--------------------------------------------------------------------------- void drawoverlays(double smoothratio) { player_struct* pp; DVector2 cposxy; DAngle cang; pp = &ps[screenpeek]; // set palette here, in case the 3D view is off. setgamepalette(setpal(pp)); 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 && !isRR()) { V_AddBlend(0, 63, 0, float(pp->loogcnt >> 1), blend); } if (blend[3]) { // result must be multiplied by 4 and normalised to 255. (4*255 = 1020) auto comp = [&](int i, int maxv=255) { return clamp(int(blend[i] * 1020), 0, maxv); }; videoFadePalette(comp(0), comp(1), comp(2), comp(3, 192)); // Never fully saturate the alpha channel } else videoclearFade(); MarkSectorSeen(pp->cursector); if (ud.cameraactor == nullptr) { if (automapMode != am_off) { DoInterpolations(smoothratio * (1. / MaxSmoothRatio)); if (pp->newOwner == nullptr && playrunning()) { if (screenpeek == myconnectindex && numplayers > 1) { cposxy = DVector2(interpolatedvalue(omyx, myx, smoothratio), interpolatedvalue(omyy, myy, smoothratio)) * inttoworld; cang = !SyncInput() ? myang : interpolatedangle(omyang, myang, smoothratio); } else { cposxy = interpolatedvec3(pp->opos, pp->pos, smoothratio * (1. / MaxSmoothRatio)).XY(); cang = !SyncInput() ? pp->angle.ang : interpolatedangle(pp->angle.oang, pp->angle.ang, smoothratio); } } else { cposxy = pp->opos.XY(); cang = pp->angle.oang; } DrawOverheadMap(cposxy, cang, smoothratio); RestoreInterpolations(); } } DrawStatusBar(); if (ps[myconnectindex].newOwner == nullptr && ud.cameraactor == nullptr) { DrawCrosshair(TILE_CROSSHAIR, ps[screenpeek].last_extra, -pp->angle.look_anghalf(smoothratio), pp->over_shoulder_on ? 2.5 : 0, isRR() ? 0.5 : 1); } if (paused == 2) { double x = 160, y = 100; double scale = isRR() ? 0.4 : 1.; const char* text = GStrings("Game Paused"); auto myfont = PickBigFont(text); x -= myfont->StringWidth(text) * 0.5 * scale; DrawText(twod, myfont, CR_UNTRANSLATED, x, y - 12, text, DTA_FullscreenScale, FSMode_Fit320x200, DTA_ScaleX, scale, DTA_ScaleY, scale, TAG_DONE); } } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void cameratext(DDukeActor *cam) { auto drawitem = [=](int tile, double x, double y, bool flipx, bool flipy) { DrawTexture(twod, tileGetTexture(tile), x, y, DTA_ViewportX, viewport3d.Left(), DTA_ViewportY, viewport3d.Top(), DTA_ViewportWidth, viewport3d.Width(), DTA_ViewportHeight, viewport3d.Height(), DTA_FlipX, flipx, DTA_FlipY, flipy, DTA_CenterOffsetRel, 2, DTA_FullscreenScale, FSMode_Fit320x200, TAG_DONE); }; if (!cam->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 (PlayClock & 16) drawitem(TILE_CAMLIGHT, 46, 32, false, false); } else { for (int x = -64; x < 394; x += 64) for (int y = 0; y < 200; y += 64) drawitem(TILE_STATIC, x, y, !!(PlayClock & 8), !!(PlayClock & 16)); } } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- 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; } ReservedSpace GameInterface::GetReservedScreenSpace(int viewsize) { // todo: factor in the frag bar: tileHeight(TILE_FRAGBAR) int sbar = tileHeight(TILE_BOTTOMSTATUSBAR); if (isRR()) { sbar >>= 1; } return { 0, sbar }; } ::GameInterface* CreateInterface() { return new GameInterface; } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- bool GameInterface::DrawAutomapPlayer(const DVector2& mxy, const DVector2& cpos, const DAngle cang, const DVector2& xydim, const double czoom, double const smoothratio) { DVector2 b0, b1, b2, b3, b4, v1, v2, v3, v4; int xoff, yoff, xspan, yspan, tilenum; auto cangsin = cang.Sin(); auto cangcos = cang.Cos(); // Draw sprites auto pactor = ps[screenpeek].GetActor(); for (unsigned ii = 0; ii < sector.Size(); ii++) { if (!gFullMap || !show2dsector[ii]) continue; DukeSectIterator it(ii); while (auto act = it.Next()) { if (act == pactor || (act->spr.cstat & CSTAT_SPRITE_INVISIBLE) || act->spr.cstat == CSTAT_SPRITE_BLOCK_ALL || act->spr.xrepeat == 0) continue; PalEntry col = act->spr.cstat & CSTAT_SPRITE_BLOCK ? PalEntry(170, 0, 170) : PalEntry(0, 170, 170); if ((act->spr.cstat & CSTAT_SPRITE_BLOCK_ALL) != 0) switch (act->spr.cstat & CSTAT_SPRITE_ALIGNMENT_MASK) { case CSTAT_SPRITE_ALIGNMENT_FACING: b1 = OutAutomapVector(act->spr.pos.XY() - cpos, cangsin, cangcos, czoom); b2 = OutAutomapVector(act->spr.angle.ToVector() * 8., cangsin, cangcos, czoom); v1 = b1 - b2 + xydim; v2 = DVector2(b1.X - b2.Y, b1.Y + b2.X) + xydim; v3 = DVector2(b1.X + b2.Y, b1.Y - b2.X) + xydim; v4 = b1 + b2 + xydim; drawlinergb(v1, v4, col); drawlinergb(v2, v4, col); drawlinergb(v3, v4, col); break; case CSTAT_SPRITE_ALIGNMENT_WALL: if (actorflag(act, SFLAG2_SHOWWALLSPRITEONMAP)) { tilenum = act->spr.picnum; xoff = tileLeftOffset(tilenum) + act->spr.xoffset; if ((act->spr.cstat & CSTAT_SPRITE_XFLIP) > 0) xoff = -xoff; xspan = tileWidth(tilenum); b0 = act->spr.angle.ToVector().Rotated90CW() * act->spr.xrepeat * (1. / 64.); b1 = act->spr.pos.XY() - b0 * ((xspan * 0.5) + xoff); b2 = b1 + b0 * xspan; v1 = OutAutomapVector(b1 - cpos, cangsin, cangcos, czoom, xydim); v2 = OutAutomapVector(b2 - cpos, cangsin, cangcos, czoom, xydim); drawlinergb(v1, v2, col); } break; case CSTAT_SPRITE_ALIGNMENT_FLOOR: case CSTAT_SPRITE_ALIGNMENT_SLOPE: tilenum = act->spr.picnum; xoff = tileLeftOffset(tilenum); yoff = tileTopOffset(tilenum); if ((act->spr.cstat & CSTAT_SPRITE_ALIGNMENT_MASK) != CSTAT_SPRITE_ALIGNMENT_SLOPE) { xoff += act->spr.xoffset; yoff += act->spr.yoffset; } if ((act->spr.cstat & CSTAT_SPRITE_XFLIP) > 0) xoff = -xoff; if ((act->spr.cstat & CSTAT_SPRITE_YFLIP) > 0) yoff = -yoff; auto sprcos = act->spr.angle.Cos(); auto sprsin = act->spr.angle.Sin(); xspan = tileWidth(tilenum); auto xrep = act->spr.xrepeat * (1. / 64.); yspan = tileHeight(tilenum); auto yrep = act->spr.yrepeat * (1. / 64.); auto xscale = DVector2(-sprsin * xspan * xrep, +sprcos * xspan * xrep); auto yscale = DVector2(-sprcos * yspan * yrep, -sprsin * yspan * yrep); b0 = DVector2(((xspan * 0.5) + xoff) * xrep, ((yspan * 0.5) + yoff) * yrep); b1 = act->spr.pos.XY() + (b0 * sprsin) + (b0.Rotated90CW() * sprcos); b2 = b1 + xscale; b3 = b2 + yscale; b4 = b1 + yscale; v1 = OutAutomapVector(b1 - cpos, cangsin, cangcos, czoom, xydim); v2 = OutAutomapVector(b2 - cpos, cangsin, cangcos, czoom, xydim); v3 = OutAutomapVector(b3 - cpos, cangsin, cangcos, czoom, xydim); v4 = OutAutomapVector(b4 - cpos, cangsin, cangcos, czoom, xydim); drawlinergb(v1, v2, col); drawlinergb(v2, v3, col); drawlinergb(v3, v4, col); drawlinergb(v4, v1, col); break; } } } for (int p = connecthead; p >= 0; p = connectpoint2[p]) { if (p == screenpeek || ud.coop == 1) { auto& pp = ps[p]; auto act = pp.GetActor(); int i = TILE_APLAYERTOP + (act->spr.xvel > 16 && pp.on_ground ? (PlayClock >> 4) & 3 : 0); double j = clamp(czoom * act->spr.yrepeat + abs(pp.truefz - pp.pos.Z), 21.5, 128.) * REPEAT_SCALE; auto const vec = OutAutomapVector(mxy - cpos, cangsin, cangcos, czoom, xydim); auto const daang = -((!SyncInput() ? act->spr.angle : act->interpolatedangle(smoothratio * (1. / MaxSmoothRatio))) + cang).Normalized360().Degrees(); DrawTexture(twod, tileGetTexture(i), vec.X, vec.Y, DTA_TranslationIndex, TRANSLATION(Translation_Remap + setpal(&pp), act->spr.pal), DTA_CenterOffset, true, DTA_Rotate, daang, DTA_Color, shadeToLight(act->spr.shade), DTA_ScaleX, j, DTA_ScaleY, j, TAG_DONE); } } return true; } END_DUKE_NS