mirror of
https://github.com/ZDoom/Raze.git
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345 lines
9.7 KiB
C++
345 lines
9.7 KiB
C++
//-------------------------------------------------------------------------
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/*
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Copyright (C) 2010-2019 EDuke32 developers and contributors
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Copyright (C) 2019 sirlemonhead, Nuke.YKT
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This file is part of PCExhumed.
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PCExhumed is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License version 2
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as published by the Free Software Foundation.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*/
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//-------------------------------------------------------------------------
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#include "ns.h"
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#include "engine.h"
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#include "gamefuncs.h"
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#include "names.h"
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#include "view.h"
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#include "status.h"
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#include "exhumed.h"
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#include "player.h"
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#include "aistuff.h"
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#include "sound.h"
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#include "mapinfo.h"
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#include "v_video.h"
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#include "interpolate.h"
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#include "v_draw.h"
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#include "render.h"
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#include <string.h>
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BEGIN_PS_NS
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bool bSubTitles = true;
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DVector3 nCamerapos;
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bool bTouchFloor;
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int nChunkTotal = 0;
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int nViewTop;
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bool bCamera = false;
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// We cannot drag these through the entire event system... :(
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tspriteArray* mytspriteArray;
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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void ResetView()
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{
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EraseScreen(0);
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videoTintBlood(0, 0, 0);
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}
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static TextOverlay subtitleOverlay;
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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void DrawView(double interpfrac, bool sceneonly)
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{
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DExhumedActor* pEnemy = nullptr;
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int nEnemyPal = -1;
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sectortype* pSector = nullptr;
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DRotator nCameraangles{};
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DoInterpolations(interpfrac);
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auto pPlayer = &PlayerList[nLocalPlayer];
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auto pPlayerActor = pPlayer->pActor;
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auto nPlayerOldCstat = pPlayerActor->spr.cstat;
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auto pDop = pPlayer->pDoppleSprite;
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auto nDoppleOldCstat = pDop->spr.cstat;
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// update render angles.
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pPlayer->Angles.updateCameraAngles(interpfrac);
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if (nSnakeCam >= 0 && !sceneonly)
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{
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DExhumedActor* pActor = SnakeList[nSnakeCam].pSprites[0];
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nCamerapos = pActor->spr.pos;
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pSector = pActor->sector();
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nCameraangles.Yaw = pActor->spr.Angles.Yaw;
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SetGreenPal();
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pEnemy = SnakeList[nSnakeCam].pEnemy;
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if (pEnemy == nullptr || totalmoves & 1)
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{
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nEnemyPal = -1;
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}
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else
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{
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nEnemyPal = pEnemy->spr.pal;
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pEnemy->spr.pal = 5;
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}
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}
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else
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{
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nCamerapos = pPlayerActor->getRenderPos(interpfrac);
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pSector = PlayerList[nLocalPlayer].pPlayerViewSect;
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updatesector(nCamerapos, &pSector);
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if (pSector == nullptr) pSector = PlayerList[nLocalPlayer].pPlayerViewSect;
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nCameraangles = PlayerList[nLocalPlayer].Angles.getRenderAngles(interpfrac);
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if (!bCamera)
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{
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pPlayerActor->spr.cstat |= CSTAT_SPRITE_INVISIBLE;
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pDop->spr.cstat |= CSTAT_SPRITE_INVISIBLE;
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}
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else
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{
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pPlayerActor->spr.cstat |= CSTAT_SPRITE_TRANSLUCENT;
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pDop->spr.cstat |= CSTAT_SPRITE_INVISIBLE;
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}
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}
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const auto ampos = nCamerapos.XY();
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if (nSnakeCam >= 0 && !sceneonly)
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{
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nCameraangles.Pitch = nullAngle;
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}
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else
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{
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nCamerapos.Z = min(nCamerapos.Z + pPlayer->nQuake, pPlayerActor->sector()->floorz);
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nCameraangles.Yaw += DAngle::fromDeg(fmod(pPlayer->nQuake, 16.) * (45. / 128.));
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if (bCamera)
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{
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nCamerapos.Z -= 10;
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if (!calcChaseCamPos(nCamerapos, pPlayerActor, &pSector, nCameraangles, interpfrac, 96.))
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{
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nCamerapos.Z += 10;
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calcChaseCamPos(nCamerapos, pPlayerActor, &pSector, nCameraangles, interpfrac, 96.);
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}
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}
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}
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if (pSector != nullptr)
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{
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nCamerapos.Z = min(max(nCamerapos.Z, pSector->ceilingz + 1), pSector->floorz - 1);
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}
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if (nFreeze == 2 || nFreeze == 1)
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{
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nSnakeCam = -1;
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viewport3d = { 0, 0, screen->GetWidth(), screen->GetHeight() };
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}
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UpdateMap();
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if (nFreeze != 3)
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{
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TArray<uint8_t> paldata(sector.Size() * 2 + wall.Size(), true);
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if (HavePLURemap())
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{
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auto p = paldata.Data();
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for (auto& sect: sector)
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{
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uint8_t v;
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v = *p++ = sect.floorpal;
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sect.floorpal = RemapPLU(v);
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v = *p++ = sect.ceilingpal;
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sect.ceilingpal = RemapPLU(v);
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}
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for (auto& wal : wall)
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{
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uint8_t v;
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v = *p++ = wal.pal;
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wal.pal = RemapPLU(v);
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}
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}
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if (!nFreeze && !sceneonly)
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DrawWeapons(interpfrac);
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render_drawrooms(nullptr, nCamerapos, pSector, nCameraangles, interpfrac);
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if (HavePLURemap())
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{
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auto p = paldata.Data();
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for (auto& sect: sector)
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{
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sect.floorpal = *p++;
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sect.ceilingpal = *p++;
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}
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for (auto& wal : wall)
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{
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wal.pal = *p++;
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}
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}
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if (nFreeze)
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{
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nSnakeCam = -1;
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if (nFreeze == 2)
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{
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if (nHeadStage == 4)
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{
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nHeadStage = 5;
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pPlayerActor->spr.cstat |= CSTAT_SPRITE_INVISIBLE;
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auto ang2 = nCameraangles.Yaw - pPlayerActor->spr.Angles.Yaw;
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if (ang2.Degrees() < 0)
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ang2 = -ang2;
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if (bSubTitles)
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{
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subtitleOverlay.Start(I_GetTimeNS() * (120. / 1'000'000'000));
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subtitleOverlay.ReadyCinemaText(currentLevel->ex_ramses_text);
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}
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inputState.ClearAllInput();
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}
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else if (nHeadStage == 5)
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{
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if ((bSubTitles && !subtitleOverlay.AdvanceCinemaText(I_GetTimeNS() * (120. / 1'000'000'000))) || inputState.CheckAllInput())
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{
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inputState.ClearAllInput();
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LevelFinished();
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EndLevel = 1;
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if (CDplaying()) {
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fadecdaudio();
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}
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}
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else subtitleOverlay.DisplayText();
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}
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}
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}
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else if (!sceneonly)
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{
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if (nSnakeCam >= 0)
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{
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RestoreGreenPal();
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if (nEnemyPal > -1) {
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pEnemy->spr.pal = (uint8_t)nEnemyPal;
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}
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}
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DrawMap(ampos, nCameraangles.Yaw, interpfrac);
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}
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}
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else
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{
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twod->ClearScreen();
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}
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pPlayerActor->spr.cstat = nPlayerOldCstat;
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pDop->spr.cstat = nDoppleOldCstat;
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RestoreInterpolations();
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flash = 0;
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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bool GameInterface::GenerateSavePic()
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{
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DrawView(65536, true);
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return true;
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}
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void GameInterface::processSprites(tspriteArray& tsprites, const DVector3& view, DAngle viewang, double interpfrac)
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{
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mytspriteArray = &tsprites;
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for (int nTSprite = int(tsprites.Size()-1); nTSprite >= 0; nTSprite--)
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{
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auto pTSprite = tsprites.get(nTSprite);
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auto pActor = static_cast<DExhumedActor*>(pTSprite->ownerActor);
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// interpolate sprite position
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pTSprite->pos = pActor->interpolatedpos(interpfrac);
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pTSprite->Angles.Yaw = pActor->interpolatedyaw(interpfrac);
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if (pTSprite->sectp != nullptr)
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{
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sectortype *pTSector = pTSprite->sectp;
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int nSectShade = (pTSector->ceilingstat & CSTAT_SECTOR_SKY) ? pTSector->ceilingshade : pTSector->floorshade;
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int nShade = pTSprite->shade + nSectShade + 6;
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pTSprite->shade = clamp(nShade, -128, 127);
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}
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pTSprite->pal = RemapPLU(pTSprite->pal);
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// PowerSlaveGDX: Torch bouncing fix
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if ((pTSprite->picnum == kTorch1 || pTSprite->picnum == kTorch2) && (pTSprite->cstat & CSTAT_SPRITE_YCENTER) == 0)
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{
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pTSprite->cstat |= CSTAT_SPRITE_YCENTER;
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auto tex = TexMan.GetGameTexture(pTSprite->spritetexture());
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double nTileY = (tex->GetDisplayHeight() * pTSprite->scale.Y) * 0.5;
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pTSprite->pos.Z -= nTileY;
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}
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if (pTSprite->pal == 4 && pTSprite->shade >= numshades && !hw_int_useindexedcolortextures) pTSprite->shade = numshades - 1;
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if (pActor->spr.statnum > 0)
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{
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RunListEvent ev{};
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ev.pTSprite = pTSprite;
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runlist_SignalRun(pActor->spr.lotag - 1, nTSprite, &ExhumedAI::Draw, &ev);
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}
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}
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mytspriteArray = nullptr;
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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void SerializeView(FSerializer& arc)
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{
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if (arc.BeginObject("view"))
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{
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arc("camerapos", nCamerapos)
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("touchfloor", bTouchFloor)
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("chunktotal", nChunkTotal)
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("camera", bCamera)
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.EndObject();
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}
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}
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END_PS_NS
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