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https://github.com/ZDoom/Raze.git
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808 lines
25 KiB
C++
808 lines
25 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 Nuke.YKT
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This file is part of NBlood.
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NBlood 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" // Must come before everything else!
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#include <stdlib.h>
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#include <string.h>
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#include "build.h"
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#include "v_font.h"
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#include "blood.h"
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#include "choke.h"
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#include "zstring.h"
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#include "razemenu.h"
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#include "gstrings.h"
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#include "v_2ddrawer.h"
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#include "v_video.h"
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#include "v_font.h"
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#include "statusbar.h"
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#include "automap.h"
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#include "gamefuncs.h"
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#include "v_draw.h"
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#include "precache.h"
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#include "render.h"
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#include "razefont.h"
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EXTERN_CVAR(Bool, testnewrenderer)
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BEGIN_BLD_NS
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VIEW gPrevView[kMaxPlayers];
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VIEWPOS gViewPos;
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int gViewIndex;
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double gInterpolate;
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int gScreenTilt;
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void viewBackupView(int nPlayer)
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{
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PLAYER *pPlayer = &gPlayer[nPlayer];
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VIEW *pView = &gPrevView[nPlayer];
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pView->angle = pPlayer->angle.ang;
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pView->x = pPlayer->pSprite->x;
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pView->y = pPlayer->pSprite->y;
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pView->viewz = pPlayer->zView;
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pView->weaponZ = pPlayer->zWeapon-pPlayer->zView-0xc00;
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pView->horiz = pPlayer->horizon.horiz;
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pView->horizoff = pPlayer->horizon.horizoff;
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pView->at2c = pPlayer->slope;
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pView->bobHeight = pPlayer->bobHeight;
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pView->bobWidth = pPlayer->bobWidth;
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pView->shakeBobY = pPlayer->swayHeight;
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pView->shakeBobX = pPlayer->swayWidth;
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pView->look_ang = pPlayer->angle.look_ang;
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pView->rotscrnang = pPlayer->angle.rotscrnang;
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pPlayer->angle.backup();
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pPlayer->horizon.backup();
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}
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void viewCorrectViewOffsets(int nPlayer, vec3_t const *oldpos)
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{
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PLAYER *pPlayer = &gPlayer[nPlayer];
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VIEW *pView = &gPrevView[nPlayer];
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pView->x += pPlayer->pSprite->x-oldpos->X;
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pView->y += pPlayer->pSprite->y-oldpos->Y;
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pView->viewz += pPlayer->pSprite->z-oldpos->z;
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}
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void viewDrawText(FFont* pFont, const char *pString, int x, int y, int nShade, int nPalette, int position, bool shadow)
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{
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if (!pString) return;
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//y += pFont->yoff;
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if (position == 1) x -= pFont->StringWidth(pString) / 2;
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if (position == 2) x -= pFont->StringWidth(pString);
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if (shadow)
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{
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DrawText(twod, pFont, CR_UNTRANSLATED, x+1, y+1, pString, DTA_FullscreenScale, FSMode_Fit320x200, DTA_Color, 0xff000000, DTA_Alpha, 0.5, TAG_DONE);
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}
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DrawText(twod, pFont, CR_NATIVEPAL, x, y, pString, DTA_FullscreenScale, FSMode_Fit320x200, DTA_TranslationIndex, TRANSLATION(Translation_Remap, nPalette),
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DTA_Color, shadeToLight(nShade), TAG_DONE);
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}
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GameStats GameInterface::getStats()
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{
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return { gKillMgr.Kills, gKillMgr.TotalKills, gSecretMgr.Founds, gSecretMgr.Total, gFrameCount / kTicsPerSec, gPlayer[myconnectindex].fragCount };
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}
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void viewDrawAimedPlayerName(void)
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{
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if (!cl_idplayers || (gView->aim.dx == 0 && gView->aim.dy == 0))
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return;
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int hit = HitScan(gView->actor, gView->zView, gView->aim.dx, gView->aim.dy, gView->aim.dz, CLIPMASK0, 512);
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if (hit == 3)
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{
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if (gHitInfo.actor() && gHitInfo.actor()->IsPlayerActor())
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{
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spritetype* pSprite = &gHitInfo.actor()->s();
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int nPlayer = pSprite->type-kDudePlayer1;
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const char* szName = PlayerName(nPlayer);
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int nPalette = (gPlayer[nPlayer].teamId&3)+11;
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viewDrawText(DigiFont, szName, 160, 125, -128, nPalette, 1, 1);
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}
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}
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}
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static TArray<uint8_t> lensdata;
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int *lensTable;
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extern int dword_172CE0[16][3];
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void viewInit(void)
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{
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Printf("Initializing status bar\n");
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lensdata = fileSystem.LoadFile("lens.dat");
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assert(lensdata.Size() == kLensSize * kLensSize * sizeof(int));
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lensTable = (int*)lensdata.Data();
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#if WORDS_BIGENDIAN
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for (int i = 0; i < kLensSize*kLensSize; i++)
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{
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lensTable[i] = LittleLong(lensTable[i]);
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}
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#endif
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uint8_t *data = TileFiles.tileCreate(4077, kLensSize, kLensSize);
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memset(data, TRANSPARENT_INDEX, kLensSize*kLensSize);
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for (int i = 0; i < 16; i++)
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{
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dword_172CE0[i][0] = MulScale(wrand(), 2048, 16);
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dword_172CE0[i][1] = MulScale(wrand(), 2048, 16);
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dword_172CE0[i][2] = MulScale(wrand(), 2048, 16);
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}
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}
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int othercameradist = 1280;
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int othercameraclock;
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#if 0
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void CalcOtherPosition(spritetype *pSprite, int *pX, int *pY, int *pZ, sectortype** vsectnum, int nAng, fixed_t zm, int smoothratio) // currently unused
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{
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int vX = MulScale(-Cos(nAng), 1280, 30);
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int vY = MulScale(-Sin(nAng), 1280, 30);
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int vZ = FixedToInt(MulScale(zm, 1280, 3))-(16<<8);
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int bakCstat = pSprite->cstat;
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pSprite->cstat &= ~CSTAT_SPRITE_BLOCK_HITSCAN;
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assert(validSectorIndex(*vsectnum));
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FindSector(*pX, *pY, *pZ, vsectnum);
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int nHSector;
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int hX, hY;
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vec3_t pos = {*pX, *pY, *pZ};
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hitscan(&pos, *vsectnum, vX, vY, vZ, &hitdata, CLIPMASK1);
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nHSector = hitdata.sect;
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hX = hitdata.pos.x;
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hY = hitdata.pos.y;
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int dX = hX-*pX;
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int dY = hY-*pY;
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if (abs(vX)+abs(vY) > abs(dX)+abs(dY))
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{
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*vsectnum = nHSector;
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dX -= Sgn(vX)<<6;
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dY -= Sgn(vY)<<6;
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int nDist;
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if (abs(vX) > abs(vY))
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{
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nDist = ClipHigh(DivScale(dX,vX, 16), othercameradist);
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}
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else
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{
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nDist = ClipHigh(DivScale(dY,vY, 16), othercameradist);
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}
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othercameradist = nDist;
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}
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*pX += MulScale(vX, othercameradist, 16);
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*pY += MulScale(vY, othercameradist, 16);
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*pZ += MulScale(vZ, othercameradist, 16);
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int myclock = PlayClock + MulScale(4, smoothratio, 16);
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othercameradist = ClipHigh(othercameradist+((myclock-othercameraclock)<<10), 65536);
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othercameraclock = myclock;
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assert(validSectorIndex(*vsectnum));
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FindSector(*pX, *pY, *pZ, vsectnum);
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pSprite->cstat = bakCstat;
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}
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#endif
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// by NoOne: show warning msgs in game instead of throwing errors (in some cases)
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void viewSetSystemMessage(const char* pMessage, ...) {
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char buffer[1024]; va_list args; va_start(args, pMessage);
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vsprintf(buffer, pMessage, args);
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Printf(PRINT_HIGH | PRINT_NOTIFY, "%s\n", buffer); // print it also in console
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}
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void viewSetMessage(const char *pMessage, const int pal, const MESSAGE_PRIORITY priority)
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{
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int printlevel = priority <= MESSAGE_PRIORITY_NORMAL ? PRINT_LOW : priority < MESSAGE_PRIORITY_SYSTEM ? PRINT_MEDIUM : PRINT_HIGH;
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Printf(printlevel|PRINT_NOTIFY, "%s\n", pMessage);
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}
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void viewSetErrorMessage(const char *pMessage)
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{
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Printf(PRINT_BOLD|PRINT_NOTIFY, "%s\n", pMessage);
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}
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void DoLensEffect(void)
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{
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// To investigate whether this can be implemented as a shader effect.
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auto d = tileData(4077);
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assert(d != NULL);
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auto s = tilePtr(4079);
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assert(s != NULL);
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for (int i = 0; i < kLensSize*kLensSize; i++, d++)
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if (lensTable[i] >= 0)
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*d = s[lensTable[i]];
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TileFiles.InvalidateTile(4077);
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}
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void UpdateDacs(int nPalette, bool bNoTint)
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{
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gLastPal = 0;
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auto& tint = lookups.tables[MAXPALOOKUPS - 1];
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tint.tintFlags = 0;
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switch (nPalette)
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{
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case 0:
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default:
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tint.tintColor.r = 255;
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tint.tintColor.g = 255;
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tint.tintColor.b = 255;
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break;
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case 1:
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tint.tintColor.r = 132;
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tint.tintColor.g = 164;
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tint.tintColor.b = 255;
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break;
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case 2:
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tint.tintColor.r = 255;
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tint.tintColor.g = 126;
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tint.tintColor.b = 105;
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break;
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case 3:
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tint.tintColor.r = 162;
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tint.tintColor.g = 186;
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tint.tintColor.b = 15;
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break;
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case 4:
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tint.tintColor.r = 255;
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tint.tintColor.g = 255;
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tint.tintColor.b = 255;
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break;
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}
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videoSetPalette(nPalette);
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}
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void UpdateBlend()
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{
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int nRed = 0;
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int nGreen = 0;
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int nBlue = 0;
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nRed += gView->pickupEffect;
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nGreen += gView->pickupEffect;
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nBlue -= gView->pickupEffect;
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nRed += ClipHigh(gView->painEffect, 85) * 2;
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nGreen -= ClipHigh(gView->painEffect, 85) * 3;
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nBlue -= ClipHigh(gView->painEffect, 85) * 3;
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nRed -= gView->blindEffect;
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nGreen -= gView->blindEffect;
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nBlue -= gView->blindEffect;
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nRed -= gView->chokeEffect >> 6;
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nGreen -= gView->chokeEffect >> 5;
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nBlue -= gView->chokeEffect >> 6;
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nRed = ClipRange(nRed, -255, 255);
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nGreen = ClipRange(nGreen, -255, 255);
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nBlue = ClipRange(nBlue, -255, 255);
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videoTintBlood(nRed, nGreen, nBlue);
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}
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// int gVisibility;
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int deliriumTilt, deliriumTurn, deliriumPitch;
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int gScreenTiltO, deliriumTurnO, deliriumPitchO;
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int gShowFrameRate = 1;
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void viewUpdateDelirium(void)
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{
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gScreenTiltO = gScreenTilt;
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deliriumTurnO = deliriumTurn;
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deliriumPitchO = deliriumPitch;
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int powerCount;
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if ((powerCount = powerupCheck(gView, kPwUpDeliriumShroom)) != 0)
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{
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int tilt1 = 170, tilt2 = 170, pitch = 20;
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int timer = PlayClock*4;
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if (powerCount < 512)
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{
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int powerScale = IntToFixed(powerCount) / 512;
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tilt1 = MulScale(tilt1, powerScale, 16);
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tilt2 = MulScale(tilt2, powerScale, 16);
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pitch = MulScale(pitch, powerScale, 16);
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}
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int sin2 = Sin(2*timer) >> 1;
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int sin3 = Sin(3*timer) >> 1;
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gScreenTilt = MulScale(sin2+sin3,tilt1, 30);
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int sin4 = Sin(4*timer) >> 1;
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deliriumTurn = MulScale(sin3+sin4,tilt2, 30);
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int sin5 = Sin(5*timer) >> 1;
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deliriumPitch = MulScale(sin4+sin5,pitch, 30);
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return;
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}
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gScreenTilt = ((gScreenTilt+1024)&2047)-1024;
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if (gScreenTilt > 0)
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{
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gScreenTilt -= 8;
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if (gScreenTilt < 0)
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gScreenTilt = 0;
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}
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else if (gScreenTilt < 0)
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{
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gScreenTilt += 8;
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if (gScreenTilt >= 0)
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gScreenTilt = 0;
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}
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}
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void viewUpdateShake(int& cX, int& cY, int& cZ, binangle& cA, fixedhoriz& cH, double& pshakeX, double& pshakeY)
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{
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auto doEffect = [&](const int& effectType)
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{
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if (effectType)
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{
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int nValue = ClipHigh(effectType * 8, 2000);
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cH += buildhoriz(QRandom2(nValue >> 8));
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cA += buildang(QRandom2(nValue >> 8));
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cX += QRandom2(nValue >> 4);
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cY += QRandom2(nValue >> 4);
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cZ += QRandom2(nValue);
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pshakeX += QRandom2(nValue);
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pshakeY += QRandom2(nValue);
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}
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};
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doEffect(gView->flickerEffect);
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doEffect(gView->quakeEffect);
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}
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int gLastPal = 0;
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int32_t g_frameRate;
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static void DrawMap(spritetype* pSprite)
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{
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int tm = 0;
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if (windowxy1.X > 0)
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{
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setViewport(Hud_Stbar);
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tm = 1;
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}
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VIEW* pView = &gPrevView[gViewIndex];
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int x = interpolatedvalue(pView->x, pSprite->x, gInterpolate);
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int y = interpolatedvalue(pView->y, pSprite->y, gInterpolate);
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int ang = (!SyncInput() ? gView->angle.sum() : gView->angle.interpolatedsum(gInterpolate)).asbuild();
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DrawOverheadMap(x, y, ang, gInterpolate);
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if (tm)
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setViewport(hud_size);
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}
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void SetupView(int &cX, int& cY, int& cZ, binangle& cA, fixedhoriz& cH, sectortype*& pSector, double& zDelta, double& shakeX, double& shakeY, binangle& rotscrnang)
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{
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int bobWidth, bobHeight;
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pSector = gView->pSprite->sector();
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#if 0
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if (numplayers > 1 && gView == gMe && gPrediction && gMe->pXSprite->health > 0)
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{
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nSectnum = predict. sectnum;
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cX = interpolatedvalue(predictOld.x, predict.x, gInterpolate);
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cY = interpolatedvalue(predictOld.y, predict.y, gInterpolate);
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cZ = interpolatedvalue(predictOld.viewz, predict.viewz, gInterpolate);
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zDelta = interpolatedvaluef(predictOld.weaponZ, predict.weaponZ, gInterpolate);
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bobWidth = interpolatedvalue(predictOld.bobWidth, predict.bobWidth, gInterpolate);
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bobHeight = interpolatedvalue(predictOld.bobHeight, predict.bobHeight, gInterpolate);
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shakeX = interpolatedvaluef(predictOld.shakeBobX, predict.shakeBobX, gInterpolate);
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shakeY = interpolatedvaluef(predictOld.shakeBobY, predict.shakeBobY, gInterpolate);
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if (!SyncInput())
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{
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cA = bamang(predict.angle.asbam() + predict.look_ang.asbam());
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cH = predict.horiz + predict.horizoff;
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rotscrnang = predict.rotscrnang;
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}
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else
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{
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cA = interpolatedangle(predictOld.angle + predictOld.look_ang, predict.angle + predict.look_ang, gInterpolate);
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cH = interpolatedhorizon(predictOld.horiz + predictOld.horizoff, predict.horiz + predict.horizoff, gInterpolate);
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rotscrnang = interpolatedangle(predictOld.rotscrnang, predict.rotscrnang, gInterpolate);
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}
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}
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else
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#endif
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{
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VIEW* pView = &gPrevView[gViewIndex];
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cX = interpolatedvalue(pView->x, gView->pSprite->x, gInterpolate);
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cY = interpolatedvalue(pView->y, gView->pSprite->y, gInterpolate);
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cZ = interpolatedvalue(pView->viewz, gView->zView, gInterpolate);
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zDelta = interpolatedvaluef(pView->weaponZ, gView->zWeapon - gView->zView - (12 << 8), gInterpolate);
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bobWidth = interpolatedvalue(pView->bobWidth, gView->bobWidth, gInterpolate);
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bobHeight = interpolatedvalue(pView->bobHeight, gView->bobHeight, gInterpolate);
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shakeX = interpolatedvaluef(pView->shakeBobX, gView->swayWidth, gInterpolate);
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shakeY = interpolatedvaluef(pView->shakeBobY, gView->swayHeight, gInterpolate);
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if (!SyncInput())
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{
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cA = gView->angle.sum();
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cH = gView->horizon.sum();
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rotscrnang = gView->angle.rotscrnang;
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}
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else
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{
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cA = gView->angle.interpolatedsum(gInterpolate);
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cH = gView->horizon.interpolatedsum(gInterpolate);
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rotscrnang = gView->angle.interpolatedrotscrn(gInterpolate);
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}
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}
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viewUpdateShake(cX, cY, cZ, cA, cH, shakeX, shakeY);
|
|
cH += buildhoriz(MulScale(0x40000000 - Cos(gView->tiltEffect << 2), 30, 30));
|
|
if (gViewPos == 0)
|
|
{
|
|
if (cl_viewhbob)
|
|
{
|
|
cX -= MulScale(bobWidth, Sin(cA.asbuild()), 30) >> 4;
|
|
cY += MulScale(bobWidth, Cos(cA.asbuild()), 30) >> 4;
|
|
}
|
|
if (cl_viewvbob)
|
|
{
|
|
cZ += bobHeight;
|
|
}
|
|
cZ += xs_CRoundToInt(cH.asq16() / 6553.6);
|
|
cameradist = -1;
|
|
cameraclock = PlayClock + MulScale(4, (int)gInterpolate, 16);
|
|
}
|
|
else
|
|
{
|
|
calcChaseCamPos((int*)&cX, (int*)&cY, (int*)&cZ, gView->pSprite, &pSector, cA, cH, gInterpolate);
|
|
}
|
|
CheckLink((int*)&cX, (int*)&cY, (int*)&cZ, &pSector);
|
|
}
|
|
|
|
void renderCrystalBall()
|
|
{
|
|
#if 0
|
|
int tmp = (PlayClock / 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 = PlayClock + MulScale(4, (int)gInterpolate, 16);;
|
|
if (!tileData(4079))
|
|
{
|
|
TileFiles.tileCreate(4079, 128, 128);
|
|
}
|
|
//renderSetTarget(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, (int)gInterpolate);
|
|
CheckLink(&vd8, &vd4, &vd0, &vcc);
|
|
uint8_t v14 = 0;
|
|
if (IsUnderwaterSector(vcc))
|
|
{
|
|
v14 = 10;
|
|
}
|
|
drawrooms(vd8, vd4, vd0, v50, v54, vcc);
|
|
viewProcessSprites(vd8, vd4, vd0, v50, gInterpolate);
|
|
renderDrawMasks();
|
|
renderRestoreTarget();
|
|
#endif
|
|
}
|
|
|
|
void render3DViewPolymost(int nSectnum, int cX, int cY, int cZ, binangle cA, fixedhoriz cH);
|
|
|
|
void viewDrawScreen(bool sceneonly)
|
|
{
|
|
if (testgotpic(2342, true))
|
|
{
|
|
FireProcess();
|
|
}
|
|
|
|
if (!paused && (!M_Active() || gGameOptions.nGameType != 0))
|
|
{
|
|
gInterpolate = !cl_interpolate || cl_capfps ? MaxSmoothRatio : I_GetTimeFrac() * MaxSmoothRatio;
|
|
}
|
|
else gInterpolate = MaxSmoothRatio;
|
|
pm_smoothratio = (int)gInterpolate;
|
|
|
|
if (cl_interpolate)
|
|
{
|
|
DoInterpolations(gInterpolate / MaxSmoothRatio);
|
|
}
|
|
|
|
if (automapMode != am_full)
|
|
{
|
|
DoSectorLighting();
|
|
}
|
|
if (automapMode == am_off)
|
|
{
|
|
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 cX, cY, cZ;
|
|
binangle cA;
|
|
fixedhoriz cH;
|
|
sectortype* pSector;
|
|
double zDelta;
|
|
double shakeX, shakeY;
|
|
binangle rotscrnang;
|
|
SetupView(cX, cY, cZ, cA, cH, pSector, zDelta, shakeX, shakeY, rotscrnang);
|
|
|
|
binangle tilt = interpolatedangle(buildang(gScreenTiltO), buildang(gScreenTilt), gInterpolate);
|
|
bool bDelirium = powerupCheck(gView, kPwUpDeliriumShroom) > 0;
|
|
static bool bDeliriumOld = false;
|
|
//int tiltcs, tiltdim;
|
|
uint8_t otherview = powerupCheck(gView, kPwUpCrystalBall) > 0;
|
|
if (tilt.asbam() || bDelirium)
|
|
{
|
|
rotscrnang = tilt;
|
|
}
|
|
else if (otherview && gNetPlayers > 1)
|
|
{
|
|
#if 0
|
|
renderCrystalBall();
|
|
#endif
|
|
}
|
|
else
|
|
{
|
|
othercameraclock = PlayClock + MulScale(4, (int)gInterpolate, 16);
|
|
}
|
|
|
|
if (!bDelirium)
|
|
{
|
|
deliriumTilt = 0;
|
|
deliriumTurn = 0;
|
|
deliriumPitch = 0;
|
|
}
|
|
int brightness = 0;
|
|
|
|
BloodStatIterator it(kStatExplosion);
|
|
while (auto actor = it.Next())
|
|
{
|
|
if (actor->hasX() && gotsector[actor->spr.sectno()])
|
|
{
|
|
brightness += actor->x().data3 * 32;
|
|
}
|
|
}
|
|
it.Reset(kStatProjectile);
|
|
while (auto actor = it.Next())
|
|
{
|
|
spritetype* pSprite = &actor->s();
|
|
switch (pSprite->type) {
|
|
case kMissileFlareRegular:
|
|
case kMissileTeslaAlt:
|
|
case kMissileFlareAlt:
|
|
case kMissileTeslaRegular:
|
|
if (gotsector[pSprite->sectno()]) brightness += 256;
|
|
break;
|
|
}
|
|
}
|
|
g_visibility = (int32_t)(ClipLow(gVisibility - 32 * gView->visibility - brightness, 0));
|
|
cA += interpolatedangle(buildang(deliriumTurnO), buildang(deliriumTurn), gInterpolate);
|
|
|
|
int ceilingZ, floorZ;
|
|
getzsofslopeptr(pSector, cX, cY, &ceilingZ, &floorZ);
|
|
if ((cZ > floorZ - (1 << 8)) && (pSector->upperLink == nullptr)) // clamp to floor
|
|
{
|
|
cZ = floorZ - (1 << 8);
|
|
}
|
|
if ((cZ < ceilingZ + (1 << 8)) && (pSector->lowerLink == nullptr)) // clamp to ceiling
|
|
{
|
|
cZ = ceilingZ + (1 << 8);
|
|
}
|
|
cH = q16horiz(ClipRange(cH.asq16(), gi->playerHorizMin(), gi->playerHorizMax()));
|
|
|
|
if ((tilt.asbam() || bDelirium) && !sceneonly)
|
|
{
|
|
if (gDeliriumBlur)
|
|
{
|
|
// todo: Set up a blurring postprocessing shader.
|
|
//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);
|
|
}
|
|
}
|
|
|
|
if (testnewrenderer)
|
|
{
|
|
fixedhoriz deliriumPitchI = q16horiz(interpolatedvalue(IntToFixed(deliriumPitchO), IntToFixed(deliriumPitch), gInterpolate));
|
|
auto bakCstat = gView->pSprite->cstat;
|
|
gView->pSprite->cstat |= (gViewPos == 0) ? CSTAT_SPRITE_INVISIBLE : CSTAT_SPRITE_TRANSLUCENT | CSTAT_SPRITE_TRANS_FLIP;
|
|
render_drawrooms(gView->pSprite, { cX, cY, cZ }, sectnum(pSector), cA, cH + deliriumPitchI, rotscrnang, gInterpolate);
|
|
gView->pSprite->cstat = bakCstat;
|
|
}
|
|
else
|
|
{
|
|
renderSetRollAngle((float)rotscrnang.asbuildf());
|
|
render3DViewPolymost(sectnum(pSector), cX, cY, cZ, cA, cH);
|
|
}
|
|
bDeliriumOld = bDelirium && gDeliriumBlur;
|
|
|
|
int nClipDist = gView->pSprite->clipdist << 2;
|
|
int vec, vf4;
|
|
Collision c1, c2;
|
|
GetZRange(gView->actor, &vf4, &c1, &vec, &c2, 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 & CSTAT_SECTOR_SKY);
|
|
if (gWeather.at12d8 > 0 || v8)
|
|
{
|
|
gWeather.Draw(cX, cY, cZ, cA.asq16(), cH.asq16() + 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, pSector, shakeX, shakeY, zDelta, basepal, gInterpolate);
|
|
}
|
|
UpdateDacs(0, true); // keep the view palette active only for the actual 3D view and its overlays.
|
|
if (automapMode != am_off)
|
|
{
|
|
DrawMap (gView->pSprite);
|
|
}
|
|
UpdateStatusBar();
|
|
int zn = ((gView->zWeapon-gView->zView-(12<<8))>>7)+220;
|
|
PLAYER *pPSprite = &gPlayer[gMe->pSprite->type-kDudePlayer1];
|
|
if (IsPlayerSprite(gMe->pSprite) && pPSprite->hand == 1)
|
|
{
|
|
gChoke.animateChoke(160, zn, (int)gInterpolate);
|
|
}
|
|
|
|
viewDrawAimedPlayerName();
|
|
if (paused)
|
|
{
|
|
auto text = GStrings("TXTB_PAUSED");
|
|
viewDrawText(PickBigFont(text), text, 160, 10, 0, 0, 1, 0);
|
|
}
|
|
else if (gView != gMe)
|
|
{
|
|
FStringf gTempStr("] %s [", PlayerName(gView->nPlayer));
|
|
viewDrawText(OriginalSmallFont, gTempStr, 160, 10, 0, 0, 1, 0);
|
|
}
|
|
if (cl_interpolate)
|
|
{
|
|
RestoreInterpolations();
|
|
}
|
|
}
|
|
|
|
bool GameInterface::GenerateSavePic()
|
|
{
|
|
viewDrawScreen(true);
|
|
return true;
|
|
}
|
|
|
|
FString GameInterface::GetCoordString()
|
|
{
|
|
FString out;
|
|
|
|
out.Format("pos= %d, %d, %d - angle = %2.3f",
|
|
gMe->pSprite->x, gMe->pSprite->y, gMe->pSprite->z, gMe->pSprite->ang * BAngToDegree);
|
|
|
|
return out;
|
|
}
|
|
|
|
|
|
bool GameInterface::DrawAutomapPlayer(int mx, int my, int x, int y, int z, int a, double const smoothratio)
|
|
{
|
|
for (int i = connecthead; i >= 0; i = connectpoint2[i])
|
|
{
|
|
PLAYER* pPlayer = &gPlayer[i];
|
|
spritetype* pSprite = pPlayer->pSprite;
|
|
|
|
int xvect = -bsin(a) * z;
|
|
int yvect = -bcos(a) * z;
|
|
int ox = mx - x;
|
|
int oy = my - y;
|
|
int x1 = DMulScale(ox, xvect, -oy, yvect, 16);
|
|
int y1 = DMulScale(oy, xvect, ox, yvect, 16);
|
|
int xx = xdim / 2. + x1 / 4096.;
|
|
int yy = ydim / 2. + y1 / 4096.;
|
|
|
|
if (i == gView->nPlayer || gGameOptions.nGameType == 1)
|
|
{
|
|
int nTile = pSprite->picnum;
|
|
int ceilZ, floorZ;
|
|
Collision ceilHit, floorHit;
|
|
GetZRange(gView->actor, &ceilZ, &ceilHit, &floorZ, &floorHit, (pSprite->clipdist << 2) + 16, CLIPMASK0, PARALLAXCLIP_CEILING | PARALLAXCLIP_FLOOR);
|
|
int nTop, nBottom;
|
|
GetSpriteExtents(pSprite, &nTop, &nBottom);
|
|
int nScale = (pSprite->yrepeat + ((floorZ - nBottom) >> 8)) * z;
|
|
nScale = ClipRange(nScale, 8000, 65536 << 1);
|
|
// Players on automap
|
|
double x = xdim / 2. + x1 / double(1 << 12);
|
|
double y = ydim / 2. + y1 / double(1 << 12);
|
|
// This very likely needs fixing later
|
|
DrawTexture(twod, tileGetTexture(nTile, true), xx, yy, DTA_ClipLeft, windowxy1.X, DTA_ClipTop, windowxy1.Y, DTA_ScaleX, z/1536., DTA_ScaleY, z/1536., DTA_CenterOffset, true,
|
|
DTA_ClipRight, windowxy2.X + 1, DTA_ClipBottom, windowxy2.Y + 1, DTA_Alpha, (pSprite->cstat & CSTAT_SPRITE_TRANSLUCENT ? 0.5 : 1.), TAG_DONE);
|
|
}
|
|
}
|
|
return true;
|
|
}
|
|
|
|
void SerializeView(FSerializer& arc)
|
|
{
|
|
if (arc.BeginObject("view"))
|
|
{
|
|
arc("screentilt", gScreenTilt)
|
|
("deliriumtilt", deliriumTilt)
|
|
("deliriumturn", deliriumTurn)
|
|
("deliriumpitch", deliriumPitch)
|
|
.EndObject();
|
|
}
|
|
}
|
|
|
|
|
|
END_BLD_NS
|