raze/source/blood/src/hudsprites.cpp
Christoph Oelckers 3455610031 - base palette cleanup.
Avoid passing this anywhere in the client code. It should only be set right before rendering the 3D view and the only code using the base palette should be the 3D renderer and hud_drawsprite.
Also make the palette override CVARs 3D view only in debug mode.
2020-08-14 21:18:14 +02:00

178 lines
5 KiB
C++

//-------------------------------------------------------------------------
/*
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 <stdlib.h>
#include <string.h>
#include "compat.h"
#include "build.h"
#include "pragmas.h"
#include "mmulti.h"
#include "v_font.h"
#include "endgame.h"
#include "aistate.h"
#include "map2d.h"
#include "loadsave.h"
#include "sectorfx.h"
#include "choke.h"
#include "view.h"
#include "nnexts.h"
#include "zstring.h"
#include "menu.h"
#include "gstrings.h"
#include "v_2ddrawer.h"
#include "v_video.h"
#include "v_font.h"
#include "glbackend/glbackend.h"
BEGIN_BLD_NS
static struct {
short nTile;
unsigned char nStat;
unsigned char nPal;
int nScale;
short nX, nY;
} burnTable[9] = {
{ 2101, 2, 0, 118784, 10, 220 },
{ 2101, 2, 0, 110592, 40, 220 },
{ 2101, 2, 0, 81920, 85, 220 },
{ 2101, 2, 0, 69632, 120, 220 },
{ 2101, 2, 0, 61440, 160, 220 },
{ 2101, 2, 0, 73728, 200, 220 },
{ 2101, 2, 0, 77824, 235, 220 },
{ 2101, 2, 0, 110592, 275, 220 },
{ 2101, 2, 0, 122880, 310, 220 }
};
static void drawElement(int x, int y, int tile, double scale = 1, int flipx = 0, int flipy = 0, int pin = 0, int basepal = 0, double alpha = 1)
{
int flags = RS_TOPLEFT;
if (flipx) flags |= RS_XFLIPHUD;
if (flipy) flags |= RS_YFLIPHUD;
if (pin == -1) flags |= RS_ALIGN_L;
else if (pin == 1) flags |= RS_ALIGN_R;
hud_drawsprite(x, y, int(scale*65536), 0, tile, 0, basepal, flags, alpha);
}
static void viewBurnTime(int gScale)
{
if (!gScale) return;
for (int i = 0; i < 9; i++)
{
int nTile = burnTable[i].nTile + qanimateoffs(burnTable[i].nTile, 32768 + i);
int nScale = burnTable[i].nScale;
if (gScale < 600)
{
nScale = scale(nScale, gScale, 600);
}
drawElement(burnTable[i].nX, burnTable[i].nY, nTile, nScale / 65536.);
}
}
void hudDraw(PLAYER *gView, int nSectnum, int defaultHoriz, double bobx, double boby, double zDelta, int basepal)
{
if (gViewPos == 0)
{
if (cl_crosshair)
{
double crosshair_scale = cl_crosshairscale * .02;
DrawTexture(twod, tileGetTexture(kCrosshairTile), 160, defaultHoriz,
DTA_FullscreenScale, FSMode_ScaleToFit43, DTA_VirtualWidth, 320, DTA_VirtualHeight, 200, DTA_ScaleX, crosshair_scale, DTA_ScaleY, crosshair_scale, DTA_CenterOffsetRel, true,
DTA_ViewportX, windowxy1.x, DTA_ViewportY, windowxy1.y, DTA_ViewportWidth, windowxy2.x - windowxy1.x + 1, DTA_ViewportHeight, windowxy2.y - windowxy1.y + 1, TAG_DONE);
}
double cX = 160;
double cY = 220;
if (cl_weaponsway)
{
cX += (bobx / 256.);
cY += (boby / 256.) + (zDelta / 128.);
}
else
{
cY += (-2048. / 128.);
}
int nShade = sector[nSectnum].floorshade;
int nPalette = 0;
if (sector[gView->pSprite->sectnum].extra > 0) {
sectortype* pSector = &sector[gView->pSprite->sectnum];
XSECTOR* pXSector = &xsector[pSector->extra];
if (pXSector->color)
nPalette = pSector->floorpal;
}
#ifdef NOONE_EXTENSIONS
if (gView->sceneQav < 0) WeaponDraw(gView, nShade, cX, cY, nPalette);
else if (gView->pXSprite->health > 0) playerQavSceneDraw(gView, nShade, cX, cY, nPalette);
else {
gView->sceneQav = gView->weaponQav = -1;
gView->weaponTimer = gView->curWeapon = 0;
}
#else
WeaponDraw(gView, nShade, cX, cY, nPalette);
#endif
}
if (gViewPos == 0 && gView->pXSprite->burnTime > 60)
{
viewBurnTime(gView->pXSprite->burnTime);
}
if (packItemActive(gView, 1))
{
drawElement(0, 0, 2344, 1, 0, 0, -1);
drawElement(320, 0, 2344, 1, 1, 0, 1);
drawElement(0, 200, 2344, 1, 0, 1, -1);
drawElement(320, 200, 2344, 1, 1, 1, 1);
if (gDetail >= 4)
{
drawElement(15, 3, 2346, 1, 0, 0, -1, 0, 0.2);
drawElement(212, 77, 2347, 1, 0, 0, 1, 0, 0.2);
}
}
if (powerupCheck(gView, kPwUpAsbestArmor) > 0)
{
drawElement(0, 237, 2358, 1, 0, 1, -1);
drawElement(320, 237, 2358, 1, 1, 1, 1);
}
#if 0 // This currently does not work. May have to be redone as a hardware effect.
if (v4 && gNetPlayers > 1)
{
DoLensEffect();
viewingRange = viewingrange;
yxAspect = yxaspect;
renderSetAspect(65536, 54613);
r otatesprite(280 << 16, 35 << 16, 53248, 512, 4077, v10, v14, 512 + 6, gViewX0, gViewY0, gViewX1, gViewY1);
r otatesprite(280 << 16, 35 << 16, 53248, 0, 1683, v10, 0, 512 + 35, gViewX0, gViewY0, gViewX1, gViewY1);
renderSetAspect(viewingRange, yxAspect);
}
#endif
}
END_BLD_NS