raze/source/games/duke/src/game_misc.cpp

590 lines
16 KiB
C++

//-------------------------------------------------------------------------
/*
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 "sbar.h"
#include "glbackend/glbackend.h"
#include "gamestate.h"
#include "dukeactor.h"
#include "interpolate.h"
BEGIN_DUKE_NS
FFont* IndexFont;
FFont* DigiFont;
//---------------------------------------------------------------------------
//
// debug output
//
//---------------------------------------------------------------------------
FString GameInterface::GetCoordString()
{
int snum = screenpeek;
FString out;
out.Format("pos= %d, %d, %d - angle = %2.3f - sector = %d, lotag = %d, hitag = %d",
ps[snum].posx, ps[snum].posy, ps[snum].posz, ps[snum].angle.ang.asdeg(), ps[snum].cursectnum,
sector[ps[snum].cursectnum].lotag, sector[ps[snum].cursectnum].hitag);
return out;
}
GameStats GameInterface::getStats()
{
struct 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()
{
auto runbonus = [=](auto completion)
{
// MP scoreboard
if (playerswhenstarted > 1 && !ud.coop)
{
dobonus(1, completion);
}
else completion(false);
};
auto runtwoscreens = [](auto completion)
{
// shareware and TEN screens
if (isShareware() && !isRR())
showtwoscreens(completion);
else completion(false);
};
runbonus([=](bool aborted) { runtwoscreens(endthegame); });
}
//---------------------------------------------------------------------------
//
// 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, struct 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);
}
//---------------------------------------------------------------------------
//
// 'rest' in this case means everything not part of the 3D scene and its weapon sprite.
//
//---------------------------------------------------------------------------
void drawoverlays(double smoothratio)
{
unsigned char fader = 0, fadeg = 0, fadeb = 0, fadef = 0, tintr = 0, tintg = 0, tintb = 0, tintf = 0, dotint = 0;
struct player_struct* pp;
int cposx, cposy, cang;
pp = &ps[screenpeek];
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, (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->cursectnum);
if (ud.cameraactor == nullptr)
{
if (automapMode != am_full)
{
if (!isRR() && pp->newOwner != nullptr)
cameratext(pp->newOwner);
else
{
fi.displayweapon(screenpeek, smoothratio);
if (pp->over_shoulder_on == 0)
fi.displaymasks(screenpeek, smoothratio);
}
if (!isRR())
moveclouds(smoothratio);
}
if (automapMode != am_off)
{
DoInterpolations(smoothratio / 65536.);
if (pp->newOwner == nullptr && playrunning())
{
if (screenpeek == myconnectindex && numplayers > 1)
{
cposx = omyx + MulScale(myx - omyx, smoothratio, 16);
cposy = omyy + MulScale(myy - omyy, smoothratio, 16);
cang = !SyncInput() ? myang.asbuild() : omyang.asbuild() + MulScale(((myang.asbuild() + 1024 - omyang.asbuild()) & 2047) - 1024, smoothratio, 16);
}
else
{
cposx = pp->oposx + MulScale(pp->posx - pp->oposx, smoothratio, 16);
cposy = pp->oposy + MulScale(pp->posy - pp->oposy, smoothratio, 16);
cang = !SyncInput() ? pp->angle.ang.asbuild() : pp->angle.oang.asbuild() + MulScale(((pp->angle.ang.asbuild() + 1024 - pp->angle.oang.asbuild()) & 2047) - 1024, smoothratio, 16);
}
}
else
{
cposx = pp->oposx;
cposy = pp->oposy;
cang = pp->angle.oang.asbuild();
}
DrawOverheadMap(cposx, cposy, cang, smoothratio);
RestoreInterpolations();
}
}
DrawBorder();
StatusBar->UpdateStatusBar();
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)
fi.PrintPaused();
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void cameratext(DDukeActor *cam)
{
auto drawitem = [=](int tile, double x, double y, bool flipx, bool flipy)
{
DrawTexture(twod, tileGetTexture(tile), x, y, DTA_ViewportX, windowxy1.x, DTA_ViewportY, windowxy1.y, DTA_ViewportWidth, windowxy2.x - windowxy1.x + 1, DTA_CenterOffsetRel, true,
DTA_ViewportHeight, windowxy2.y - windowxy1.y + 1, DTA_FlipX, flipx, DTA_FlipY, flipy, 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
{
int flipbits = (PlayClock << 1) & 48;
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));
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void dobonus(int bonusonly, const CompletionFunc& completion)
{
if (isRR()) dobonus_r(bonusonly, completion);
else dobonus_d(bonusonly, completion);
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
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(int cposx, int cposy, int czoom, int cang, double const smoothratio)
{
int i, j, k, l, x1, y1, x2, y2, x3, y3, x4, y4, ox, oy, xoff, yoff;
int dax, day, cosang, sinang, xspan, yspan, sprx, spry;
int xrepeat, yrepeat, tilenum, daang;
int xvect, yvect, xvect2, yvect2;
int p;
PalEntry col;
spritetype* spr;
xvect = -bsin(cang) * czoom;
yvect = -bcos(cang) * czoom;
xvect2 = MulScale(xvect, yxaspect, 16);
yvect2 = MulScale(yvect, yxaspect, 16);
//Draw sprites
auto pactor = ps[screenpeek].GetActor();
for (i = 0; i < numsectors; i++)
{
if (!gFullMap || !show2dsector[i]) continue;
DukeSectIterator it(i);
while (auto act = it.Next())
{
spr = &act->s;
if (act == pactor || (spr->cstat & 0x8000) || spr->cstat == 257 || spr->xrepeat == 0) continue;
col = PalEntry(0, 170, 170);
if (spr->cstat & 1) col = PalEntry(170, 0, 170);
sprx = spr->x;
spry = spr->y;
if ((spr->cstat & 257) != 0) switch (spr->cstat & 48)
{
case 0:
// break;
ox = sprx - cposx;
oy = spry - cposy;
x1 = DMulScale(ox, xvect, -oy, yvect, 16);
y1 = DMulScale(oy, xvect2, ox, yvect2, 16);
ox = bcos(spr->ang, -7);
oy = bsin(spr->ang, -7);
x2 = DMulScale(ox, xvect, -oy, yvect, 16);
y2 = DMulScale(oy, xvect, ox, yvect, 16);
x3 = MulScale(x2, yxaspect, 16);
y3 = MulScale(y2, yxaspect, 16);
drawlinergb(x1 - x2 + (xdim << 11), y1 - y3 + (ydim << 11),
x1 + x2 + (xdim << 11), y1 + y3 + (ydim << 11), col);
drawlinergb(x1 - y2 + (xdim << 11), y1 + x3 + (ydim << 11),
x1 + x2 + (xdim << 11), y1 + y3 + (ydim << 11), col);
drawlinergb(x1 + y2 + (xdim << 11), y1 - x3 + (ydim << 11),
x1 + x2 + (xdim << 11), y1 + y3 + (ydim << 11), col);
break;
case 16:
if (spr->picnum == TILE_LASERLINE)
{
x1 = sprx;
y1 = spry;
tilenum = spr->picnum;
xoff = tileLeftOffset(tilenum) + spr->xoffset;
if ((spr->cstat & 4) > 0) xoff = -xoff;
k = spr->ang;
l = spr->xrepeat;
dax = bsin(k) * l;
day = -bcos(k) * l;
l = tileWidth(tilenum);
k = (l >> 1) + xoff;
x1 -= MulScale(dax, k, 16);
x2 = x1 + MulScale(dax, l, 16);
y1 -= MulScale(day, k, 16);
y2 = y1 + MulScale(day, l, 16);
ox = x1 - cposx;
oy = y1 - cposy;
x1 = DMulScale(ox, xvect, -oy, yvect, 16);
y1 = DMulScale(oy, xvect2, ox, yvect2, 16);
ox = x2 - cposx;
oy = y2 - cposy;
x2 = DMulScale(ox, xvect, -oy, yvect, 16);
y2 = DMulScale(oy, xvect2, ox, yvect2, 16);
drawlinergb(x1 + (xdim << 11), y1 + (ydim << 11),
x2 + (xdim << 11), y2 + (ydim << 11), col);
}
break;
case 32:
tilenum = spr->picnum;
xoff = tileLeftOffset(tilenum) + spr->xoffset;
yoff = tileTopOffset(tilenum) + spr->yoffset;
if ((spr->cstat & 4) > 0) xoff = -xoff;
if ((spr->cstat & 8) > 0) yoff = -yoff;
k = spr->ang;
cosang = bcos(k);
sinang = bsin(k);
xspan = tileWidth(tilenum);
xrepeat = spr->xrepeat;
yspan = tileHeight(tilenum);
yrepeat = spr->yrepeat;
dax = ((xspan >> 1) + xoff) * xrepeat;
day = ((yspan >> 1) + yoff) * yrepeat;
x1 = sprx + DMulScale(sinang, dax, cosang, day, 16);
y1 = spry + DMulScale(sinang, day, -cosang, dax, 16);
l = xspan * xrepeat;
x2 = x1 - MulScale(sinang, l, 16);
y2 = y1 + MulScale(cosang, l, 16);
l = yspan * yrepeat;
k = -MulScale(cosang, l, 16);
x3 = x2 + k;
x4 = x1 + k;
k = -MulScale(sinang, l, 16);
y3 = y2 + k;
y4 = y1 + k;
ox = x1 - cposx;
oy = y1 - cposy;
x1 = DMulScale(ox, xvect, -oy, yvect, 16);
y1 = DMulScale(oy, xvect2, ox, yvect2, 16);
ox = x2 - cposx;
oy = y2 - cposy;
x2 = DMulScale(ox, xvect, -oy, yvect, 16);
y2 = DMulScale(oy, xvect2, ox, yvect2, 16);
ox = x3 - cposx;
oy = y3 - cposy;
x3 = DMulScale(ox, xvect, -oy, yvect, 16);
y3 = DMulScale(oy, xvect2, ox, yvect2, 16);
ox = x4 - cposx;
oy = y4 - cposy;
x4 = DMulScale(ox, xvect, -oy, yvect, 16);
y4 = DMulScale(oy, xvect2, ox, yvect2, 16);
drawlinergb(x1 + (xdim << 11), y1 + (ydim << 11),
x2 + (xdim << 11), y2 + (ydim << 11), col);
drawlinergb(x2 + (xdim << 11), y2 + (ydim << 11),
x3 + (xdim << 11), y3 + (ydim << 11), col);
drawlinergb(x3 + (xdim << 11), y3 + (ydim << 11),
x4 + (xdim << 11), y4 + (ydim << 11), col);
drawlinergb(x4 + (xdim << 11), y4 + (ydim << 11),
x1 + (xdim << 11), y1 + (ydim << 11), col);
break;
}
}
}
for (p = connecthead; p >= 0; p = connectpoint2[p])
{
auto act = ps[p].GetActor();
auto pspr = &act->s;
auto spos = pspr->interpolatedvec2(smoothratio);
daang = ((!SyncInput() ? pspr->ang : pspr->interpolatedang(smoothratio)) - cang) & 2047;
if (p == screenpeek || ud.coop == 1)
{
auto& pp = ps[p];
if (pspr->xvel > 16 && pp.on_ground)
i = TILE_APLAYERTOP + ((PlayClock >> 4) & 3);
else
i = TILE_APLAYERTOP;
j = abs(pp.truefz - pp.posz) >> 8;
j = MulScale(czoom * (pspr->yrepeat + j), yxaspect, 16);
if (j < 22000) j = 22000;
else if (j > (65536 << 1)) j = (65536 << 1);
DrawTexture(twod, tileGetTexture(i), xdim / 2. + spos.x / 4096., ydim / 2. + spos.y / 4096., DTA_TranslationIndex, TRANSLATION(Translation_Remap + setpal(&pp), pspr->pal), DTA_CenterOffset, true,
DTA_Rotate, daang * (-360./2048), DTA_Color, shadeToLight(pspr->shade), DTA_ScaleX, j / 65536., DTA_ScaleY, j / 65536., TAG_DONE);
}
}
return true;
}
END_DUKE_NS