raze/source/games/blood/src/hudsprites.cpp

184 lines
4.9 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 "build.h"
#include "v_font.h"
#include "blood.h"
#include "zstring.h"
#include "razemenu.h"
#include "gstrings.h"
#include "v_2ddrawer.h"
#include "v_video.h"
#include "gamehud.h"
BEGIN_BLD_NS
static struct {
int16_t nTile;
uint8_t nStat;
uint8_t nPal;
int nScale;
int16_t 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 + tileAnimateOfs(burnTable[i].nTile, i);
int nScale = burnTable[i].nScale;
if (gScale < 600)
{
nScale = Scale(nScale, gScale, 600);
}
hud_drawsprite(burnTable[i].nX, burnTable[i].nY, nScale, 0, nTile, 0, 0, RS_STRETCH, 1);
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void hudDraw(PLAYER* gView, sectortype* pSector, double bobx, double boby, double zDelta, int basepal, double smoothratio)
{
double look_anghalf = gView->angle.look_anghalf(smoothratio);
if (gViewPos == 0)
{
double looking_arc = gView->angle.looking_arc(smoothratio);
double cX = 160 - look_anghalf;
double cY = 220 + looking_arc;
if (cl_weaponsway)
{
if (cl_hudinterpolation)
{
cX += (bobx / 256.);
cY += (boby / 256.) + (zDelta / 128.);
}
else
{
cX += (int(bobx) >> 8);
cY += (int(boby) >> 8) + (int(zDelta) >> 7);
}
}
else
{
cY += (-2048. / 128.);
}
int nShade = pSector? pSector->floorshade : 0;
int nPalette = 0;
if (gView->actor->sector()->hasX()) {
sectortype* pViewSect = gView->actor->sector();
XSECTOR* pXSector = &pViewSect->xs();
if (pXSector->color)
nPalette = pViewSect->floorpal;
}
#ifdef NOONE_EXTENSIONS
if (gView->sceneQav < 0) WeaponDraw(gView, nShade, cX, cY, nPalette);
else if (gView->actor->xspr.health > 0) playerQavSceneDraw(gView, nShade, cX, cY, nPalette);
else {
gView->sceneQav = gView->weaponQav = kQAVNone;
gView->qavTimer = gView->weaponTimer = gView->curWeapon = 0;
}
#else
WeaponDraw(gView, nShade, cX, cY, nPalette);
#endif
}
if (gViewPos == 0 && gView->actor->xspr.burnTime > 60)
{
viewBurnTime(gView->actor->xspr.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);
}
int zn = ((gView->zWeapon - gView->zView - (12 << 8)) >> 7) + 220;
PLAYER* pPSprite = &gPlayer[gMe->actor->spr.type - kDudePlayer1];
if (gMe->actor->IsPlayerActor() && pPSprite->hand == 1)
{
gChoke.animateChoke(160, zn, (int)gInterpolate);
}
}
END_BLD_NS