raze/source/games/blood/src/view.cpp
Christoph Oelckers 97a0cb2a10 - handle voxel rotation in the backend to enable it for all games.
This was previously only present in the Blood module and missed in Exhumed from upstream so the entire option was rather pointless.
Fixes #290
2021-04-04 10:33:29 +02:00

941 lines
30 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 "mmulti.h"
#include "v_font.h"
#include "blood.h"
#include "choke.h"
#include "zstring.h"
#include "razemenu.h"
#include "gstrings.h"
#include "v_2ddrawer.h"
#include "v_video.h"
#include "v_font.h"
#include "statusbar.h"
#include "automap.h"
#include "gamefuncs.h"
#include "v_draw.h"
#include "glbackend/glbackend.h"
BEGIN_BLD_NS
FixedBitArray<kMaxSprites> gInterpolateSprite;
VIEW gPrevView[kMaxPlayers];
VIEWPOS gViewPos;
int gViewIndex;
double gInterpolate;
int gScreenTilt;
FFont *gFont[kFontNum];
void FontSet(int id, int tile, int space)
{
if (id < 0 || id >= kFontNum || tile < 0 || tile >= kMaxTiles)
return;
GlyphSet glyphs;
for (int i = 1; i < 96; i++)
{
auto tex = tileGetTexture(tile + i);
if (tex && tex->isValid() && tex->GetTexelWidth() > 0 && tex->GetTexelHeight() > 0)
{
glyphs.Insert(i + 32, tex);
tex->SetOffsetsNotForFont();
}
}
const char *names[] = { "smallfont", "bigfont", "gothfont", "smallfont2", "digifont"};
const char *defs[] = { "defsmallfont", "defbigfont", nullptr, "defsmallfont2", nullptr};
FFont ** ptrs[] = { &SmallFont, &BigFont, nullptr, &SmallFont2, nullptr};
gFont[id] = new ::FFont(names[id], nullptr, defs[id], 0, 0, 0, 0, tileWidth(tile), false, false, false, &glyphs);
gFont[id]->SetKerning(space);
if (ptrs[id]) *ptrs[id] = gFont[id];
}
void viewBackupView(int nPlayer)
{
PLAYER *pPlayer = &gPlayer[nPlayer];
VIEW *pView = &gPrevView[nPlayer];
pView->at30 = pPlayer->angle.ang;
pView->at50 = pPlayer->pSprite->x;
pView->at54 = pPlayer->pSprite->y;
pView->at38 = pPlayer->zView;
pView->at34 = pPlayer->zWeapon-pPlayer->zView-0xc00;
pView->at24 = pPlayer->horizon.horiz;
pView->at28 = pPlayer->horizon.horizoff;
pView->at2c = pPlayer->slope;
pView->at8 = pPlayer->bobHeight;
pView->atc = pPlayer->bobWidth;
pView->at18 = pPlayer->swayHeight;
pView->at1c = pPlayer->swayWidth;
pView->look_ang = pPlayer->angle.look_ang;
pView->rotscrnang = pPlayer->angle.rotscrnang;
pPlayer->angle.backup();
pPlayer->horizon.backup();
}
void viewCorrectViewOffsets(int nPlayer, vec3_t const *oldpos)
{
PLAYER *pPlayer = &gPlayer[nPlayer];
VIEW *pView = &gPrevView[nPlayer];
pView->at50 += pPlayer->pSprite->x-oldpos->x;
pView->at54 += pPlayer->pSprite->y-oldpos->y;
pView->at38 += pPlayer->pSprite->z-oldpos->z;
}
void viewDrawText(int nFont, const char *pString, int x, int y, int nShade, int nPalette, int position, char shadow, unsigned int nStat, uint8_t alpha)
{
if (nFont < 0 || nFont >= kFontNum || !pString) return;
FFont *pFont = gFont[nFont];
//y += pFont->yoff;
if (position == 1) x -= pFont->StringWidth(pString) / 2;
if (position == 2) x -= pFont->StringWidth(pString);
if (shadow)
{
DrawText(twod, pFont, CR_UNDEFINED, x+1, y+1, pString, DTA_FullscreenScale, FSMode_Fit320x200, DTA_Color, 0xff000000, DTA_Alpha, 0.5, TAG_DONE);
}
DrawText(twod, pFont, CR_UNDEFINED, x, y, pString, DTA_FullscreenScale, FSMode_Fit320x200, DTA_TranslationIndex, TRANSLATION(Translation_Remap, nPalette),
DTA_Color, shadeToLight(nShade), DTA_Alpha, alpha / 255., TAG_DONE);
}
void InitStatusBar(void)
{
if (r_precache) PrecacheHardwareTextures(2200);
}
GameStats GameInterface::getStats()
{
return { gKillMgr.Kills, gKillMgr.TotalKills, gSecretMgr.Founds, gSecretMgr.Total, gFrameCount / kTicsPerSec, gPlayer[myconnectindex].fragCount };
}
void viewDrawAimedPlayerName(void)
{
if (!cl_idplayers || (gView->aim.dx == 0 && gView->aim.dy == 0))
return;
int hit = HitScan(gView->pSprite, gView->pSprite->z, gView->aim.dx, gView->aim.dy, gView->aim.dz, CLIPMASK0, 512);
if (hit == 3)
{
spritetype* pSprite = &sprite[gHitInfo.hitsprite];
if (IsPlayerSprite(pSprite))
{
int nPlayer = pSprite->type-kDudePlayer1;
const char* szName = PlayerName(nPlayer);
int nPalette = (gPlayer[nPlayer].teamId&3)+11;
viewDrawText(4, szName, 160, 125, -128, nPalette, 1, 1);
}
}
}
static TArray<uint8_t> lensdata;
int *lensTable;
extern int dword_172CE0[16][3];
void viewInit(void)
{
Printf("Initializing status bar\n");
InitStatusBar();
FontSet(0, 4096, 0);
FontSet(1, 4192, 1);
FontSet(2, 4288, 1);
FontSet(3, 4384, 1);
FontSet(4, 4480, 0);
lensdata = fileSystem.LoadFile("lens.dat");
assert(lensdata.Size() == kLensSize * kLensSize * sizeof(int));
lensTable = (int*)lensdata.Data();
#if B_BIG_ENDIAN == 1
for (int i = 0; i < kLensSize*kLensSize; i++)
{
lensTable[i] = LittleLong(lensTable[i]);
}
#endif
uint8_t *data = TileFiles.tileCreate(4077, kLensSize, kLensSize);
memset(data, TRANSPARENT_INDEX, kLensSize*kLensSize);
for (int i = 0; i < 16; i++)
{
dword_172CE0[i][0] = MulScale(wrand(), 2048, 16);
dword_172CE0[i][1] = MulScale(wrand(), 2048, 16);
dword_172CE0[i][2] = MulScale(wrand(), 2048, 16);
}
}
int othercameradist = 1280;
int othercameraclock;
void CalcOtherPosition(spritetype *pSprite, int *pX, int *pY, int *pZ, int *vsectnum, int nAng, fixed_t zm, int smoothratio)
{
int vX = MulScale(-Cos(nAng), 1280, 30);
int vY = MulScale(-Sin(nAng), 1280, 30);
int vZ = FixedToInt(MulScale(zm, 1280, 3))-(16<<8);
int bakCstat = pSprite->cstat;
pSprite->cstat &= ~256;
assert(*vsectnum >= 0 && *vsectnum < kMaxSectors);
FindSector(*pX, *pY, *pZ, vsectnum);
short nHSector;
int hX, hY;
vec3_t pos = {*pX, *pY, *pZ};
hitdata_t hitdata;
hitscan(&pos, *vsectnum, vX, vY, vZ, &hitdata, CLIPMASK1);
nHSector = hitdata.sect;
hX = hitdata.pos.x;
hY = hitdata.pos.y;
int dX = hX-*pX;
int dY = hY-*pY;
if (abs(vX)+abs(vY) > abs(dX)+abs(dY))
{
*vsectnum = nHSector;
dX -= Sgn(vX)<<6;
dY -= Sgn(vY)<<6;
int nDist;
if (abs(vX) > abs(vY))
{
nDist = ClipHigh(DivScale(dX,vX, 16), othercameradist);
}
else
{
nDist = ClipHigh(DivScale(dY,vY, 16), othercameradist);
}
othercameradist = nDist;
}
*pX += MulScale(vX, othercameradist, 16);
*pY += MulScale(vY, othercameradist, 16);
*pZ += MulScale(vZ, othercameradist, 16);
int myclock = PlayClock + MulScale(4, smoothratio, 16);
othercameradist = ClipHigh(othercameradist+((myclock-othercameraclock)<<10), 65536);
othercameraclock = myclock;
assert(*vsectnum >= 0 && *vsectnum < kMaxSectors);
FindSector(*pX, *pY, *pZ, vsectnum);
pSprite->cstat = bakCstat;
}
// by NoOne: show warning msgs in game instead of throwing errors (in some cases)
void viewSetSystemMessage(const char* pMessage, ...) {
char buffer[1024]; va_list args; va_start(args, pMessage);
vsprintf(buffer, pMessage, args);
Printf(PRINT_HIGH | PRINT_NOTIFY, "%s\n", buffer); // print it also in console
}
void viewSetMessage(const char *pMessage, const int pal, const MESSAGE_PRIORITY priority)
{
int printlevel = priority <= MESSAGE_PRIORITY_NORMAL ? PRINT_LOW : priority < MESSAGE_PRIORITY_SYSTEM ? PRINT_MEDIUM : PRINT_HIGH;
Printf(printlevel|PRINT_NOTIFY, "%s\n", pMessage);
}
void viewSetErrorMessage(const char *pMessage)
{
Printf(PRINT_BOLD|PRINT_NOTIFY, "%s\n", pMessage);
}
void DoLensEffect(void)
{
// To investigate whether this can be implemented as a shader effect.
auto d = tileData(4077);
assert(d != NULL);
auto s = tilePtr(4079);
assert(s != NULL);
for (int i = 0; i < kLensSize*kLensSize; i++, d++)
if (lensTable[i] >= 0)
*d = s[lensTable[i]];
TileFiles.InvalidateTile(4077);
}
void UpdateDacs(int nPalette, bool bNoTint)
{
gLastPal = 0;
auto& tint = lookups.tables[MAXPALOOKUPS - 1];
tint.tintFlags = 0;
switch (nPalette)
{
case 0:
default:
tint.tintColor.r = 255;
tint.tintColor.g = 255;
tint.tintColor.b = 255;
break;
case 1:
tint.tintColor.r = 132;
tint.tintColor.g = 164;
tint.tintColor.b = 255;
break;
case 2:
tint.tintColor.r = 255;
tint.tintColor.g = 126;
tint.tintColor.b = 105;
break;
case 3:
tint.tintColor.r = 162;
tint.tintColor.g = 186;
tint.tintColor.b = 15;
break;
case 4:
tint.tintColor.r = 255;
tint.tintColor.g = 255;
tint.tintColor.b = 255;
break;
}
videoSetPalette(nPalette);
}
void UpdateBlend()
{
int nRed = 0;
int nGreen = 0;
int nBlue = 0;
nRed += gView->pickupEffect;
nGreen += gView->pickupEffect;
nBlue -= gView->pickupEffect;
nRed += ClipHigh(gView->painEffect, 85) * 2;
nGreen -= ClipHigh(gView->painEffect, 85) * 3;
nBlue -= ClipHigh(gView->painEffect, 85) * 3;
nRed -= gView->blindEffect;
nGreen -= gView->blindEffect;
nBlue -= gView->blindEffect;
nRed -= gView->chokeEffect >> 6;
nGreen -= gView->chokeEffect >> 5;
nBlue -= gView->chokeEffect >> 6;
nRed = ClipRange(nRed, -255, 255);
nGreen = ClipRange(nGreen, -255, 255);
nBlue = ClipRange(nBlue, -255, 255);
videoTintBlood(nRed, nGreen, nBlue);
}
uint8_t otherMirrorGotpic[2];
uint8_t bakMirrorGotpic[2];
// int gVisibility;
int deliriumTilt, deliriumTurn, deliriumPitch;
int gScreenTiltO, deliriumTurnO, deliriumPitchO;
int gShowFrameRate = 1;
void viewUpdateDelirium(void)
{
gScreenTiltO = gScreenTilt;
deliriumTurnO = deliriumTurn;
deliriumPitchO = deliriumPitch;
int powerCount;
if ((powerCount = powerupCheck(gView, kPwUpDeliriumShroom)) != 0)
{
int tilt1 = 170, tilt2 = 170, pitch = 20;
int timer = PlayClock*4;
if (powerCount < 512)
{
int powerScale = IntToFixed(powerCount) / 512;
tilt1 = MulScale(tilt1, powerScale, 16);
tilt2 = MulScale(tilt2, powerScale, 16);
pitch = MulScale(pitch, powerScale, 16);
}
int sin2 = costable[(2*timer-512)&2047] / 2;
int sin3 = costable[(3*timer-512)&2047] / 2;
gScreenTilt = MulScale(sin2+sin3,tilt1, 30);
int sin4 = costable[(4*timer-512)&2047] / 2;
deliriumTurn = MulScale(sin3+sin4,tilt2, 30);
int sin5 = costable[(5*timer-512)&2047] / 2;
deliriumPitch = MulScale(sin4+sin5,pitch, 30);
return;
}
gScreenTilt = ((gScreenTilt+1024)&2047)-1024;
if (gScreenTilt > 0)
{
gScreenTilt -= 8;
if (gScreenTilt < 0)
gScreenTilt = 0;
}
else if (gScreenTilt < 0)
{
gScreenTilt += 8;
if (gScreenTilt >= 0)
gScreenTilt = 0;
}
}
int shakeHoriz, shakeAngle, shakeX, shakeY, shakeZ, shakeBobX, shakeBobY;
void viewUpdateShake(void)
{
shakeHoriz = 0;
shakeAngle = 0;
shakeX = 0;
shakeY = 0;
shakeZ = 0;
shakeBobX = 0;
shakeBobY = 0;
if (gView->flickerEffect)
{
int nValue = ClipHigh(gView->flickerEffect * 8, 2000);
shakeHoriz += QRandom2(nValue >> 8);
shakeAngle += QRandom2(nValue >> 8);
shakeX += QRandom2(nValue >> 4);
shakeY += QRandom2(nValue >> 4);
shakeZ += QRandom2(nValue);
shakeBobX += QRandom2(nValue);
shakeBobY += QRandom2(nValue);
}
if (gView->quakeEffect)
{
int nValue = ClipHigh(gView->quakeEffect * 8, 2000);
shakeHoriz += QRandom2(nValue >> 8);
shakeAngle += QRandom2(nValue >> 8);
shakeX += QRandom2(nValue >> 4);
shakeY += QRandom2(nValue >> 4);
shakeZ += QRandom2(nValue);
shakeBobX += QRandom2(nValue);
shakeBobY += QRandom2(nValue);
}
}
int gLastPal = 0;
int32_t g_frameRate;
static void DrawMap(spritetype* pSprite)
{
int tm = 0;
if (windowxy1.x > 0)
{
setViewport(Hud_Stbar);
tm = 1;
}
VIEW* pView = &gPrevView[gViewIndex];
int x = interpolate(pView->at50, pSprite->x, gInterpolate);
int y = interpolate(pView->at54, pSprite->y, gInterpolate);
int ang = (!SyncInput() ? gView->angle.sum() : gView->angle.interpolatedsum(gInterpolate)).asbuild();
DrawOverheadMap(x, y, ang, gInterpolate);
if (tm)
setViewport(hud_size);
}
void viewDrawScreen(bool sceneonly)
{
int nPalette = 0;
if (TestBitString(gotpic, 2342))
{
FireProcess();
ClearBitString(gotpic, 2342);
}
if (!paused && (!M_Active() || gGameOptions.nGameType != 0))
{
gInterpolate = 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 yxAspect = yxaspect;
int viewingRange = viewingrange;
videoSetCorrectedAspect();
int v1 = xs_CRoundToInt(double(viewingrange) * tan(r_fov * (pi::pi() / 360.)));
renderSetAspect(v1, yxaspect);
int cX, cY, cZ, v74, v8c;
lookangle rotscrnang;
binangle cA;
fixedhoriz cH;
double zDelta, v4c, v48;
int nSectnum = gView->pSprite->sectnum;
if (numplayers > 1 && gView == gMe && gPrediction && gMe->pXSprite->health > 0)
{
nSectnum = predict.at68;
cX = interpolate(predictOld.at50, predict.at50, gInterpolate);
cY = interpolate(predictOld.at54, predict.at54, gInterpolate);
cZ = interpolate(predictOld.at38, predict.at38, gInterpolate);
zDelta = finterpolate(predictOld.at34, predict.at34, gInterpolate);
v74 = interpolate(predictOld.atc, predict.atc, gInterpolate);
v8c = interpolate(predictOld.at8, predict.at8, gInterpolate);
v4c = finterpolate(predictOld.at1c, predict.at1c, gInterpolate);
v48 = finterpolate(predictOld.at18, predict.at18, gInterpolate);
if (!SyncInput())
{
cA = bamang(predict.at30.asbam() + predict.look_ang.asbam());
cH = predict.at24 + predict.at28;
rotscrnang = predict.rotscrnang;
}
else
{
uint32_t oang = predictOld.at30.asbam() + predictOld.look_ang.asbam();
uint32_t ang = predict.at30.asbam() + predict.look_ang.asbam();
cA = interpolateangbin(oang, ang, gInterpolate);
fixed_t ohoriz = (predictOld.at24 + predictOld.at28).asq16();
fixed_t horiz = (predict.at24 + predict.at28).asq16();
cH = q16horiz(interpolate(ohoriz, horiz, gInterpolate));
rotscrnang = interpolateanglook(predictOld.rotscrnang.asbam(), predict.rotscrnang.asbam(), gInterpolate);
}
}
else
{
VIEW* pView = &gPrevView[gViewIndex];
cX = interpolate(pView->at50, gView->pSprite->x, gInterpolate);
cY = interpolate(pView->at54, gView->pSprite->y, gInterpolate);
cZ = interpolate(pView->at38, gView->zView, gInterpolate);
zDelta = finterpolate(pView->at34, gView->zWeapon - gView->zView - (12 << 8), gInterpolate);
v74 = interpolate(pView->atc, gView->bobWidth, gInterpolate);
v8c = interpolate(pView->at8, gView->bobHeight, gInterpolate);
v4c = finterpolate(pView->at1c, gView->swayWidth, gInterpolate);
v48 = finterpolate(pView->at18, gView->swayHeight, gInterpolate);
if (!SyncInput())
{
cA = gView->angle.sum();
cH = gView->horizon.sum();
rotscrnang = gView->angle.rotscrnang;
}
else
{
cA = gView->angle.interpolatedsum(gInterpolate);
cH = gView->horizon.interpolatedsum(gInterpolate);
rotscrnang = gView->angle.interpolatedrotscrn(gInterpolate);
}
}
viewUpdateShake();
cH += buildhoriz(shakeHoriz);
cA += buildang(shakeAngle);
cX += shakeX;
cY += shakeY;
cZ += shakeZ;
v4c += shakeBobX;
v48 += shakeBobY;
cH += buildhoriz(MulScale(0x40000000 - Cos(gView->tiltEffect << 2), 30, 30));
if (gViewPos == 0)
{
if (cl_viewhbob)
{
cX -= MulScale(v74, Sin(cA.asbuild()), 30) >> 4;
cY += MulScale(v74, Cos(cA.asbuild()), 30) >> 4;
}
if (cl_viewvbob)
{
cZ += v8c;
}
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, (short*)&nSectnum, cA, cH, gInterpolate);
}
CheckLink((int*)&cX, (int*)&cY, (int*)&cZ, &nSectnum);
int v78 = interpolateang(gScreenTiltO, gScreenTilt, gInterpolate);
uint8_t v14 = 0;
uint8_t v10 = 0;
bool bDelirium = powerupCheck(gView, kPwUpDeliriumShroom) > 0;
static bool bDeliriumOld = false;
//int tiltcs, tiltdim;
uint8_t v4 = powerupCheck(gView, kPwUpCrystalBall) > 0;
#ifdef USE_OPENGL
renderSetRollAngle(rotscrnang.asbuildf());
#endif
if (v78 || bDelirium)
{
renderSetRollAngle(v78);
}
else if (v4 && gNetPlayers > 1)
{
#if 0 // needs to be redone for pure hardware rendering.
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);
}
r enderSetTarget(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);
if (IsUnderwaterSector(vcc))
{
v14 = 10;
}
memcpy(bakMirrorGotpic, gotpic + 510, 2);
memcpy(gotpic + 510, otherMirrorGotpic, 2);
g_visibility = (int32_t)(ClipLow(gVisibility - 32 * pOther->visibility, 0));
int vc4, vc8;
getzsofslope(vcc, vd8, vd4, &vc8, &vc4);
if (vd0 >= vc4)
{
vd0 = vc4 - (gUpperLink[vcc] >= 0 ? 0 : (8 << 8));
}
if (vd0 <= vc8)
{
vd0 = vc8 + (gLowerLink[vcc] >= 0 ? 0 : (8 << 8));
}
v54 = ClipRange(v54, -200, 200);
RORHACKOTHER:
int ror_status[16];
for (int i = 0; i < 16; i++)
ror_status[i] = TestBitString(gotpic, 4080 + i);
yax_preparedrawrooms();
DrawMirrors(vd8, vd4, vd0, IntToFixed(v50), IntToFixed(v54), gInterpolate, -1);
drawrooms(vd8, vd4, vd0, v50, v54, vcc);
yax_drawrooms(viewProcessSprites, vcc, 0, gInterpolate);
bool do_ror_hack = false;
for (int i = 0; i < 16; i++)
if (ror_status[i] != TestBitString(gotpic, 4080 + i))
do_ror_hack = true;
if (do_ror_hack)
{
spritesortcnt = 0;
goto RORHACKOTHER;
}
memcpy(otherMirrorGotpic, gotpic+510, 2);
memcpy(gotpic+510, bakMirrorGotpic, 2);
viewProcessSprites(vd8, vd4, vd0, v50, gInterpolate);
renderDrawMasks();
renderRestoreTarget();
#endif
}
else
{
othercameraclock = PlayClock + MulScale(4, (int)gInterpolate, 16);
}
if (!bDelirium)
{
deliriumTilt = 0;
deliriumTurn = 0;
deliriumPitch = 0;
}
int unk = 0;
int nSprite;
StatIterator it(kStatExplosion);
while ((nSprite = it.NextIndex()) >= 0)
{
spritetype* pSprite = &sprite[nSprite];
int nXSprite = pSprite->extra;
assert(nXSprite > 0 && nXSprite < kMaxXSprites);
XSPRITE* pXSprite = &xsprite[nXSprite];
if (TestBitString(gotsector, pSprite->sectnum))
{
unk += pXSprite->data3 * 32;
}
}
it.Reset(kStatProjectile);
while ((nSprite = it.NextIndex()) >= 0)
{
spritetype* pSprite = &sprite[nSprite];
switch (pSprite->type) {
case kMissileFlareRegular:
case kMissileTeslaAlt:
case kMissileFlareAlt:
case kMissileTeslaRegular:
if (TestBitString(gotsector, pSprite->sectnum)) unk += 256;
break;
}
}
g_visibility = (int32_t)(ClipLow(gVisibility - 32 * gView->visibility - unk, 0));
cA += q16ang(interpolateangfix16(IntToFixed(deliriumTurnO), IntToFixed(deliriumTurn), gInterpolate));
int vfc, vf8;
getzsofslope(nSectnum, cX, cY, &vfc, &vf8);
if (cZ >= vf8)
{
cZ = vf8 - (gUpperLink[nSectnum] >= 0 ? 0 : (8 << 8));
}
if (cZ <= vfc)
{
cZ = vfc + (gLowerLink[nSectnum] >= 0 ? 0 : (8 << 8));
}
cH = q16horiz(ClipRange(cH.asq16(), gi->playerHorizMin(), gi->playerHorizMax()));
RORHACK:
int ror_status[16];
for (int i = 0; i < 16; i++)
ror_status[i] = TestBitString(gotpic, 4080 + i);
fixed_t deliriumPitchI = interpolate(IntToFixed(deliriumPitchO), IntToFixed(deliriumPitch), gInterpolate);
DrawMirrors(cX, cY, cZ, cA.asq16(), cH.asq16() + deliriumPitchI, gInterpolate, gViewIndex);
int bakCstat = gView->pSprite->cstat;
if (gViewPos == 0)
{
gView->pSprite->cstat |= 32768;
}
else
{
gView->pSprite->cstat |= 514;
}
renderDrawRoomsQ16(cX, cY, cZ, cA.asq16(), cH.asq16() + deliriumPitchI, nSectnum);
viewProcessSprites(cX, cY, cZ, cA.asbuild(), gInterpolate);
bool do_ror_hack = false;
for (int i = 0; i < 16; i++)
if (ror_status[i] != TestBitString(gotpic, 4080 + i))
do_ror_hack = true;
if (do_ror_hack)
{
gView->pSprite->cstat = bakCstat;
spritesortcnt = 0;
goto RORHACK;
}
sub_5571C(1);
int nSpriteSortCnt = spritesortcnt;
renderDrawMasks();
spritesortcnt = nSpriteSortCnt;
sub_5571C(0);
sub_557C4(cX, cY, gInterpolate);
renderDrawMasks();
gView->pSprite->cstat = bakCstat;
if ((v78 || bDelirium) && !sceneonly)
{
if (gDeliriumBlur)
{
// todo: Implement using modern techniques instead of relying on deprecated old stuff that isn't well supported anymore.
/* names broken up so that searching for GL keywords won't find them anymore
if (!bDeliriumOld)
{
g lAccum(GL_LOAD, 1.f);
}
else
{
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);
}
*/
}
}
bDeliriumOld = bDelirium && gDeliriumBlur;
renderSetAspect(viewingRange, yxAspect);
int nClipDist = gView->pSprite->clipdist << 2;
int ve8, vec, vf0, vf4;
GetZRange(gView->pSprite, &vf4, &vf0, &vec, &ve8, 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 & 1);
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, nSectnum, v4c, v48, 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);
}
#if 0
if (drawtile_2048)
{
DrawStatSprite(2048, xdim-15, 20);
}
#endif
viewDrawAimedPlayerName();
if (paused)
{
viewDrawText(1, GStrings("TXTB_PAUSED"), 160, 10, 0, 0, 1, 0);
}
else if (gView != gMe)
{
FStringf gTempStr("] %s [", PlayerName(gView->nPlayer));
viewDrawText(0, 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 x, int y, int z, int a, double const smoothratio)
{
// [MR]: Confirm that this is correct as math doesn't match the variable names.
int nCos = z * -bsin(a);
int nSin = z * -bcos(a);
int nCos2 = MulScale(nCos, yxaspect, 16);
int nSin2 = MulScale(nSin, yxaspect, 16);
int nPSprite = gView->pSprite->index;
for (int i = connecthead; i >= 0; i = connectpoint2[i])
{
PLAYER* pPlayer = &gPlayer[i];
spritetype* pSprite = pPlayer->pSprite;
int x1 = pSprite->x - x;
int y1 = pSprite->y - y;
int pa = (pSprite->ang - a) & 2047;
if (i == gView->nPlayer || gGameOptions.nGameType == 1)
{
int nTile = pSprite->picnum;
int ceilZ, ceilHit, floorZ, floorHit;
GetZRange(pSprite, &ceilZ, &ceilHit, &floorZ, &floorHit, (pSprite->clipdist << 2) + 16, CLIPMASK0, PARALLAXCLIP_CEILING | PARALLAXCLIP_FLOOR);
int nTop, nBottom;
GetSpriteExtents(pSprite, &nTop, &nBottom);
int nScale = MulScale((pSprite->yrepeat + ((floorZ - nBottom) >> 8)) * z, yxaspect, 16);
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), x, y, 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 & 2 ? 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