mirror of
https://github.com/ZDoom/Raze.git
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44f4104eda
This meant refactoring the crosshair drawer to work on a named texture called "CROSSHAIR" and hard coding the magic numbers for spawndebris.
114 lines
3.3 KiB
C++
114 lines
3.3 KiB
C++
//-------------------------------------------------------------------------
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/*
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Copyright (C) 1996, 2003 - 3D Realms Entertainment
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Copyright (C) 2017-2019 Nuke.YKT
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Copyright (C) 2020 - Christoph Oelckers
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This file is part of Duke Nukem 3D version 1.5 - Atomic Edition
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Duke Nukem 3D is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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Original Source: 1996 - Todd Replogle
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Prepared for public release: 03/21/2003 - Charlie Wiederhold, 3D Realms
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*/
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//-------------------------------------------------------------------------
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#include "ns.h"
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#include "global.h"
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#include "dukeactor.h"
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#include "buildtiles.h"
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#include "texturemanager.h"
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BEGIN_DUKE_NS
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//==========================================================================
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//
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//
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//==========================================================================
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void tileCopySection(FTextureID tilenum1, int sx1, int sy1, int xsiz, int ysiz, uint8_t* p2, int xsiz2, int ysiz2, int sx2, int sy2)
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{
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auto tex = TexMan.GetGameTexture(tilenum1);
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if (!tex->isValid()) return;
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int xsiz1 = tex->GetTexelWidth();
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int ysiz1 = tex->GetTexelHeight();
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if (xsiz1 > 0 && ysiz1 > 0)
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{
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auto p1 = GetRawPixels(tilenum1);
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if (!p1) return;
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int x1 = sx1;
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int x2 = sx2;
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for (int i = 0; i < xsiz; i++)
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{
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int y1 = sy1;
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int y2 = sy2;
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for (int j = 0; j < ysiz; j++)
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{
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if (x2 >= 0 && y2 >= 0 && x2 < xsiz2 && y2 < ysiz2)
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{
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auto src = p1[x1 * ysiz1 + y1];
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if (src != TRANSPARENT_INDEX)
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p2[x2 * ysiz2 + y2] = src;
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}
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y1++;
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y2++;
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if (y1 >= ysiz1) y1 = 0;
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}
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x1++;
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x2++;
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if (x1 >= xsiz1) x1 = 0;
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}
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}
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}
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void updatepindisplay(int tag, int pins)
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{
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if (tag < 1 || tag > 4) return;
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static const char* lanepics[] = { "BOWLINGLANE1", "BOWLINGLANE2", "BOWLINGLANE3", "BOWLINGLANE4" };
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auto texidbg = TexMan.CheckForTexture("LANEPICBG", ETextureType::Any);
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auto texidlite = TexMan.CheckForTexture("LANEPICS", ETextureType::Any);
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auto texidwork = TexMan.CheckForTexture(lanepics[tag-1], ETextureType::Any);
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static const uint8_t pinx[] = { 64, 56, 72, 48, 64, 80, 40, 56, 72, 88 };
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static const uint8_t piny[] = { 48, 40, 40, 32, 32, 32, 24, 24, 24, 24 };
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auto pixels = GetWritablePixels(texidwork);
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if (pixels)
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{
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auto tex = TexMan.GetGameTexture(texidwork);
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tileCopySection(texidbg, 0, 0, 128, 64, pixels, tex->GetTexelWidth(), tex->GetTexelHeight(), 0, 0);
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for (int i = 0; i < 10; i++) if (pins & (1 << i))
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tileCopySection(texidlite, 0, 0, 8, 8, pixels, tex->GetTexelWidth(), tex->GetTexelHeight(), pinx[i] - 4, piny[i] - 10);
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}
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}
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void resetlanepics(void)
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{
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if (!isRR()) return;
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for (int tag = 0; tag < 4; tag++)
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{
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int pic = tag + 1;
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if (pic == 0) continue;
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updatepindisplay(pic, 0xffff);
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}
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}
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END_DUKE_NS
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