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20edd800f9
Finally that quickly slapped together BuildTiles class is gone and replaced with something that better integrates with the underlying texture manager
367 lines
9.6 KiB
C++
367 lines
9.6 KiB
C++
//-------------------------------------------------------------------------
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/*
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Copyright (C) 1996, 2003 - 3D Realms Entertainment
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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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Modifications for JonoF's port by Jonathon Fowler (jf@jonof.id.au)
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*/
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//-------------------------------------------------------------------------
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#include "ns.h"
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#include "duke3d.h"
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#include "build.h"
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#include "v_video.h"
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#include "prediction.h"
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#include "automap.h"
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#include "dukeactor.h"
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#include "interpolate.h"
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#include "render.h"
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// temporary hack to pass along RRRA's global fog. Needs to be done better later.
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extern PalEntry GlobalMapFog;
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extern float GlobalFogDensity;
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BEGIN_DUKE_NS
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//---------------------------------------------------------------------------
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//
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// Floor Over Floor
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// If standing in sector with SE42
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// then draw viewing to SE41 and raise all =hi SE43 cielings.
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// If standing in sector with SE43
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// then draw viewing to SE40 and lower all =hi SE42 floors.
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// If standing in sector with SE44
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// then draw viewing to SE40.
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// If standing in sector with SE45
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// then draw viewing to SE41.
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//
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//---------------------------------------------------------------------------
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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void GameInterface::UpdateCameras(double smoothratio)
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{
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const int VIEWSCREEN_ACTIVE_DISTANCE = 1024;
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if (camsprite == nullptr)
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return;
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auto p = &ps[screenpeek];
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if (p->newOwner != nullptr) camsprite->SetOwner(p->newOwner);
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if (camsprite->GetOwner() && (p->GetActor()->spr.pos - camsprite->spr.pos).Length() < VIEWSCREEN_ACTIVE_DISTANCE)
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{
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auto tex = TexMan.FindGameTexture("VIEWSCR", ETextureType::Any);
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if (!tex || !tex->GetTexture()->isCanvas()) return;
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auto canvas = static_cast<FCanvasTexture*>(tex->GetTexture());
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screen->RenderTextureView(canvas, [=](IntRect& rect)
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{
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auto camera = camsprite->GetOwner();
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display_mirror = 1; // should really be 'display external view'.
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auto cstat = camera->spr.cstat;
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camera->spr.cstat = CSTAT_SPRITE_INVISIBLE;
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render_camtex(camera, camera->spr.pos, camera->sector(), DRotator(maphoriz(-camera->spr.shade), camera->interpolatedyaw(smoothratio), nullAngle), tex, rect, smoothratio);
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camera->spr.cstat = cstat;
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display_mirror = 0;
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});
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}
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}
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void GameInterface::EnterPortal(DCoreActor* viewer, int type)
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{
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if (type == PORTAL_WALL_MIRROR) display_mirror++;
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}
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void GameInterface::LeavePortal(DCoreActor* viewer, int type)
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{
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if (type == PORTAL_WALL_MIRROR) display_mirror--;
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}
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bool GameInterface::GetGeoEffect(GeoEffect* eff, sectortype* viewsector)
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{
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if (isRR() && viewsector->lotag == 848)
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{
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eff->geocnt = geocnt;
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eff->geosector = geosector;
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eff->geosectorwarp = geosectorwarp;
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eff->geosectorwarp2 = geosectorwarp2;
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eff->geox = geox;
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eff->geoy = geoy;
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eff->geox2 = geox2;
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eff->geoy2 = geoy2;
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return true;
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}
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return false;
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}
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//---------------------------------------------------------------------------
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//
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// RRRA's drug distortion effect
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//
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//---------------------------------------------------------------------------
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int DrugTimer;
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static int getdrugmode(player_struct *p, int oyrepeat)
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{
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int now = I_GetBuildTime() >> 1; // this function works on a 60 fps setup.
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if (playrunning() && p->DrugMode > 0)
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{
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if (now - DrugTimer > 4 || now - DrugTimer < 0) DrugTimer = now - 1;
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while (DrugTimer < now)
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{
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DrugTimer++;
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int var_8c;
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if (p->drug_stat[0] == 0)
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{
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p->drug_stat[1]++;
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var_8c = oyrepeat + p->drug_stat[1] * 5000;
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if (oyrepeat * 3 < var_8c)
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{
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p->drug_aspect = oyrepeat * 3;
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p->drug_stat[0] = 2;
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}
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else
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{
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p->drug_aspect = var_8c;
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}
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}
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else if (p->drug_stat[0] == 3)
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{
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p->drug_stat[1]--;
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var_8c = oyrepeat + p->drug_stat[1] * 5000;
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if (var_8c < oyrepeat)
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{
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p->DrugMode = 0;
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p->drug_stat[0] = 0;
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p->drug_stat[2] = 0;
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p->drug_stat[1] = 0;
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p->drug_aspect = oyrepeat;
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}
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else
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{
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p->drug_aspect = var_8c;
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}
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}
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else if (p->drug_stat[0] == 2)
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{
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if (p->drug_stat[2] > 30)
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{
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p->drug_stat[0] = 1;
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}
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else
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{
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p->drug_stat[2]++;
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p->drug_aspect = oyrepeat * 3 + p->drug_stat[2] * 500;
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}
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}
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else
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{
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if (p->drug_stat[2] < 1)
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{
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p->drug_stat[0] = 2;
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p->DrugMode--;
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if (p->DrugMode == 1)
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p->drug_stat[0] = 3;
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}
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else
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{
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p->drug_stat[2]--;
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p->drug_aspect = oyrepeat * 3 + p->drug_stat[2] * 500;
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}
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}
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}
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return p->drug_aspect;
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}
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else
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{
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DrugTimer = now;
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return oyrepeat;
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}
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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void displayrooms(int snum, double interpfrac, bool sceneonly)
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{
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DVector3 cpos;
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DRotator cangles;
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player_struct* p = &ps[snum];
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// update render angles.
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p->Angles.updateRenderAngles(interpfrac);
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if (automapMode == am_full || !p->insector())
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return;
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// Do not light up the fog in RRRA's E2L1. Ideally this should apply to all foggy levels but all others use lookup table hacks for their fog.
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if (isRRRA() && fogactive)
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{
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p->visibility = ud.const_visibility;
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}
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g_visibility = ud.const_visibility;
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g_relvisibility = p->visibility - ud.const_visibility;
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GlobalMapFog = fogactive ? 0x999999 : 0;
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GlobalFogDensity = fogactive ? 350.f : 0.f;
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DoInterpolations(interpfrac);
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setgamepalette(BASEPAL);
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float fov = (float)r_fov;
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auto sect = p->cursector;
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DDukeActor* viewer;
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bool camview = false;
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if (ud.cameraactor)
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{
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viewer = ud.cameraactor;
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camview = true;
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if (viewer->spr.yint < 0) viewer->spr.yint = -100;
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else if (viewer->spr.yint > 199) viewer->spr.yint = 300;
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cpos = viewer->spr.pos.plusZ(-4);
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cangles = DRotator(maphoriz(-viewer->spr.yint), viewer->interpolatedyaw(interpfrac), nullAngle);
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sect = viewer->sector();
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}
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else
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{
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if (isRRRA() && p->DrugMode)
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{
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double fovdelta = atan(getdrugmode(p, 65536) * (1. / 65536.)) * (360. / pi::pi()) - 90.;
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fov = (float)clamp<double>(r_fov + fovdelta * 0.6, r_fov, 150.);
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}
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// The camera texture must be rendered with the base palette, so this is the only place where the current global palette can be set.
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// The setting here will be carried over to the rendering of the weapon sprites, but other 2D content will always default to the main palette.
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setgamepalette(setpal(p));
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// use player's actor initially.
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viewer = p->GetActor();
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if ((snum == myconnectindex) && (numplayers > 1))
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{
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cpos = interpolatedvalue(omypos, mypos, interpfrac);
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cangles = DRotator(interpolatedvalue(omyhoriz + omyhorizoff, myhoriz + myhorizoff, interpfrac), interpolatedvalue(omyang, myang, interpfrac), nullAngle);
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}
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else
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{
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cpos = viewer->getRenderPos(interpfrac);
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cangles = p->Angles.getRenderAngles(interpfrac);
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}
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if (p->newOwner != nullptr)
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{
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viewer = p->newOwner;
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cpos = viewer->spr.pos;
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cangles = DRotator(maphoriz(-viewer->spr.shade), viewer->interpolatedyaw(interpfrac), nullAngle);
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sect = viewer->sector();
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interpfrac = 1.;
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camview = true;
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}
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else if (p->over_shoulder_on == 0)
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{
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if (cl_viewbob) cpos.Z += interpolatedvalue(p->opyoff, p->pyoff, interpfrac);
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}
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else
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{
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auto adjustment = isRR() ? 15 : 12;
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cpos.Z -= adjustment;
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if (!calcChaseCamPos(cpos, viewer, §, cangles, interpfrac, 64.))
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{
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cpos.Z += adjustment;
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calcChaseCamPos(cpos, viewer, §, cangles, interpfrac, 64.);
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}
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}
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double cz = p->GetActor()->ceilingz;
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double fz = p->GetActor()->floorz;
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if (ud.earthquaketime > 0 && p->on_ground == 1)
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{
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cpos.Z += 1 - (((ud.earthquaketime) & 1) * 2.);
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cangles.Yaw += DAngle::fromBuild((2 - ((ud.earthquaketime) & 2)) << 2);
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}
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if (p->GetActor()->spr.pal == 1) cpos.Z -= 18;
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else if (p->spritebridge == 0 && p->newOwner == nullptr)
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{
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cpos.Z = min(max(cpos.Z, p->truecz + 4), p->truefz - 4);
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}
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if (sect)
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{
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calcSlope(sect, cpos, &cz, &fz);
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cpos.Z = min(max(cpos.Z, cz + 4), fz - 4);
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}
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}
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auto cstat = viewer->spr.cstat;
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if (camview) viewer->spr.cstat = CSTAT_SPRITE_INVISIBLE;
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if (!sceneonly) drawweapon(interpfrac);
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render_drawrooms(viewer, cpos, sect, cangles, interpfrac, fov);
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viewer->spr.cstat = cstat;
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//GLInterface.SetMapFog(false);
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RestoreInterpolations();
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if (!isRRRA() || !fogactive)
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{
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if (PlayClock < lastvisinc)
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{
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if (abs(p->visibility - ud.const_visibility) > 8)
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p->visibility += (ud.const_visibility - p->visibility) >> 2;
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}
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else p->visibility = ud.const_visibility;
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}
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}
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bool GameInterface::GenerateSavePic()
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{
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displayrooms(myconnectindex, 1., true);
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return true;
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}
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void GameInterface::processSprites(tspriteArray& tsprites, const DVector3& view, DAngle viewang, double interpfrac)
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{
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fi.animatesprites(tsprites, view.XY(), viewang, interpfrac);
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}
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END_DUKE_NS
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