raze/source/blood/src/hudsprites.cpp
2020-09-06 10:59:45 +02:00

172 lines
4.7 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 "pragmas.h"
#include "mmulti.h"
#include "v_font.h"
#include "endgame.h"
#include "aistate.h"
#include "loadsave.h"
#include "sectorfx.h"
#include "choke.h"
#include "view.h"
#include "nnexts.h"
#include "zstring.h"
#include "menu.h"
#include "gstrings.h"
#include "v_2ddrawer.h"
#include "v_video.h"
#include "v_font.h"
#include "glbackend/glbackend.h"
BEGIN_BLD_NS
static struct {
short nTile;
unsigned char nStat;
unsigned char nPal;
int nScale;
short 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 + qanimateoffs(burnTable[i].nTile, 32768 + i);
int nScale = burnTable[i].nScale;
if (gScale < 600)
{
nScale = scale(nScale, gScale, 600);
}
drawElement(burnTable[i].nX, burnTable[i].nY, nTile, nScale / 65536.);
}
}
void hudDraw(PLAYER *gView, int nSectnum, int defaultHoriz, double bobx, double boby, double zDelta, int basepal, int smoothratio)
{
if (gViewPos == 0)
{
DrawCrosshair(kCrosshairTile, gView->pXSprite->health >> 4, 0, 2);
double cX = 160;
double cY = 220;
if (cl_weaponsway)
{
cX += (bobx / 256.);
cY += (boby / 256.) + (zDelta / 128.);
}
else
{
cY += (-2048. / 128.);
}
int nShade = sector[nSectnum].floorshade;
int nPalette = 0;
if (sector[gView->pSprite->sectnum].extra > 0) {
sectortype* pSector = &sector[gView->pSprite->sectnum];
XSECTOR* pXSector = &xsector[pSector->extra];
if (pXSector->color)
nPalette = pSector->floorpal;
}
#ifdef NOONE_EXTENSIONS
if (gView->sceneQav < 0) WeaponDraw(gView, nShade, cX, cY, nPalette, smoothratio);
else if (gView->pXSprite->health > 0) playerQavSceneDraw(gView, nShade, cX, cY, nPalette, smoothratio);
else {
gView->sceneQav = gView->weaponQav = -1;
gView->weaponTimer = gView->curWeapon = 0;
}
#else
WeaponDraw(gView, nShade, cX, cY, nPalette, smoothratio);
#endif
}
if (gViewPos == 0 && gView->pXSprite->burnTime > 60)
{
viewBurnTime(gView->pXSprite->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);
}
#if 0 // This currently does not work. May have to be redone as a hardware effect.
if (v4 && gNetPlayers > 1)
{
DoLensEffect();
viewingRange = viewingrange;
yxAspect = yxaspect;
renderSetAspect(65536, 54613);
r otatesprite(IntToFixed(280), IntToFixed(35), 53248, 512, 4077, v10, v14, 512 + 6, gViewX0, gViewY0, gViewX1, gViewY1);
r otatesprite(IntToFixed(280), IntToFixed(35), 53248, 0, 1683, v10, 0, 512 + 35, gViewX0, gViewY0, gViewX1, gViewY1);
renderSetAspect(viewingRange, yxAspect);
}
#endif
}
END_BLD_NS