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d_refresh.c
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d_refresh.c
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/**\file d_refresh.c
*\section License
* License: GPL
* Online License Link: http://www.gnu.org/licenses/gpl.html
*
*\author Copyright © 2003-2011 Jaakko Keränen <jaakko.keranen@iki.fi>
*\author Copyright © 2005-2011 Daniel Swanson <danij@dengine.net>
*\author Copyright © 2003-2005 Samuel Villarreal <svkaiser@gmail.com>
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* (at your option) any later version.
*
* 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 St, Fifth Floor,
* Boston, MA 02110-1301 USA
*/
/**
* Refresh - Doom64 specific.
*/
// HEADER FILES ------------------------------------------------------------
#include <string.h>
#include "jdoom64.h"
#include "hu_stuff.h"
#include "hu_menu.h"
#include "hu_pspr.h"
#include "hu_msg.h"
#include "hu_log.h"
#include "hu_automap.h"
#include "g_common.h"
#include "r_common.h"
#include "d_net.h"
#include "x_hair.h"
#include "g_controls.h"
#include "p_mapsetup.h"
#include "p_tick.h"
#include "p_actor.h"
// MACROS ------------------------------------------------------------------
// TYPES -------------------------------------------------------------------
// EXTERNAL FUNCTION PROTOTYPES --------------------------------------------
// PUBLIC FUNCTION PROTOTYPES ----------------------------------------------
void R_SetAllDoomsdayFlags(void);
// PRIVATE FUNCTION PROTOTYPES ---------------------------------------------
// EXTERNAL DATA DECLARATIONS ----------------------------------------------
// PUBLIC DATA DEFINITIONS -------------------------------------------------
float quitDarkenOpacity = 0;
// PRIVATE DATA DEFINITIONS ------------------------------------------------
// CODE --------------------------------------------------------------------
/**
* Draws a special filter over the screen (eg the inversing filter used
* when in god mode).
*/
static void drawSpecialFilter(int pnum, int x, int y, int w, int h)
{
#define T (player->powers[PT_INVULNERABILITY])
player_t* player = &players[pnum];
float max = 30, str, r, g, b;
if(!T)
return;
if(T < max)
str = T / max;
else if(T < 4 * 32 && !(T & 8))
str = .7f;
else if(T > INVULNTICS - max)
str = (INVULNTICS - T) / max;
else
str = 1; // Full inversion.
// Draw an inversing filter.
DGL_BlendMode(BM_INVERSE);
r = MINMAX_OF(0.f, str * 2, 1.f);
g = MINMAX_OF(0.f, str * 2 - .4, 1.f);
b = MINMAX_OF(0.f, str * 2 - .8, 1.f);
DGL_DrawRectColor(x, y, w, h, r, g, b, 1);
// Restore the normal rendering state.
DGL_BlendMode(BM_NORMAL);
#undef T
}
boolean R_GetFilterColor(float rgba[4], int filter)
{
if(!rgba)
return false;
// We have to choose the right color and alpha.
if(filter >= STARTREDPALS && filter < STARTREDPALS + NUMREDPALS)
{ // Red.
rgba[CR] = 1;
rgba[CG] = 0;
rgba[CB] = 0;
rgba[CA] = (deathmatch? 1.0f : cfg.filterStrength) * filter / 9.f;
return true;
}
if(filter >= STARTBONUSPALS && filter < STARTBONUSPALS + NUMBONUSPALS)
{ // Gold.
rgba[CR] = 1;
rgba[CG] = .8f;
rgba[CB] = .5f;
rgba[CA] = cfg.filterStrength * (filter - STARTBONUSPALS + 1) / 16.f;
return true;
}
if(filter == 13) // RADIATIONPAL
{ // Green.
rgba[CR] = 0;
rgba[CG] = .7f;
rgba[CB] = 0;
rgba[CA] = cfg.filterStrength * .25f;
return true;
}
if(filter)
Con_Message("R_GetFilterColor: Real strange filter number: %d.\n", filter);
return false;
}
static void rendPlayerView(int player)
{
player_t* plr = &players[player];
float viewPos[3], viewPitch, pspriteOffsetY;
angle_t viewAngle;
int isFullBright = ((plr->powers[PT_INFRARED] > 4 * 32) ||
(plr->powers[PT_INFRARED] & 8) ||
plr->powers[PT_INVULNERABILITY] > 30);
if(IS_CLIENT)
{
// Server updates mobj flags in NetSv_Ticker.
R_SetAllDoomsdayFlags();
}
viewPos[VX] = plr->plr->mo->pos[VX] + plr->viewOffset[VX];
viewPos[VY] = plr->plr->mo->pos[VY] + plr->viewOffset[VY];
viewPos[VZ] = plr->viewZ + plr->viewOffset[VZ];
viewAngle = plr->plr->mo->angle + (int) (ANGLE_MAX * -G_GetLookOffset(player));
viewPitch = plr->plr->lookDir;
DD_SetVariable(DD_VIEW_X, &viewPos[VX]);
DD_SetVariable(DD_VIEW_Y, &viewPos[VY]);
DD_SetVariable(DD_VIEW_Z, &viewPos[VZ]);
DD_SetVariable(DD_VIEW_ANGLE, &viewAngle);
DD_SetVariable(DD_VIEW_PITCH, &viewPitch);
pspriteOffsetY = HU_PSpriteYOffset(plr);
DD_SetVariable(DD_PSPRITE_OFFSET_Y, &pspriteOffsetY);
// $democam
GL_SetFilter((plr->plr->flags & DDPF_VIEW_FILTER)? true : false);
if(plr->plr->flags & DDPF_VIEW_FILTER)
{
const float* color = plr->plr->filterColor;
GL_SetFilterColor(color[CR], color[CG], color[CB], color[CA]);
}
// How about fullbright?
DD_SetInteger(DD_FULLBRIGHT, isFullBright);
// Render the view with possible custom filters.
R_RenderPlayerView(player);
}
static void rendHUD(int player, int viewW, int viewH)
{
if(player < 0 || player >= MAXPLAYERS)
return;
if(G_GetGameState() != GS_MAP)
return;
if(IS_CLIENT && (!Get(DD_GAME_READY) || !Get(DD_GOTFRAME)))
return;
if(!DD_GetInteger(DD_GAME_DRAW_HUD_HINT))
return; // The engine advises not to draw any HUD displays.
ST_Drawer(player);
HU_DrawScoreBoard(player);
// Level information is shown for a few seconds in the beginning of a level.
if(cfg.mapTitle && !(actualMapTime > 6 * TICSPERSEC))
{
int needWidth;
float scale;
if(viewW >= viewH)
{
needWidth = (float)viewH/SCREENHEIGHT * SCREENWIDTH;
scale = (float)viewH/SCREENHEIGHT;
}
else
{
needWidth = (float)viewW/SCREENWIDTH * SCREENWIDTH;
scale = (float)viewW/SCREENWIDTH;
}
if(needWidth > viewW)
scale *= (float)viewW/needWidth;
scale *= (1+cfg.hudScale)/2;
// Make the title 3/4 smaller.
scale *= .75f;
Hu_DrawMapTitle(viewW/2, (float)viewH/SCREENHEIGHT * 6, scale);
}
}
/**
* Draws the in-viewport display.
*
* @param layer @c 0 = bottom layer (before the viewport border).
* @c 1 = top layer (after the viewport border).
*/
void D_Display(int layer)
{
int vpWidth, vpHeight, winX, winY, winW, winH, vX, vY, vW, vH;
int player = DISPLAYPLAYER;
player_t* plr = &players[player];
float xScale, yScale;
R_GetViewPort(player, NULL, NULL, &vpWidth, &vpHeight);
if(layer != 0)
{
rendHUD(player, vpWidth, vpHeight);
return;
}
if(G_GetGameState() == GS_MAP && cfg.screenBlocks <= 10 &&
!(P_MobjIsCamera(plr->plr->mo) && Get(DD_PLAYBACK))) // $democam: can be set on every frame.
{
R_GetSmoothedViewWindow(&winX, &winY, &winW, &winH);
}
else
{ // Full screen.
winX = 0;
winY = 0;
winW = SCREENWIDTH;
winH = SCREENHEIGHT;
}
// Scale from fixed to screenspace.
xScale = (float)vpWidth / SCREENWIDTH;
yScale = (float)vpHeight / SCREENHEIGHT;
vX = ROUND(winX * xScale);
vY = ROUND(winY * yScale);
vW = ROUND(winW * xScale);
vH = ROUND(winH * yScale);
R_SetViewWindow(player, vX, vY, vW, vH);
switch(G_GetGameState())
{
case GS_MAP:
if(!ST_AutomapWindowObscures(player, winX, winY, winW, winH))
{
if(IS_CLIENT && (!Get(DD_GAME_READY) || !Get(DD_GOTFRAME)))
return;
rendPlayerView(player);
drawSpecialFilter(player, vX, vY, vW, vH);
// Crosshair.
if(!(P_MobjIsCamera(plr->plr->mo) && Get(DD_PLAYBACK))) // $democam
X_Drawer(player);
}
break;
case GS_STARTUP:
DGL_DrawRectColor(0, 0, vpWidth, vpHeight, 0, 0, 0, 1);
break;
default:
break;
}
}
void D_Display2(void)
{
if(G_GetGameState() == GS_INTERMISSION)
{
WI_Drawer();
}
// Draw HUD displays; menu, messages.
Hu_Drawer();
if(G_GetGameAction() == GA_QUIT)
{
DGL_DrawRectColor(0, 0, 320, 200, 0, 0, 0, quitDarkenOpacity);
}
}
/**
* Updates the mobj flags used by Doomsday with the state of our local flags
* for the given mobj.
*/
void P_SetDoomsdayFlags(mobj_t* mo)
{
// Client mobjs can't be set here.
if(IS_CLIENT && mo->ddFlags & DDMF_REMOTE)
return;
// Reset the flags for a new frame.
mo->ddFlags &= DDMF_CLEAR_MASK;
// Local objects aren't sent to clients.
if(mo->flags & MF_LOCAL)
mo->ddFlags |= DDMF_LOCAL;
if(mo->flags & MF_SOLID)
mo->ddFlags |= DDMF_SOLID;
if(mo->flags & MF_NOGRAVITY)
mo->ddFlags |= DDMF_NOGRAVITY;
if(mo->flags2 & MF2_FLOATBOB)
mo->ddFlags |= DDMF_NOGRAVITY | DDMF_BOB;
if(mo->flags & MF_MISSILE)
mo->ddFlags |= DDMF_MISSILE;
if(mo->type == MT_LIGHTSOURCE)
mo->ddFlags |= DDMF_ALWAYSLIT | DDMF_DONTDRAW;
if(mo->info && mo->info->flags2 & MF2_ALWAYSLIT)
mo->ddFlags |= DDMF_ALWAYSLIT;
if(mo->flags2 & MF2_FLY)
mo->ddFlags |= DDMF_FLY | DDMF_NOGRAVITY;
// $democam: cameramen are invisible
if(P_MobjIsCamera(mo))
mo->ddFlags |= DDMF_DONTDRAW;
if((mo->flags & MF_CORPSE) && cfg.corpseTime && mo->corpseTics == -1)
mo->ddFlags |= DDMF_DONTDRAW;
// Choose which ddflags to set.
if(mo->flags2 & MF2_DONTDRAW)
{
mo->ddFlags |= DDMF_DONTDRAW;
return; // No point in checking the other flags.
}
if(mo->flags2 & MF2_LOGRAV)
mo->ddFlags |= DDMF_LOWGRAVITY;
// The torches often go into the ceiling. This'll prevent
// them from 'jumping'.
if(mo->type == MT_MISC41 || mo->type == MT_MISC42 || mo->type == MT_MISC43 || // tall torches
mo->type == MT_MISC44 || mo->type == MT_MISC45 || mo->type == MT_MISC46) // short torches
mo->ddFlags |= DDMF_NOFITBOTTOM;
if(mo->flags & MF_BRIGHTSHADOW)
mo->ddFlags |= DDMF_BRIGHTSHADOW;
else if(mo->flags & MF_SHADOW)
mo->ddFlags |= DDMF_SHADOW;
if(((mo->flags & MF_VIEWALIGN) && !(mo->flags & MF_MISSILE)) ||
(mo->flags & MF_FLOAT) || ((mo->flags & MF_MISSILE) &&
!(mo->flags & MF_VIEWALIGN)))
mo->ddFlags |= DDMF_VIEWALIGN;
if(mo->flags & MF_TRANSLATION)
mo->tmap = (mo->flags & MF_TRANSLATION) >> MF_TRANSSHIFT;
}
/**
* Updates the status flags for all visible things.
*/
void R_SetAllDoomsdayFlags(void)
{
int i;
int count = DD_GetInteger(DD_SECTOR_COUNT);
mobj_t* iter;
// Only visible things are in the sector thinglists, so this is good.
for(i = 0; i < count; ++i)
{
for(iter = P_GetPtr(DMU_SECTOR, i, DMT_MOBJS); iter; iter = iter->sNext)
P_SetDoomsdayFlags(iter);
}
}