Added code for Alien's special vision mode.

Marine HUD numbers are now drawn.

Disabled the "Press Any Key" in the progress bar code for now.
This commit is contained in:
Steven Fuller 2001-08-12 21:29:20 +00:00 committed by Patryk Obara
parent 3ec3df2e66
commit a5c6d1b5eb
5 changed files with 130 additions and 21 deletions

View file

@ -29,6 +29,8 @@ extern "C" {
#include "language.h"
extern void D3D_RenderHUDString_Centred(char *stringPtr, int centreX, int y, int colour);
extern void D3D_RenderHUDNumber_Centred(unsigned int number,int x,int y,int colour);
extern "C++"
{
@ -36,9 +38,6 @@ extern "C++"
#include "pcmenus.h"
//#include "projload.hpp" // c++ header which ignores class definitions/member functions if __cplusplus is not defined ?
#include "chnkload.hpp" // c++ header which ignores class definitions/member functions if __cplusplus is not defined ?
extern void D3D_RenderHUDString_Centred(char *stringPtr, int centreX, int y, int colour);
extern void D3D_RenderHUDNumber_Centred(unsigned int number,int x,int y,int colour);
};
#include "d3d_hud.h"

View file

@ -324,8 +324,11 @@ void Game_Has_Loaded(void)
}
}
#if 0 /* TODO: disabled for port */
while(!DebouncedGotAnyKey);
#endif
while (0);
FadingGameInAfterLoading=ONE_FIXED;
#if 0 /* TODO: disabled for port */

View file

@ -18,6 +18,7 @@
#include "kshape.h"
#include "prototyp.h"
#include "d3d_hud.h"
#include "hud_layout.h"
#include "avp_userprofile.h"
#include "aw.h"
@ -26,8 +27,13 @@ extern IMAGEHEADER ImageHeaderArray[];
extern VIEWDESCRIPTORBLOCK *Global_VDB_Ptr;
extern unsigned char GammaValues[256];
extern SCREENDESCRIPTORBLOCK ScreenDescriptorBlock;
extern int SpecialFXImageNumber;
extern int StaticImageNumber;
extern int HUDFontsImageNumber;
extern int HUDScaleFactor;
extern int CloakingPhase;
static D3DTexture *CurrTextureHandle;
@ -667,6 +673,68 @@ void DrawNoiseOverlay(int tr)
glDepthFunc(GL_LEQUAL);
}
void D3D_ScreenInversionOverlay()
{
D3DTexture *tex;
int theta[2];
int i;
theta[0] = (CloakingPhase/8)&4095;
theta[1] = (800-CloakingPhase/8)&4095;
tex = ImageHeaderArray[SpecialFXImageNumber].D3DTexture;
CheckTranslucencyModeIsCorrect(TRANSLUCENCY_DARKENINGCOLOUR);
// CheckFilteringModeIsCorrect(FILTERING_BILINEAR_ON);
CheckBoundTextureIsCorrect(tex->id);
glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
for (i = 0; i < 2; i++) {
GLfloat x[4], y[4], s[4], t[4];
float sin = (GetSin(theta[i]))/65536.0f/16.0f;
float cos = (GetCos(theta[i]))/65536.0f/16.0f;
x[0] = -1.0f;
y[0] = -1.0f;
s[0] = 0.375f + (cos*(-1) - sin*(-1));
t[0] = 0.375f + (sin*(-1) + cos*(-1));
x[1] = 1.0f;
y[1] = -1.0f;
s[1] = 0.375f + (cos*(+1) - sin*(-1));
t[1] = 0.375f + (sin*(+1) + cos*(-1));
x[2] = 1.0f;
y[2] = 1.0f;
s[2] = 0.375f + (cos*(+1) - sin*(+1));
t[2] = 0.375f + (sin*(+1) + cos*(+1));
x[3] = -1.0f;
y[3] = 1.0f;
s[3] = 0.375f + (cos*(-1) - sin*(+1));
t[3] = 0.375f + (sin*(-1) + cos*(+1));
SelectPolygonBeginType(3); /* triangles */
glTexCoord2f(s[0], t[0]);
glVertex3f(x[0], y[0], 1.0f);
glTexCoord2f(s[1], t[1]);
glVertex3f(x[1], y[1], 1.0f);
glTexCoord2f(s[3], t[3]);
glVertex3f(x[3], y[3], 1.0f);
glTexCoord2f(s[1], t[1]);
glVertex3f(x[1], y[1], 1.0f);
glTexCoord2f(s[2], t[2]);
glVertex3f(x[2], y[2], 1.0f);
glTexCoord2f(s[3], t[3]);
glVertex3f(x[3], y[3], 1.0f);
glEnd();
CheckTranslucencyModeIsCorrect(TRANSLUCENCY_COLOUR);
}
}
void D3D_PredatorScreenInversionOverlay()
{
CheckTranslucencyModeIsCorrect(TRANSLUCENCY_DARKENINGCOLOUR);
@ -756,3 +824,54 @@ void D3D_HUDQuad_Output(int imageNumber, struct VertexTag *quadVerticesPtr, unsi
glEnd();
}
void D3D_RenderHUDNumber_Centred(unsigned int number,int x,int y,int colour)
{
struct VertexTag quadVertices[4];
int noOfDigits=3;
int h = MUL_FIXED(HUDScaleFactor,HUD_DIGITAL_NUMBERS_HEIGHT);
int w = MUL_FIXED(HUDScaleFactor,HUD_DIGITAL_NUMBERS_WIDTH);
quadVertices[0].Y = y;
quadVertices[1].Y = y;
quadVertices[2].Y = y + h;
quadVertices[3].Y = y + h;
x += (3*w)/2;
// CheckFilteringModeIsCorrect(FILTERING_BILINEAR_OFF);
do {
int topLeftU, topLeftV;
int digit = number%10;
number/=10;
if (digit<8) {
topLeftU = 1+(digit)*16;
topLeftV = 1;
} else {
topLeftU = 1+(digit-8)*16;
topLeftV = 1+24;
}
if (AvP.PlayerType == I_Marine) topLeftV+=80;
quadVertices[0].U = topLeftU;
quadVertices[0].V = topLeftV;
quadVertices[1].U = topLeftU + HUD_DIGITAL_NUMBERS_WIDTH;
quadVertices[1].V = topLeftV;
quadVertices[2].U = topLeftU + HUD_DIGITAL_NUMBERS_WIDTH;
quadVertices[2].V = topLeftV + HUD_DIGITAL_NUMBERS_HEIGHT;
quadVertices[3].U = topLeftU;
quadVertices[3].V = topLeftV + HUD_DIGITAL_NUMBERS_HEIGHT;
x -= 1+w;
quadVertices[0].X = x;
quadVertices[3].X = x;
quadVertices[1].X = x + w;
quadVertices[2].X = x + w;
D3D_HUDQuad_Output(HUDFontsImageNumber, quadVertices, colour);
} while (--noOfDigits);
}

View file

@ -495,11 +495,6 @@ void D3D_SkyPolygon_Output(POLYHEADER *inputPolyPtr,RENDERVERTEX *renderVertices
fprintf(stderr, "D3D_SkyPolygon_Output(%p, %p)\n", inputPolyPtr, renderVerticesPtr);
}
void D3D_ScreenInversionOverlay()
{
fprintf(stderr, "D3D_ScreenInversionOverlay()\n");
}
void D3D_PlayerOnFireOverlay()
{
fprintf(stderr, "D3D_PlayerOnFireOverlay()\n");
@ -540,7 +535,11 @@ void D3D_BackdropPolygon_Output(POLYHEADER *inputPolyPtr,RENDERVERTEX *renderVer
fprintf(stderr, "D3D_BackdropPolygon_Output(%p, %p)\n", inputPolyPtr, renderVerticesPtr);
}
void D3D_RenderHUDString_Centred(char *stringPtr, int centreX, int y, int colour)
{
fprintf(stderr, "D3D_RenderHUDString_Centred(%s, %d, %d, %d)\n", stringPtr, centreX, y, colour);
}
/* dd_func.cpp */
long BackBufferPitch;
int VideoModeColourDepth;

View file

@ -15,17 +15,6 @@ void r2rect::AlphaFill(unsigned char R, unsigned char G, unsigned char B, unsign
fprintf(stderr, "r2rect::AlphaFill(%d, %d, %d, %d)\n", R, G, B, translucency);
}
void D3D_RenderHUDNumber_Centred(unsigned int number,int x,int y,int colour)
{
fprintf(stderr, "D3D_RenderHUDNumber_Centred(%d, %d, %d, %d)\n", number, x, y, colour);
}
void D3D_RenderHUDString_Centred(char *stringPtr, int centreX, int y, int colour)
{
fprintf(stderr, "D3D_RenderHUDString_Centred(%s, %d, %d, %d)\n", stringPtr, centreX, y, colour);
}
/* indexfnt.cpp */
IndexedFont* IndexedFont :: pIndexedFont[ IndexedFonts_MAX_NUMBER_OF_FONTS ];