SRB2/src/screen.c

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// SONIC ROBO BLAST 2
//-----------------------------------------------------------------------------
// Copyright (C) 1998-2000 by DooM Legacy Team.
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// Copyright (C) 1999-2020 by Sonic Team Junior.
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//
// This program is free software distributed under the
// terms of the GNU General Public License, version 2.
// See the 'LICENSE' file for more details.
//-----------------------------------------------------------------------------
/// \file screen.c
/// \brief Handles multiple resolutions, 8bpp/16bpp(highcolor) modes
#include "doomdef.h"
#include "doomstat.h"
#include "screen.h"
#include "console.h"
#include "am_map.h"
#include "i_system.h"
#include "i_video.h"
#include "r_local.h"
#include "r_sky.h"
#include "m_argv.h"
#include "m_misc.h"
#include "v_video.h"
#include "st_stuff.h"
#include "hu_stuff.h"
#include "z_zone.h"
#include "d_main.h"
#include "d_clisrv.h"
#include "f_finale.h"
#include "i_sound.h" // closed captions
#include "s_sound.h" // ditto
#include "g_game.h" // ditto
#include "p_local.h" // P_AutoPause()
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#if defined (USEASM) && !defined (NORUSEASM)//&& (!defined (_MSC_VER) || (_MSC_VER <= 1200))
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#define RUSEASM //MSC.NET can't patch itself
#endif
// --------------------------------------------
// assembly or c drawer routines for 8bpp/16bpp
// --------------------------------------------
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void (*colfunc)(void);
void (*colfuncs[COLDRAWFUNC_MAX])(void);
void (*spanfunc)(void);
void (*spanfuncs[SPANDRAWFUNC_MAX])(void);
void (*spanfuncs_npo2[SPANDRAWFUNC_MAX])(void);
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// ------------------
// global video state
// ------------------
viddef_t vid;
INT32 setmodeneeded; //video mode change needed if > 0 (the mode number to set + 1)
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UINT8 setrenderneeded = 0;
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static CV_PossibleValue_t scr_depth_cons_t[] = {{8, "8 bits"}, {16, "16 bits"}, {24, "24 bits"}, {32, "32 bits"}, {0, NULL}};
//added : 03-02-98: default screen mode, as loaded/saved in config
consvar_t cv_scr_width = {"scr_width", "1280", CV_SAVE, CV_Unsigned, NULL, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_scr_height = {"scr_height", "800", CV_SAVE, CV_Unsigned, NULL, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_scr_depth = {"scr_depth", "16 bits", CV_SAVE, scr_depth_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_renderview = {"renderview", "On", 0, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL};
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static void SCR_ActuallyChangeRenderer(void);
CV_PossibleValue_t cv_renderer_t[] = {
{1, "Software"},
#ifdef HWRENDER
{2, "OpenGL"},
#endif
{0, NULL}
};
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consvar_t cv_renderer = {"renderer", "Software", CV_SAVE|CV_NOLUA|CV_CALL, cv_renderer_t, SCR_ChangeRenderer, 0, NULL, NULL, 0, 0, NULL};
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static void SCR_ChangeFullscreen(void);
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consvar_t cv_fullscreen = {"fullscreen", "Yes", CV_SAVE|CV_CALL, CV_YesNo, SCR_ChangeFullscreen, 0, NULL, NULL, 0, 0, NULL};
// =========================================================================
// SCREEN VARIABLES
// =========================================================================
INT32 scr_bpp; // current video mode bytes per pixel
UINT8 *scr_borderpatch; // flat used to fill the reduced view borders set at ST_Init()
// =========================================================================
// Short and Tall sky drawer, for the current color mode
void (*walldrawerfunc)(void);
boolean R_ASM = true;
boolean R_486 = false;
boolean R_586 = false;
boolean R_MMX = false;
boolean R_SSE = false;
boolean R_3DNow = false;
boolean R_MMXExt = false;
boolean R_SSE2 = false;
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void SCR_SetDrawFuncs(void)
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{
//
// setup the right draw routines for either 8bpp or 16bpp
//
if (true)//vid.bpp == 1) //Always run in 8bpp. todo: remove all 16bpp code?
{
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colfuncs[BASEDRAWFUNC] = R_DrawColumn_8;
spanfuncs[BASEDRAWFUNC] = R_DrawSpan_8;
colfunc = colfuncs[BASEDRAWFUNC];
spanfunc = spanfuncs[BASEDRAWFUNC];
colfuncs[COLDRAWFUNC_FUZZY] = R_DrawTranslucentColumn_8;
colfuncs[COLDRAWFUNC_TRANS] = R_DrawTranslatedColumn_8;
colfuncs[COLDRAWFUNC_SHADE] = R_DrawShadeColumn_8;
colfuncs[COLDRAWFUNC_SHADOWED] = R_DrawColumnShadowed_8;
colfuncs[COLDRAWFUNC_TRANSTRANS] = R_DrawTranslatedTranslucentColumn_8;
colfuncs[COLDRAWFUNC_TWOSMULTIPATCH] = R_Draw2sMultiPatchColumn_8;
colfuncs[COLDRAWFUNC_TWOSMULTIPATCHTRANS] = R_Draw2sMultiPatchTranslucentColumn_8;
colfuncs[COLDRAWFUNC_FOG] = R_DrawFogColumn_8;
spanfuncs[SPANDRAWFUNC_TRANS] = R_DrawTranslucentSpan_8;
spanfuncs[SPANDRAWFUNC_SPLAT] = R_DrawSplat_8;
spanfuncs[SPANDRAWFUNC_TRANSSPLAT] = R_DrawTranslucentSplat_8;
spanfuncs[SPANDRAWFUNC_FOG] = R_DrawFogSpan_8;
#ifndef NOWATER
spanfuncs[SPANDRAWFUNC_WATER] = R_DrawTranslucentWaterSpan_8;
#endif
spanfuncs[SPANDRAWFUNC_TILTED] = R_DrawTiltedSpan_8;
spanfuncs[SPANDRAWFUNC_TILTEDTRANS] = R_DrawTiltedTranslucentSpan_8;
#ifndef NOWATER
spanfuncs[SPANDRAWFUNC_TILTEDWATER] = R_DrawTiltedTranslucentWaterSpan_8;
#endif
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spanfuncs[SPANDRAWFUNC_TILTEDSPLAT] = R_DrawTiltedSplat_8;
// Lactozilla: Non-powers-of-two
spanfuncs_npo2[BASEDRAWFUNC] = R_DrawSpan_NPO2_8;
spanfuncs_npo2[SPANDRAWFUNC_TRANS] = R_DrawTranslucentSpan_NPO2_8;
spanfuncs_npo2[SPANDRAWFUNC_SPLAT] = R_DrawSplat_NPO2_8;
spanfuncs_npo2[SPANDRAWFUNC_TRANSSPLAT] = R_DrawTranslucentSplat_NPO2_8;
spanfuncs_npo2[SPANDRAWFUNC_FOG] = NULL; // Not needed
#ifndef NOWATER
spanfuncs_npo2[SPANDRAWFUNC_WATER] = R_DrawTranslucentWaterSpan_NPO2_8;
#endif
spanfuncs_npo2[SPANDRAWFUNC_TILTED] = R_DrawTiltedSpan_NPO2_8;
spanfuncs_npo2[SPANDRAWFUNC_TILTEDTRANS] = R_DrawTiltedTranslucentSpan_NPO2_8;
#ifndef NOWATER
spanfuncs_npo2[SPANDRAWFUNC_TILTEDWATER] = R_DrawTiltedTranslucentWaterSpan_NPO2_8;
#endif
spanfuncs_npo2[SPANDRAWFUNC_TILTEDSPLAT] = R_DrawTiltedSplat_NPO2_8;
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#ifdef RUSEASM
if (R_ASM)
{
if (R_MMX)
{
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colfuncs[BASEDRAWFUNC] = R_DrawColumn_8_MMX;
//colfuncs[COLDRAWFUNC_SHADE] = R_DrawShadeColumn_8_ASM;
//colfuncs[COLDRAWFUNC_FUZZY] = R_DrawTranslucentColumn_8_ASM;
colfuncs[COLDRAWFUNC_TWOSMULTIPATCH] = R_Draw2sMultiPatchColumn_8_MMX;
spanfuncs[BASEDRAWFUNC] = R_DrawSpan_8_MMX;
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}
else
{
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colfuncs[BASEDRAWFUNC] = R_DrawColumn_8_ASM;
//colfuncs[COLDRAWFUNC_SHADE] = R_DrawShadeColumn_8_ASM;
//colfuncs[COLDRAWFUNC_FUZZY] = R_DrawTranslucentColumn_8_ASM;
colfuncs[COLDRAWFUNC_TWOSMULTIPATCH] = R_Draw2sMultiPatchColumn_8_ASM;
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}
}
#endif
}
/* else if (vid.bpp > 1)
{
I_OutputMsg("using highcolor mode\n");
spanfunc = basespanfunc = R_DrawSpan_16;
transcolfunc = R_DrawTranslatedColumn_16;
transtransfunc = R_DrawTranslucentColumn_16; // No 16bit operation for this function
colfunc = basecolfunc = R_DrawColumn_16;
shadecolfunc = NULL; // detect error if used somewhere..
fuzzcolfunc = R_DrawTranslucentColumn_16;
walldrawerfunc = R_DrawWallColumn_16;
}*/
else
I_Error("unknown bytes per pixel mode %d\n", vid.bpp);
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/*
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if (SCR_IsAspectCorrect(vid.width, vid.height))
CONS_Alert(CONS_WARNING, M_GetText("Resolution is not aspect-correct!\nUse a multiple of %dx%d\n"), BASEVIDWIDTH, BASEVIDHEIGHT);
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*/
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}
void SCR_SetMode(void)
{
if (dedicated)
return;
if (!(setmodeneeded || setrenderneeded) || WipeInAction)
return; // should never happen and don't change it during a wipe, BAD!
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// Lactozilla: Renderer switching
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if (setrenderneeded)
{
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Z_PreparePatchFlush();
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needpatchflush = true;
needpatchrecache = true;
VID_CheckRenderer();
if (!setmodeneeded)
VID_SetMode(vid.modenum);
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}
if (setmodeneeded)
VID_SetMode(--setmodeneeded);
V_SetPalette(0);
SCR_SetDrawFuncs();
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// set the apprpriate drawer for the sky (tall or INT16)
setmodeneeded = 0;
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setrenderneeded = 0;
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}
// do some initial settings for the game loading screen
//
void SCR_Startup(void)
{
const CPUInfoFlags *RCpuInfo = I_CPUInfo();
if (!M_CheckParm("-NOCPUID") && RCpuInfo)
{
#if defined (__i386__) || defined (_M_IX86) || defined (__WATCOMC__)
R_486 = true;
#endif
if (RCpuInfo->RDTSC)
R_586 = true;
if (RCpuInfo->MMX)
R_MMX = true;
if (RCpuInfo->AMD3DNow)
R_3DNow = true;
if (RCpuInfo->MMXExt)
R_MMXExt = true;
if (RCpuInfo->SSE)
R_SSE = true;
if (RCpuInfo->SSE2)
R_SSE2 = true;
CONS_Printf("CPU Info: 486: %i, 586: %i, MMX: %i, 3DNow: %i, MMXExt: %i, SSE2: %i\n", R_486, R_586, R_MMX, R_3DNow, R_MMXExt, R_SSE2);
}
if (M_CheckParm("-noASM"))
R_ASM = false;
if (M_CheckParm("-486"))
R_486 = true;
if (M_CheckParm("-586"))
R_586 = true;
if (M_CheckParm("-MMX"))
R_MMX = true;
if (M_CheckParm("-3DNow"))
R_3DNow = true;
if (M_CheckParm("-MMXExt"))
R_MMXExt = true;
if (M_CheckParm("-SSE"))
R_SSE = true;
if (M_CheckParm("-noSSE"))
R_SSE = false;
if (M_CheckParm("-SSE2"))
R_SSE2 = true;
M_SetupMemcpy();
if (dedicated)
{
V_Init();
V_SetPalette(0);
return;
}
vid.modenum = 0;
vid.dupx = vid.width / BASEVIDWIDTH;
vid.dupy = vid.height / BASEVIDHEIGHT;
vid.dupx = vid.dupy = (vid.dupx < vid.dupy ? vid.dupx : vid.dupy);
vid.fdupx = FixedDiv(vid.width*FRACUNIT, BASEVIDWIDTH*FRACUNIT);
vid.fdupy = FixedDiv(vid.height*FRACUNIT, BASEVIDHEIGHT*FRACUNIT);
#ifdef HWRENDER
if (rendermode != render_opengl && rendermode != render_none) // This was just placing it incorrectly at non aspect correct resolutions in opengl
#endif
vid.fdupx = vid.fdupy = (vid.fdupx < vid.fdupy ? vid.fdupx : vid.fdupy);
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vid.meddupx = (UINT8)(vid.dupx >> 1) + 1;
vid.meddupy = (UINT8)(vid.dupy >> 1) + 1;
#ifdef HWRENDER
vid.fmeddupx = vid.meddupx*FRACUNIT;
vid.fmeddupy = vid.meddupy*FRACUNIT;
#endif
vid.smalldupx = (UINT8)(vid.dupx / 3) + 1;
vid.smalldupy = (UINT8)(vid.dupy / 3) + 1;
#ifdef HWRENDER
vid.fsmalldupx = vid.smalldupx*FRACUNIT;
vid.fsmalldupy = vid.smalldupy*FRACUNIT;
#endif
vid.baseratio = FRACUNIT;
V_Init();
CV_RegisterVar(&cv_ticrate);
CV_RegisterVar(&cv_constextsize);
V_SetPalette(0);
}
// Called at new frame, if the video mode has changed
//
void SCR_Recalc(void)
{
if (dedicated)
return;
// bytes per pixel quick access
scr_bpp = vid.bpp;
// scale 1,2,3 times in x and y the patches for the menus and overlays...
// calculated once and for all, used by routines in v_video.c
vid.dupx = vid.width / BASEVIDWIDTH;
vid.dupy = vid.height / BASEVIDHEIGHT;
vid.dupx = vid.dupy = (vid.dupx < vid.dupy ? vid.dupx : vid.dupy);
vid.fdupx = FixedDiv(vid.width*FRACUNIT, BASEVIDWIDTH*FRACUNIT);
vid.fdupy = FixedDiv(vid.height*FRACUNIT, BASEVIDHEIGHT*FRACUNIT);
#ifdef HWRENDER
//if (rendermode != render_opengl && rendermode != render_none) // This was just placing it incorrectly at non aspect correct resolutions in opengl
// 13/11/18:
// The above is no longer necessary, since we want OpenGL to be just like software now
// -- Monster Iestyn
#endif
vid.fdupx = vid.fdupy = (vid.fdupx < vid.fdupy ? vid.fdupx : vid.fdupy);
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//vid.baseratio = FixedDiv(vid.height << FRACBITS, BASEVIDHEIGHT << FRACBITS);
vid.baseratio = FRACUNIT;
vid.meddupx = (UINT8)(vid.dupx >> 1) + 1;
vid.meddupy = (UINT8)(vid.dupy >> 1) + 1;
#ifdef HWRENDER
vid.fmeddupx = vid.meddupx*FRACUNIT;
vid.fmeddupy = vid.meddupy*FRACUNIT;
#endif
vid.smalldupx = (UINT8)(vid.dupx / 3) + 1;
vid.smalldupy = (UINT8)(vid.dupy / 3) + 1;
#ifdef HWRENDER
vid.fsmalldupx = vid.smalldupx*FRACUNIT;
vid.fsmalldupy = vid.smalldupy*FRACUNIT;
#endif
// toggle off (then back on) the automap because some screensize-dependent values will
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// be calculated next time the automap is activated.
if (automapactive)
{
am_recalc = true;
AM_Start();
}
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// set the screen[x] ptrs on the new vidbuffers
V_Init();
// scr_viewsize doesn't change, neither detailLevel, but the pixels
// per screenblock is different now, since we've changed resolution.
R_SetViewSize(); //just set setsizeneeded true now ..
// vid.recalc lasts only for the next refresh...
con_recalc = true;
am_recalc = true;
}
// Check for screen cmd-line parms: to force a resolution.
//
// Set the video mode to set at the 1st display loop (setmodeneeded)
//
void SCR_CheckDefaultMode(void)
{
INT32 scr_forcex, scr_forcey; // resolution asked from the cmd-line
if (dedicated)
return;
// 0 means not set at the cmd-line
scr_forcex = scr_forcey = 0;
if (M_CheckParm("-width") && M_IsNextParm())
scr_forcex = atoi(M_GetNextParm());
if (M_CheckParm("-height") && M_IsNextParm())
scr_forcey = atoi(M_GetNextParm());
if (scr_forcex && scr_forcey)
{
CONS_Printf(M_GetText("Using resolution: %d x %d\n"), scr_forcex, scr_forcey);
// returns -1 if not found, thus will be 0 (no mode change) if not found
setmodeneeded = VID_GetModeForSize(scr_forcex, scr_forcey) + 1;
}
else
{
CONS_Printf(M_GetText("Default resolution: %d x %d (%d bits)\n"), cv_scr_width.value,
cv_scr_height.value, cv_scr_depth.value);
// see note above
setmodeneeded = VID_GetModeForSize(cv_scr_width.value, cv_scr_height.value) + 1;
}
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SCR_ActuallyChangeRenderer();
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}
// sets the modenum as the new default video mode to be saved in the config file
void SCR_SetDefaultMode(void)
{
// remember the default screen size
CV_SetValue(&cv_scr_width, vid.width);
CV_SetValue(&cv_scr_height, vid.height);
CV_SetValue(&cv_scr_depth, vid.bpp*8);
}
// Change fullscreen on/off according to cv_fullscreen
void SCR_ChangeFullscreen(void)
{
#ifdef DIRECTFULLSCREEN
// allow_fullscreen is set by VID_PrepareModeList
// it is used to prevent switching to fullscreen during startup
if (!allow_fullscreen)
return;
if (graphics_started)
{
VID_PrepareModeList();
setmodeneeded = VID_GetModeForSize(vid.width, vid.height) + 1;
}
return;
#endif
}
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static int target_renderer = 0;
void SCR_ActuallyChangeRenderer(void)
{
setrenderneeded = target_renderer;
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#ifdef HWRENDER
// Well, it didn't even load anyway.
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if ((vid_opengl_state == -1) && (setrenderneeded == render_opengl))
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{
if (M_CheckParm("-nogl"))
CONS_Alert(CONS_ERROR, "OpenGL rendering was disabled!\n");
else
CONS_Alert(CONS_ERROR, "OpenGL never loaded\n");
setrenderneeded = 0;
return;
}
#endif
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// setting the same renderer twice WILL crash your game, so let's not, please
if (rendermode == setrenderneeded)
setrenderneeded = 0;
}
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// Lactozilla: Renderer switching
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void SCR_ChangeRenderer(void)
{
setrenderneeded = 0;
if (con_startup)
{
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target_renderer = cv_renderer.value;
#ifdef HWRENDER
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if (M_CheckParm("-opengl") && (vid_opengl_state == 1))
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target_renderer = rendermode = render_opengl;
else
#endif
if (M_CheckParm("-software"))
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target_renderer = rendermode = render_soft;
// set cv_renderer back
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SCR_ChangeRendererCVars(rendermode);
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return;
}
if (cv_renderer.value == 1)
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target_renderer = render_soft;
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else if (cv_renderer.value == 2)
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target_renderer = render_opengl;
SCR_ActuallyChangeRenderer();
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}
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void SCR_ChangeRendererCVars(INT32 mode)
{
// set cv_renderer back
if (mode == render_soft)
CV_StealthSetValue(&cv_renderer, 1);
else if (mode == render_opengl)
CV_StealthSetValue(&cv_renderer, 2);
#ifdef HWRENDER
CV_StealthSetValue(&cv_newrenderer, cv_renderer.value);
#endif
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}
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boolean SCR_IsAspectCorrect(INT32 width, INT32 height)
{
return
( width % BASEVIDWIDTH == 0
&& height % BASEVIDHEIGHT == 0
&& width / BASEVIDWIDTH == height / BASEVIDHEIGHT
);
}
// XMOD FPS display
// moved out of os-specific code for consistency
static boolean fpsgraph[TICRATE];
static tic_t lasttic;
void SCR_DisplayTicRate(void)
{
tic_t i;
tic_t ontic = I_GetTime();
tic_t totaltics = 0;
INT32 ticcntcolor = 0;
const INT32 h = vid.height-(8*vid.dupy);
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if (gamestate == GS_NULL)
return;
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for (i = lasttic + 1; i < TICRATE+lasttic && i < ontic; ++i)
fpsgraph[i % TICRATE] = false;
fpsgraph[ontic % TICRATE] = true;
for (i = 0;i < TICRATE;++i)
if (fpsgraph[i])
++totaltics;
if (totaltics <= TICRATE/2) ticcntcolor = V_REDMAP;
else if (totaltics == TICRATE) ticcntcolor = V_GREENMAP;
if (cv_ticrate.value == 2) // compact counter
V_DrawString(vid.width-(16*vid.dupx), h,
ticcntcolor|V_NOSCALESTART|V_USERHUDTRANS, va("%02d", totaltics));
else if (cv_ticrate.value == 1) // full counter
{
V_DrawString(vid.width-(72*vid.dupx), h,
V_YELLOWMAP|V_NOSCALESTART|V_USERHUDTRANS, "FPS:");
V_DrawString(vid.width-(40*vid.dupx), h,
ticcntcolor|V_NOSCALESTART|V_USERHUDTRANS, va("%02d/%02u", totaltics, TICRATE));
}
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lasttic = ontic;
}
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void SCR_DisplayLocalPing(void)
{
UINT32 ping = playerpingtable[consoleplayer]; // consoleplayer's ping is everyone's ping in a splitnetgame :P
if (cv_showping.value == 1 || (cv_showping.value == 2 && servermaxping && ping > servermaxping)) // only show 2 (warning) if our ping is at a bad level
{
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INT32 dispy = cv_ticrate.value ? 180 : 189;
HU_drawPing(307, dispy, ping, true, V_SNAPTORIGHT | V_SNAPTOBOTTOM);
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}
}
void SCR_ClosedCaptions(void)
{
UINT8 i;
boolean gamestopped = (paused || P_AutoPause());
INT32 basey = BASEVIDHEIGHT;
if (gamestate != wipegamestate)
return;
if (gamestate == GS_LEVEL)
{
if (promptactive)
basey -= 42;
else if (splitscreen)
basey -= 8;
else if ((modeattacking == ATTACKING_NIGHTS)
MONSTER COMMIT. OLD SPECIAL STAGES: * Spheres in old special stages instead of rings! * Individual timers in old special stages instead of a global one! * Old special stages use a variant of the NiGHTS HUD now! * Special stage damage in old special stages loses 5 seconds of time instead of 10 rings/spheres! * All damage gained through old special stages is converted to special stage damage! As a consequence, the special spikeball has no need to be special anymore. * Made emerald gaining function be based on special stage number rather than gained emeralds! * Consistency with... NiGHTS SPECIAL STAGES: * Spheres now flash in bonus time. https://cdn.discordapp.com/attachments/400761370800422922/452590553100713984/srb20032.gif * Sphere and ring mapthingnums are now less fucked up in 'em. (Rings are 300, same as usual, while Spheres are now 1706 replacing NiGHTS Wings.) SPECIAL STAGES IN GENERAL: * useNightsSS is now dead. Each individual special stage is now assessed for NiGHTS-mode behaviour based on maptol & TOL_NIGHTS. * CRAWLA HONCHO\n CAN NOW BE\n SUPER CRAWLA HONCHO end tally modification now also includes a mini-tutorial on turning super. https://cdn.discordapp.com/attachments/400761370800422922/452844894113759233/srb20036.gif * SONIC GOT A CHAOS EMERALD? https://cdn.discordapp.com/attachments/400761370800422922/452623869497573386/srb20034.gif NiGHTS NON-SPECIAL STAGES: * Colour Chips and Star Chips! Replaces Spheres and Rings of NiGHTS Special Stages. * Colour Chips turn yellow in bonus time. * Ideya! * Its own "drowning" music! * All of the object types for Dream Hill. * GIF: https://cdn.discordapp.com/attachments/400761370800422922/452844894113759233/srb20036.gif RANDOM BS: * Turn super with the spin button instead of the jump button! * Followmobj now correctly set with P_SetTarget instead of pointer assignment. * Emerald hunt uses new sprites! * Made unlock noise different from emblem gain noise! (It's the CRAWLA HONCHO CAN NOW TURN yadda yadda sound from S3K now.)
2018-06-03 14:41:54 -07:00
|| (!(maptol & TOL_NIGHTS)
&& ((cv_powerupdisplay.value == 2) // "Always"
|| (cv_powerupdisplay.value == 1 && !camera.chase)))) // "First-person only"
basey -= 16;
}
for (i = 0; i < NUMCAPTIONS; i++)
{
INT32 flags, y;
char dot;
boolean music;
if (!closedcaptions[i].s)
continue;
music = (closedcaptions[i].s-S_sfx == sfx_None);
if (music && !gamestopped && (closedcaptions[i].t < flashingtics) && (closedcaptions[i].t & 1))
continue;
flags = V_SNAPTORIGHT|V_SNAPTOBOTTOM|V_ALLOWLOWERCASE;
y = basey-((i + 2)*10);
if (closedcaptions[i].b)
y -= (closedcaptions[i].b--)*vid.dupy;
if (closedcaptions[i].t < CAPTIONFADETICS)
flags |= (((CAPTIONFADETICS-closedcaptions[i].t)/2)*V_10TRANS);
if (music)
dot = '\x19';
else if (closedcaptions[i].c && closedcaptions[i].c->origin)
dot = '\x1E';
else
dot = ' ';
V_DrawRightAlignedString(BASEVIDWIDTH - 20, y, flags,
va("%c [%s]", dot, (closedcaptions[i].s->caption[0] ? closedcaptions[i].s->caption : closedcaptions[i].s->name)));
}
}
Introducing Marathon Run. (I was going to call it Marathon Mode, but NiGHTS Mode being right next to it on the menu looked terrible.) Basically a dedicated Record Attack-like experience for speedrunning the game as a continuous chunk rather than ILs. Has several quality of life features. Benefits include: * An unambiguous real-time bar across the bottom of the screen, always displaying the current time, ticking up until you reach the ending. * Disable the console (pausing is still allowed, but the timer will still increment). * Automatically skip intermissions as if you're holding down the spin button. * Show centiseconds on HUD automatically, like record attack. * "Live Event Backups" - a category of run fit for major events like GDQ, where recovery from crashes or chokes makes for better entertainment. Essentially a modified SP savefile, down to using the same basic functions, but has its own filename and tweaked internal layout. * "spmarathon_start" MainCfg block parameter and "marathonnext" mapheader parameter, allowing for a customised flow (makes this fit for purpose for an eventual SUGOI port). * Disabling inter-level custom cutscenes by default with a menu option to toggle this (won't show up if the mod doesn't *have* any custom cutscenes), although either way ending cutscenes (vanilla or custom) remain intact since is time is called before them. * Won't show up if you have a mod that consists of only one level (determined by spmarathon_start's nextlevel; this won't trip if you manually set its marathonnext). * Unconditional gratitude on the evaluation screen, instead of a negging "Try again..." if you didn't get all the emeralds (which you may not have been aiming for). * Gorgeous new menu (no new assets required, unless you wanna give it a header later). Changes which were required for the above but affect other areas of the game include: * "useBlackRock" MainCFG block parameter, which can be used to disable the presence of the Black Rock or Egg Rock in both the Evaluation screen and the Marathon Run menu (for total conversions with different stories). * Disabling Continues in NiGHTS mode, to match the most common singleplayer experience post 2.2.4's release (is reverted if useContinues is set to true). * Hiding the exitmove "powerup" outside of multiplayer. (Okay, this isn't really related, I just saw this bug in action a lot while doing test runs and got annoyed enough to fix it here.) * The ability to use V_DrawPromptBack (in hardcode only at the moment, but) to draw in terms of pixels rather than rows of text, by providing negative instead of positive inputs). * A refactoring of redundant game saves smattered across the ending, credits, and evaluation - in addition to saving the game slightly earlier. * Minor m_menu.c touchups and refactorings here and there. Built using feedback from the official server's #speedruns channel, among other places.
2020-05-14 15:10:00 -07:00
void SCR_DisplayMarathonInfo(void)
{
INT32 flags = V_SNAPTOBOTTOM;
static tic_t entertic, oldentertics = 0, antisplice[2] = {48,0};
Introducing Marathon Run. (I was going to call it Marathon Mode, but NiGHTS Mode being right next to it on the menu looked terrible.) Basically a dedicated Record Attack-like experience for speedrunning the game as a continuous chunk rather than ILs. Has several quality of life features. Benefits include: * An unambiguous real-time bar across the bottom of the screen, always displaying the current time, ticking up until you reach the ending. * Disable the console (pausing is still allowed, but the timer will still increment). * Automatically skip intermissions as if you're holding down the spin button. * Show centiseconds on HUD automatically, like record attack. * "Live Event Backups" - a category of run fit for major events like GDQ, where recovery from crashes or chokes makes for better entertainment. Essentially a modified SP savefile, down to using the same basic functions, but has its own filename and tweaked internal layout. * "spmarathon_start" MainCfg block parameter and "marathonnext" mapheader parameter, allowing for a customised flow (makes this fit for purpose for an eventual SUGOI port). * Disabling inter-level custom cutscenes by default with a menu option to toggle this (won't show up if the mod doesn't *have* any custom cutscenes), although either way ending cutscenes (vanilla or custom) remain intact since is time is called before them. * Won't show up if you have a mod that consists of only one level (determined by spmarathon_start's nextlevel; this won't trip if you manually set its marathonnext). * Unconditional gratitude on the evaluation screen, instead of a negging "Try again..." if you didn't get all the emeralds (which you may not have been aiming for). * Gorgeous new menu (no new assets required, unless you wanna give it a header later). Changes which were required for the above but affect other areas of the game include: * "useBlackRock" MainCFG block parameter, which can be used to disable the presence of the Black Rock or Egg Rock in both the Evaluation screen and the Marathon Run menu (for total conversions with different stories). * Disabling Continues in NiGHTS mode, to match the most common singleplayer experience post 2.2.4's release (is reverted if useContinues is set to true). * Hiding the exitmove "powerup" outside of multiplayer. (Okay, this isn't really related, I just saw this bug in action a lot while doing test runs and got annoyed enough to fix it here.) * The ability to use V_DrawPromptBack (in hardcode only at the moment, but) to draw in terms of pixels rather than rows of text, by providing negative instead of positive inputs). * A refactoring of redundant game saves smattered across the ending, credits, and evaluation - in addition to saving the game slightly earlier. * Minor m_menu.c touchups and refactorings here and there. Built using feedback from the official server's #speedruns channel, among other places.
2020-05-14 15:10:00 -07:00
const char *str;
#if 0 // eh, this probably isn't going to be a problem
if (((signed)marathontime) < 0)
{
flags |= V_REDMAP;
str = "No waiting out the clock to submit a bogus time.";
}
else
#endif
{
entertic = I_GetTime();
if (gamecomplete)
flags |= V_YELLOWMAP;
else if (marathonmode & MA_INGAME)
; // see also G_Ticker
Introducing Marathon Run. (I was going to call it Marathon Mode, but NiGHTS Mode being right next to it on the menu looked terrible.) Basically a dedicated Record Attack-like experience for speedrunning the game as a continuous chunk rather than ILs. Has several quality of life features. Benefits include: * An unambiguous real-time bar across the bottom of the screen, always displaying the current time, ticking up until you reach the ending. * Disable the console (pausing is still allowed, but the timer will still increment). * Automatically skip intermissions as if you're holding down the spin button. * Show centiseconds on HUD automatically, like record attack. * "Live Event Backups" - a category of run fit for major events like GDQ, where recovery from crashes or chokes makes for better entertainment. Essentially a modified SP savefile, down to using the same basic functions, but has its own filename and tweaked internal layout. * "spmarathon_start" MainCfg block parameter and "marathonnext" mapheader parameter, allowing for a customised flow (makes this fit for purpose for an eventual SUGOI port). * Disabling inter-level custom cutscenes by default with a menu option to toggle this (won't show up if the mod doesn't *have* any custom cutscenes), although either way ending cutscenes (vanilla or custom) remain intact since is time is called before them. * Won't show up if you have a mod that consists of only one level (determined by spmarathon_start's nextlevel; this won't trip if you manually set its marathonnext). * Unconditional gratitude on the evaluation screen, instead of a negging "Try again..." if you didn't get all the emeralds (which you may not have been aiming for). * Gorgeous new menu (no new assets required, unless you wanna give it a header later). Changes which were required for the above but affect other areas of the game include: * "useBlackRock" MainCFG block parameter, which can be used to disable the presence of the Black Rock or Egg Rock in both the Evaluation screen and the Marathon Run menu (for total conversions with different stories). * Disabling Continues in NiGHTS mode, to match the most common singleplayer experience post 2.2.4's release (is reverted if useContinues is set to true). * Hiding the exitmove "powerup" outside of multiplayer. (Okay, this isn't really related, I just saw this bug in action a lot while doing test runs and got annoyed enough to fix it here.) * The ability to use V_DrawPromptBack (in hardcode only at the moment, but) to draw in terms of pixels rather than rows of text, by providing negative instead of positive inputs). * A refactoring of redundant game saves smattered across the ending, credits, and evaluation - in addition to saving the game slightly earlier. * Minor m_menu.c touchups and refactorings here and there. Built using feedback from the official server's #speedruns channel, among other places.
2020-05-14 15:10:00 -07:00
else if (marathonmode & MA_INIT)
marathonmode &= ~MA_INIT;
else
marathontime += entertic - oldentertics;
// Create a sequence of primes such that their LCM is nice and big.
#define PRIMEV1 13
#define PRIMEV2 17 // I can't believe it! I'm on TV!
antisplice[0] += (entertic - oldentertics)*PRIMEV2;
antisplice[0] %= PRIMEV1*((vid.width/vid.dupx)+1);
antisplice[1] += (entertic - oldentertics)*PRIMEV1;
antisplice[1] %= PRIMEV1*((vid.width/vid.dupx)+1);
Introducing Marathon Run. (I was going to call it Marathon Mode, but NiGHTS Mode being right next to it on the menu looked terrible.) Basically a dedicated Record Attack-like experience for speedrunning the game as a continuous chunk rather than ILs. Has several quality of life features. Benefits include: * An unambiguous real-time bar across the bottom of the screen, always displaying the current time, ticking up until you reach the ending. * Disable the console (pausing is still allowed, but the timer will still increment). * Automatically skip intermissions as if you're holding down the spin button. * Show centiseconds on HUD automatically, like record attack. * "Live Event Backups" - a category of run fit for major events like GDQ, where recovery from crashes or chokes makes for better entertainment. Essentially a modified SP savefile, down to using the same basic functions, but has its own filename and tweaked internal layout. * "spmarathon_start" MainCfg block parameter and "marathonnext" mapheader parameter, allowing for a customised flow (makes this fit for purpose for an eventual SUGOI port). * Disabling inter-level custom cutscenes by default with a menu option to toggle this (won't show up if the mod doesn't *have* any custom cutscenes), although either way ending cutscenes (vanilla or custom) remain intact since is time is called before them. * Won't show up if you have a mod that consists of only one level (determined by spmarathon_start's nextlevel; this won't trip if you manually set its marathonnext). * Unconditional gratitude on the evaluation screen, instead of a negging "Try again..." if you didn't get all the emeralds (which you may not have been aiming for). * Gorgeous new menu (no new assets required, unless you wanna give it a header later). Changes which were required for the above but affect other areas of the game include: * "useBlackRock" MainCFG block parameter, which can be used to disable the presence of the Black Rock or Egg Rock in both the Evaluation screen and the Marathon Run menu (for total conversions with different stories). * Disabling Continues in NiGHTS mode, to match the most common singleplayer experience post 2.2.4's release (is reverted if useContinues is set to true). * Hiding the exitmove "powerup" outside of multiplayer. (Okay, this isn't really related, I just saw this bug in action a lot while doing test runs and got annoyed enough to fix it here.) * The ability to use V_DrawPromptBack (in hardcode only at the moment, but) to draw in terms of pixels rather than rows of text, by providing negative instead of positive inputs). * A refactoring of redundant game saves smattered across the ending, credits, and evaluation - in addition to saving the game slightly earlier. * Minor m_menu.c touchups and refactorings here and there. Built using feedback from the official server's #speedruns channel, among other places.
2020-05-14 15:10:00 -07:00
str = va("%i:%02i:%02i.%02i",
G_TicsToHours(marathontime),
G_TicsToMinutes(marathontime, false),
G_TicsToSeconds(marathontime),
G_TicsToCentiseconds(marathontime));
oldentertics = entertic;
}
V_DrawFill((antisplice[0]/PRIMEV1)-1, BASEVIDHEIGHT-8, 1, 8, V_SNAPTOBOTTOM|V_SNAPTOLEFT);
V_DrawFill((antisplice[0]/PRIMEV1), BASEVIDHEIGHT-8, 1, 8, V_SNAPTOBOTTOM|V_SNAPTOLEFT|31);
V_DrawFill(BASEVIDWIDTH-((antisplice[1]/PRIMEV1)-1), BASEVIDHEIGHT-8, 1, 8, V_SNAPTOBOTTOM|V_SNAPTORIGHT);
V_DrawFill(BASEVIDWIDTH-((antisplice[1]/PRIMEV1)), BASEVIDHEIGHT-8, 1, 8, V_SNAPTOBOTTOM|V_SNAPTORIGHT|31);
#undef PRIMEV1
#undef PRIMEV2
Introducing Marathon Run. (I was going to call it Marathon Mode, but NiGHTS Mode being right next to it on the menu looked terrible.) Basically a dedicated Record Attack-like experience for speedrunning the game as a continuous chunk rather than ILs. Has several quality of life features. Benefits include: * An unambiguous real-time bar across the bottom of the screen, always displaying the current time, ticking up until you reach the ending. * Disable the console (pausing is still allowed, but the timer will still increment). * Automatically skip intermissions as if you're holding down the spin button. * Show centiseconds on HUD automatically, like record attack. * "Live Event Backups" - a category of run fit for major events like GDQ, where recovery from crashes or chokes makes for better entertainment. Essentially a modified SP savefile, down to using the same basic functions, but has its own filename and tweaked internal layout. * "spmarathon_start" MainCfg block parameter and "marathonnext" mapheader parameter, allowing for a customised flow (makes this fit for purpose for an eventual SUGOI port). * Disabling inter-level custom cutscenes by default with a menu option to toggle this (won't show up if the mod doesn't *have* any custom cutscenes), although either way ending cutscenes (vanilla or custom) remain intact since is time is called before them. * Won't show up if you have a mod that consists of only one level (determined by spmarathon_start's nextlevel; this won't trip if you manually set its marathonnext). * Unconditional gratitude on the evaluation screen, instead of a negging "Try again..." if you didn't get all the emeralds (which you may not have been aiming for). * Gorgeous new menu (no new assets required, unless you wanna give it a header later). Changes which were required for the above but affect other areas of the game include: * "useBlackRock" MainCFG block parameter, which can be used to disable the presence of the Black Rock or Egg Rock in both the Evaluation screen and the Marathon Run menu (for total conversions with different stories). * Disabling Continues in NiGHTS mode, to match the most common singleplayer experience post 2.2.4's release (is reverted if useContinues is set to true). * Hiding the exitmove "powerup" outside of multiplayer. (Okay, this isn't really related, I just saw this bug in action a lot while doing test runs and got annoyed enough to fix it here.) * The ability to use V_DrawPromptBack (in hardcode only at the moment, but) to draw in terms of pixels rather than rows of text, by providing negative instead of positive inputs). * A refactoring of redundant game saves smattered across the ending, credits, and evaluation - in addition to saving the game slightly earlier. * Minor m_menu.c touchups and refactorings here and there. Built using feedback from the official server's #speedruns channel, among other places.
2020-05-14 15:10:00 -07:00
V_DrawPromptBack(-8, cons_backcolor.value);
V_DrawCenteredString(BASEVIDWIDTH/2, BASEVIDHEIGHT-8, flags, str);
}