#include "polymost.h" BEGIN_BLD_NS // leftover bits needed to keep Polymost running through the transition. // This is mainly the game side part of the portal renderer. void collectTSpritesForPortal(int x, int y, int i, int interpolation) { int nSector = mirror[i].link; int nSector2 = mirror[i].wallnum; BloodSectIterator it(nSector); while (auto actor = it.Next()) { spritetype* pSprite = &actor->s(); if (pSprite == gView->pSprite) continue; int top, bottom; GetSpriteExtents(pSprite, &top, &bottom); int zCeil, zFloor; getzsofslope(nSector, pSprite->x, pSprite->y, &zCeil, &zFloor); if (pSprite->statnum == kStatDude && (top < zCeil || bottom > zFloor)) { int j = i; if (mirror[i].type == 2) j++; else j--; int dx = mirror[j].dx; int dy = mirror[j].dy; int dz = mirror[j].dz; if (pm_spritesortcnt < MAXSPRITESONSCREEN) { tspritetype* pTSprite = &pm_tsprite[pm_spritesortcnt++]; *pTSprite = {}; pTSprite->type = pSprite->type; pTSprite->index = pSprite->index; pTSprite->sectnum = nSector2; pTSprite->x = pSprite->x + dx; pTSprite->y = pSprite->y + dy; pTSprite->z = pSprite->z + dz; pTSprite->ang = pSprite->ang; pTSprite->picnum = pSprite->picnum; pTSprite->shade = pSprite->shade; pTSprite->pal = pSprite->pal; pTSprite->xrepeat = pSprite->xrepeat; pTSprite->yrepeat = pSprite->yrepeat; pTSprite->xoffset = pSprite->xoffset; pTSprite->yoffset = pSprite->yoffset; pTSprite->cstat = pSprite->cstat; pTSprite->statnum = kStatDecoration; pTSprite->owner = actor->GetSpriteIndex(); pTSprite->flags = pSprite->hitag | 0x200; pTSprite->x = dx + interpolatedvalue(pSprite->ox, pSprite->x, interpolation); pTSprite->y = dy + interpolatedvalue(pSprite->oy, pSprite->y, interpolation); pTSprite->z = dz + interpolatedvalue(pSprite->oz, pSprite->z, interpolation); pTSprite->ang = pSprite->interpolatedang(interpolation); int nAnim = 0; switch (picanm[pTSprite->picnum].extra & 7) { case 1: { int dX = x - pTSprite->x; int dY = y - pTSprite->y; RotateVector(&dX, &dY, 128 - pTSprite->ang); nAnim = GetOctant(dX, dY); if (nAnim <= 4) { pTSprite->cstat &= ~4; } else { nAnim = 8 - nAnim; pTSprite->cstat |= 4; } break; } case 2: { int dX = x - pTSprite->x; int dY = y - pTSprite->y; RotateVector(&dX, &dY, 128 - pTSprite->ang); nAnim = GetOctant(dX, dY); break; } } while (nAnim > 0) { pTSprite->picnum += picanm[pTSprite->picnum].num + 1; nAnim--; } pm_spritesortcnt++; } } } } void processSpritesOnOtherSideOfPortal(int x, int y, int interpolation) { if (pm_spritesortcnt == 0) return; int nViewSprites = pm_spritesortcnt-1; for (int nTSprite = nViewSprites; nTSprite >= 0; nTSprite--) { tspritetype *pTSprite = &pm_tsprite[nTSprite]; pTSprite->xrepeat = pTSprite->yrepeat = 0; } for (int i = mirrorcnt-1; i >= 0; i--) { int nTile = 4080+i; if (testgotpic(nTile)) { if (mirror[i].type == 1 || mirror[i].type == 2) { collectTSpritesForPortal(x, y, i, interpolation); } } } } void render3DViewPolymost(int nSectnum, int cX, int cY, int cZ, binangle cA, fixedhoriz cH) { int yxAspect = yxaspect; int viewingRange = viewingrange; videoSetCorrectedAspect(); int v1 = xs_CRoundToInt(double(viewingrange) * tan(r_fov * (pi::pi() / 360.))); renderSetAspect(v1, yxaspect); int ceilingZ, floorZ; getzsofslope(nSectnum, cX, cY, &ceilingZ, &floorZ); if (cZ >= floorZ) { cZ = floorZ - (getUpperLink(nSectnum) ? 0 : (8 << 8)); } if (cZ <= ceilingZ) { cZ = ceilingZ + (getLowerLink(nSectnum) ? 0 : (8 << 8)); } cH = q16horiz(ClipRange(cH.asq16(), gi->playerHorizMin(), gi->playerHorizMax())); RORHACK: bool ror_status[16]; for (int i = 0; i < 16; i++) ror_status[i] = testgotpic(4080 + i); fixed_t deliriumPitchI = interpolatedvalue(IntToFixed(deliriumPitchO), IntToFixed(deliriumPitch), gInterpolate); DrawMirrors(cX, cY, cZ, cA.asq16(), cH.asq16() + deliriumPitchI, int(gInterpolate), gViewIndex); int bakCstat = gView->pSprite->cstat; if (gViewPos == 0) { gView->pSprite->cstat |= 32768; } else { gView->pSprite->cstat |= 514; } renderDrawRoomsQ16(cX, cY, cZ, cA.asq16(), cH.asq16() + deliriumPitchI, nSectnum, false); viewProcessSprites(pm_tsprite, pm_spritesortcnt, cX, cY, cZ, cA.asbuild(), int(gInterpolate)); bool do_ror_hack = false; for (int i = 0; i < 16; i++) if (ror_status[i] != testgotpic(4080 + i)) do_ror_hack = true; if (do_ror_hack) { gView->pSprite->cstat = bakCstat; pm_spritesortcnt = 0; goto RORHACK; } setPortalFlags(1); int nSpriteSortCnt = pm_spritesortcnt; renderDrawMasks(); pm_spritesortcnt = nSpriteSortCnt; setPortalFlags(0); processSpritesOnOtherSideOfPortal(cX, cY, int(gInterpolate)); renderDrawMasks(); gView->pSprite->cstat = bakCstat; } // hack the portal planes with the sky flag for rendering. Only Polymost needs this hack. void setPortalFlags(char mode) { for (int i = mirrorcnt - 1; i >= 0; i--) { int nTile = 4080 + i; if (testgotpic(nTile)) { switch (mirror[i].type) { case 1: if (mode) sector[mirror[i].wallnum].ceilingstat |= 1; else sector[mirror[i].wallnum].ceilingstat &= ~1; break; case 2: if (mode) sector[mirror[i].wallnum].floorstat |= 1; else sector[mirror[i].wallnum].floorstat &= ~1; break; } } } } void DrawMirrors(int x, int y, int z, fixed_t a, fixed_t horiz, int smooth, int viewPlayer) { for (int i = mirrorcnt - 1; i >= 0; i--) { int nTile = 4080 + i; if (testgotpic(nTile, true)) { switch (mirror[i].type) { case 0: { int nWall = mirror[i].link; int nSector = sectorofwall(nWall); walltype* pWall = &wall[nWall]; int nNextWall = pWall->nextwall; int nNextSector = pWall->nextsector; pWall->nextwall = mirrorwall[0]; pWall->nextsector = mirrorsector; wall[mirrorwall[0]].nextwall = nWall; wall[mirrorwall[0]].nextsector = nSector; wall[mirrorwall[0]].x = wall[pWall->point2].x; wall[mirrorwall[0]].y = wall[pWall->point2].y; wall[mirrorwall[1]].x = pWall->x; wall[mirrorwall[1]].y = pWall->y; wall[mirrorwall[2]].x = wall[mirrorwall[1]].x + (wall[mirrorwall[1]].x - wall[mirrorwall[0]].x) * 16; wall[mirrorwall[2]].y = wall[mirrorwall[1]].y + (wall[mirrorwall[1]].y - wall[mirrorwall[0]].y) * 16; wall[mirrorwall[3]].x = wall[mirrorwall[0]].x + (wall[mirrorwall[0]].x - wall[mirrorwall[1]].x) * 16; wall[mirrorwall[3]].y = wall[mirrorwall[0]].y + (wall[mirrorwall[0]].y - wall[mirrorwall[1]].y) * 16; sector[mirrorsector].floorz = sector[nSector].floorz; sector[mirrorsector].ceilingz = sector[nSector].ceilingz; int cx, cy, ca; if (GetWallType(nWall) == kWallStack) { cx = x - (wall[pWall->hitag].x - wall[pWall->point2].x); cy = y - (wall[pWall->hitag].y - wall[pWall->point2].y); ca = a; } else { renderPrepareMirror(x, y, z, a, horiz, nWall, &cx, &cy, &ca); } int32_t didmirror = renderDrawRoomsQ16(cx, cy, z, ca, horiz, mirrorsector, true); viewProcessSprites(pm_tsprite, pm_spritesortcnt, cx, cy, z, FixedToInt(ca), smooth); renderDrawMasks(); if (GetWallType(nWall) != kWallStack) renderCompleteMirror(); if (wall[nWall].pal != 0 || wall[nWall].shade != 0) TranslateMirrorColors(wall[nWall].shade, wall[nWall].pal); pWall->nextwall = nNextWall; pWall->nextsector = nNextSector; return; } case 1: { r_rorphase = 1; int nSector = mirror[i].link; int bakCstat; if (viewPlayer >= 0) { bakCstat = gPlayer[viewPlayer].pSprite->cstat; if (gViewPos == 0) { gPlayer[viewPlayer].pSprite->cstat |= 32768; } else { gPlayer[viewPlayer].pSprite->cstat |= 514; } } renderDrawRoomsQ16(x + mirror[i].dx, y + mirror[i].dy, z + mirror[i].dz, a, horiz, nSector, true); viewProcessSprites(pm_tsprite, pm_spritesortcnt, x + mirror[i].dx, y + mirror[i].dy, z + mirror[i].dz, FixedToInt(a), smooth); short fstat = sector[nSector].floorstat; sector[nSector].floorstat |= 1; renderDrawMasks(); sector[nSector].floorstat = fstat; for (int i = 0; i < 16; i++) cleargotpic(4080 + i); if (viewPlayer >= 0) { gPlayer[viewPlayer].pSprite->cstat = bakCstat; } r_rorphase = 0; return; } case 2: { r_rorphase = 1; int nSector = mirror[i].link; int bakCstat; if (viewPlayer >= 0) { bakCstat = gPlayer[viewPlayer].pSprite->cstat; if (gViewPos == 0) { gPlayer[viewPlayer].pSprite->cstat |= 32768; } else { gPlayer[viewPlayer].pSprite->cstat |= 514; } } renderDrawRoomsQ16(x + mirror[i].dx, y + mirror[i].dy, z + mirror[i].dz, a, horiz, nSector, true); viewProcessSprites(pm_tsprite, pm_spritesortcnt, x + mirror[i].dx, y + mirror[i].dy, z + mirror[i].dz, FixedToInt(a), smooth); short cstat = sector[nSector].ceilingstat; sector[nSector].ceilingstat |= 1; renderDrawMasks(); sector[nSector].ceilingstat = cstat; for (int i = 0; i < 16; i++) cleargotpic(4080 + i); if (viewPlayer >= 0) { gPlayer[viewPlayer].pSprite->cstat = bakCstat; } r_rorphase = 0; return; } } } } } END_BLD_NS