mirror of
https://github.com/DrBeef/Raze.git
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1483 lines
43 KiB
C++
1483 lines
43 KiB
C++
//-------------------------------------------------------------------------
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/*
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Copyright (C) 1997, 2005 - 3D Realms Entertainment
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This file is part of Shadow Warrior version 1.2
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Shadow Warrior is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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Original Source: 1997 - Frank Maddin and Jim Norwood
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Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
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*/
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//-------------------------------------------------------------------------
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#include "ns.h"
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#define QUIET
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#include "build.h"
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#include "automap.h"
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#include "names2.h"
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#include "panel.h"
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#include "game.h"
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#include "jsector.h"
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#include "gamecontrol.h"
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#include "gamefuncs.h"
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#include "network.h"
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#include "pal.h"
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#include "player.h"
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#include "jtags.h"
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#include "parent.h"
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#include "misc.h"
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#include "menus.h"
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#include "interpolate.h"
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#include "interpso.h"
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#include "sector.h"
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#include "razemenu.h"
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#include "v_2ddrawer.h"
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#include "v_video.h"
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#include "v_draw.h"
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#include "render.h"
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#include "razefont.h"
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#include "models/modeldata.h"
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extern DCoreActor* wall_to_sprite_actors[8];
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BEGIN_SW_NS
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int display_mirror;
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static int OverlapDraw = false;
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extern bool QuitFlag, SpriteInfo;
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extern bool Voxel;
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extern int f_c;
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extern TILE_INFO_TYPE aVoxelArray[MAXTILES];
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void PreDrawStackedWater(void);
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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#if 1
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void ShadeSprite(tspritetype* tsp)
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{
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// set shade of sprite
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tsp->shade = tsp->sectp->floorshade - 25;
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if (tsp->shade > -3)
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tsp->shade = -3;
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if (tsp->shade < -30)
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tsp->shade = -30;
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}
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#else
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#endif
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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int GetRotation(tspriteArray& tsprites, int tSpriteNum, const DVector2& view)
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{
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static const uint8_t RotTable8[] = {0, 7, 6, 5, 4, 3, 2, 1};
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static const uint8_t RotTable5[] = {0, 1, 2, 3, 4, 3, 2, 1};
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int rotation;
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tspritetype* tsp = tsprites.get(tSpriteNum);
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auto ownerActor = static_cast<DSWActor*>(tsp->ownerActor);
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if (!ownerActor->hasU() || ownerActor->user.RotNum == 0)
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return 0;
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// Get which of the 8 angles of the sprite to draw (0-7)
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// rotation ranges from 0-7
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DAngle angle2 = (tsp->pos - view).Angle();
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rotation = (tsp->Angles.Yaw + DAngle180 + DAngle22_5 * 0.5 - angle2).Buildang() & 2047;
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rotation = (rotation >> 8) & 7;
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if (ownerActor->user.RotNum == 5)
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{
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if ((ownerActor->user.Flags & SPR_XFLIP_TOGGLE))
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{
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if (rotation <= 4)
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{
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// leave rotation alone
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tsp->cstat &= ~(CSTAT_SPRITE_XFLIP);
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}
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else
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{
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rotation = (8 - rotation);
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tsp->cstat |= (CSTAT_SPRITE_XFLIP); // clear x-flipping bit
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}
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}
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else
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{
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if (rotation > 3 || rotation == 0)
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{
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// leave rotation alone
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tsp->cstat &= ~(CSTAT_SPRITE_XFLIP); // clear x-flipping bit
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}
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else
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{
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rotation = (8 - rotation);
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tsp->cstat |= (CSTAT_SPRITE_XFLIP); // set
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}
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}
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// Special case bunk
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int ID = ownerActor->user.ID;
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if (ID == TOILETGIRL_R0 || ID == WASHGIRL_R0 || ID == TRASHCAN ||
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ID == CARGIRL_R0 || ID == MECHANICGIRL_R0 || ID == PRUNEGIRL_R0 ||
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ID == SAILORGIRL_R0)
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tsp->cstat &= ~(CSTAT_SPRITE_XFLIP); // clear x-flipping bit
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return RotTable5[rotation];
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}
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return RotTable8[rotation];
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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/*
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!AIC - At draw time this is called for actor rotation. GetRotation() is more
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complex than needs to be in part because importing of actor rotations and x-flip
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directions was not standardized.
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*/
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int SetActorRotation(tspriteArray& tsprites, int tSpriteNum, const DVector2& viewpos)
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{
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tspritetype* tsp = tsprites.get(tSpriteNum);
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auto ownerActor = static_cast<DSWActor*>(tsp->ownerActor);
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int StateOffset, Rotation;
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if (!ownerActor->hasU()) return 0;
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// don't modify ANY tu vars - back them up!
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STATE* State = ownerActor->user.State;
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STATE* StateStart = ownerActor->user.StateStart;
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if (ownerActor->user.RotNum == 0)
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return 0;
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// Get the offset into the State animation
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StateOffset = int(State - StateStart);
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// Get the rotation angle
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Rotation = GetRotation(tsprites, tSpriteNum, viewpos);
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ASSERT(Rotation < 5);
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// Reset the State animation start based on the Rotation
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StateStart = ownerActor->user.Rot[Rotation];
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// Set the sprites state
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State = StateStart + StateOffset;
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// set the picnum here - may be redundant, but we just changed states and
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// thats a big deal
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tsp->picnum = State->Pic;
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return 0;
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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double DoShadowFindGroundPoint(tspritetype* tspr)
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{
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// USES TSPRITE !!!!!
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auto ownerActor = static_cast<DSWActor*>(tspr->ownerActor);
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Collision ceilhit, florhit;
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double hiz, loz = ownerActor->user.loz;
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ESpriteFlags save_cstat, bak_cstat;
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// recursive routine to find the ground - either sector or floor sprite
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// skips over enemy and other types of sprites
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// IMPORTANT!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
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// This will return invalid FAF ceiling and floor heights inside of analyzesprite
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// because the ceiling and floors get moved out of the way for drawing.
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save_cstat = tspr->cstat;
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tspr->cstat &= ~(CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
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FAFgetzrangepoint(tspr->pos, tspr->sectp, &hiz, &ceilhit, &loz, &florhit);
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tspr->cstat = save_cstat;
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switch (florhit.type)
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{
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case kHitSprite:
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{
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auto hitactor = florhit.actor();
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if ((hitactor->spr.cstat & CSTAT_SPRITE_ALIGNMENT_FLOOR))
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{
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// found a sprite floor
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return loz;
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}
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else
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{
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// reset the blocking bit of what you hit and try again -
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// recursive
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bak_cstat = hitactor->spr.cstat;
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hitactor->spr.cstat &= ~(CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
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loz = DoShadowFindGroundPoint(tspr);
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hitactor->spr.cstat = bak_cstat;
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}
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break;
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}
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case kHitSector:
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break;
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default:
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ASSERT(true == false);
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break;
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}
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return loz;
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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void DoShadows(tspriteArray& tsprites, tspritetype* tsp, double viewz)
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{
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auto ownerActor = static_cast<DSWActor*>(tsp->ownerActor);
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int ground_dist = 0;
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int view_dist = 0;
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double loz;
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DVector2 scale;
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if (!ownerActor->hasU()) return;
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auto sect = tsp->sectp;
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// make sure its the correct sector
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// DoShadowFindGroundPoint calls FAFgetzrangepoint and this is sensitive
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updatesector(tsp->pos, §);
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if (sect == nullptr)
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{
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return;
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}
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tsp->sectp = sect;
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if (tsp->scale.Y > 0.25)
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{
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double sizey = tileHeight(tsp->picnum) * tsp->scale.Y;
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scale.Y = (tsp->scale.Y * 0.25) - (sizey / 2048.);
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scale.X = tsp->scale.X;
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}
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else
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{
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scale = tsp->scale;
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}
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loz = ownerActor->user.loz;
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if (ownerActor->user.lowActor)
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{
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if (!(ownerActor->user.lowActor->spr.cstat & (CSTAT_SPRITE_ALIGNMENT_WALL | CSTAT_SPRITE_ALIGNMENT_FLOOR)))
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{
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loz = DoShadowFindGroundPoint(tsp);
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}
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}
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// need to find the ground here
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// if below or close to sprites z don't bother to draw it
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if ((viewz - loz) > -8)
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{
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return;
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}
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tspritetype* tSpr = tsprites.newTSprite();
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*tSpr = *tsp;
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// shadow is ALWAYS draw last - status is priority
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tSpr->statnum = MAXSTATUS;
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tSpr->shade = 127;
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tSpr->cstat |= CSTAT_SPRITE_TRANSLUCENT;
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tSpr->pos.Z = loz;
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// if close to shadows z shrink it
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view_dist = int(abs(loz - viewz));
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if (view_dist < 32)
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view_dist = 256/view_dist;
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else
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view_dist = 0;
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// make shadow smaller depending on height from ground
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ground_dist = int(abs(loz - GetSpriteZOfBottom(tsp)) * (1./16));
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double scaleofs = (ground_dist - view_dist) * REPEAT_SCALE;
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scale.X = clamp(scale.X + scaleofs, 0.0625, 4.);
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scale.Y = clamp(scale.Y + scaleofs, 0.0625, 4.);
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tSpr->scale = scale;
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if (tilehasmodelorvoxel(tsp->picnum,tsp->pal))
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{
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tSpr->scale.Y = (0);
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// cstat: trans reverse
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// clipdist: tell mdsprite.cpp to use Z-buffer hacks to hide overdraw issues
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tSpr->clipdist |= TSPR_FLAGS_MDHACK;
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tSpr->cstat |= CSTAT_SPRITE_TRANS_FLIP;
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}
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else
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{
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// Alter the shadow's position so that it appears behind the sprite itself.
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auto look = (tSpr->pos.XY() - Player[screenpeek].si.XY()).Angle();
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tSpr->pos.XY() += look.ToVector() * 2;
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}
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// Check for voxel items and use a round generic pic if so
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//DoVoxelShadow(New);
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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void DoMotionBlur(tspriteArray& tsprites, tspritetype const * const tsp)
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{
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auto ownerActor = static_cast<DSWActor*>(tsp->ownerActor);
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DVector3 npos(0, 0, 0), dpos(0, 0, 0);
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int i;
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double repeat_adj = 0;
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DVector2 scale;
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double z_amt_per_pixel;
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auto angle = tsp->Angles.Yaw + DAngle180;
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if (!ownerActor->hasU() || ownerActor->vel.X == 0)
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{
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return;
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}
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if ((tsp->extra & SPRX_PLAYER_OR_ENEMY))
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{
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z_amt_per_pixel = (- ownerActor->user.jump_speed * ACTORMOVETICS) * maptoworld / tsp->ownerActor->vel.X;
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}
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else
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{
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z_amt_per_pixel = -ownerActor->vel.Z / tsp->ownerActor->vel.X;
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}
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dpos.XY() = npos.XY() = angle.ToVector() * ownerActor->user.motion_blur_dist;
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dpos.Z = npos.Z = z_amt_per_pixel * ownerActor->user.motion_blur_dist * (1./16);
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scale = tsp->scale;
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switch ((ownerActor->user.Flags2 & SPR2_BLUR_TAPER))
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{
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case 0:
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repeat_adj = 0;
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break;
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case SPR2_BLUR_TAPER_SLOW:
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repeat_adj = scale.X / (ownerActor->user.motion_blur_num*2);
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break;
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case SPR2_BLUR_TAPER_FAST:
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repeat_adj = scale.X / ownerActor->user.motion_blur_num;
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break;
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}
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for (i = 0; i < ownerActor->user.motion_blur_num; i++)
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{
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tspritetype* tSpr = tsprites.newTSprite();
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*tSpr = *tsp;
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tSpr->cstat |= CSTAT_SPRITE_TRANSLUCENT|CSTAT_SPRITE_TRANS_FLIP;
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tSpr->pos += dpos;
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dpos += npos;
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tSpr->scale = scale;
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scale.X -= repeat_adj;
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scale.Y -= repeat_adj;
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}
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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void WarpCopySprite(tspriteArray& tsprites)
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{
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int spnum;
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int match;
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// look for the first one
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SWStatIterator it(STAT_WARP_COPY_SPRITE1);
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while (auto itActor = it.Next())
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{
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match = itActor->spr.lotag;
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// look for the second one
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SWStatIterator it1(STAT_WARP_COPY_SPRITE2);
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while (auto itActor1 = it.Next())
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{
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if (itActor1->spr.lotag == match)
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{
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auto sect1 = itActor->sector();
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auto sect2 = itActor1->sector();
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SWSectIterator it2(sect1);
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while (auto itActor2 = it.Next())
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{
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if (itActor2 == itActor)
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continue;
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if (itActor2->spr.picnum == ST1)
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continue;
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tspritetype* newTSpr = renderAddTsprite(tsprites, itActor2);
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newTSpr->statnum = 0;
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newTSpr->pos += itActor1->spr.pos - itActor->spr.pos;
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newTSpr->sectp = itActor1->sector();
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}
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it2.Reset(sect2);
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while (auto itActor2 = it2.Next())
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{
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if (itActor2 == itActor1)
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continue;
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if (itActor2->spr.picnum == ST1)
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continue;
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tspritetype* newTSpr = renderAddTsprite(tsprites, itActor2);
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newTSpr->statnum = 0;
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newTSpr->pos += itActor->spr.pos - itActor1->spr.pos;
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newTSpr->sectp = itActor->sector();
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}
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}
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}
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}
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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void DoStarView(tspritetype* tsp, DSWActor* tActor, double viewz)
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{
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extern STATE s_Star[], s_StarDown[];
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extern STATE s_StarStuck[], s_StarDownStuck[];
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double zdiff = viewz - tsp->pos.Z;
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if (abs(zdiff) > 24)
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{
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if (tActor->user.StateStart == s_StarStuck)
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tsp->picnum = s_StarDownStuck[tActor->user.State - s_StarStuck].Pic;
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else
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tsp->picnum = s_StarDown[tActor->user.State - s_Star].Pic;
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if (zdiff > 0)
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tsp->cstat |= (CSTAT_SPRITE_YFLIP);
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}
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else
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{
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if (zdiff > 0)
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tsp->cstat |= (CSTAT_SPRITE_YFLIP);
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}
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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DSWActor* CopySprite(spritetypebase const* tsp, sectortype* newsector)
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{
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auto actorNew = insertActor(newsector, STAT_FAF_COPY);
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actorNew->spr.pos = tsp->pos;
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actorNew->spr.cstat = tsp->cstat;
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actorNew->spr.picnum = tsp->picnum;
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actorNew->spr.pal = tsp->pal;
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actorNew->spr.scale = tsp->scale;
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actorNew->spr.xoffset = tsp->xoffset;
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actorNew->spr.yoffset = tsp->yoffset;
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actorNew->spr.Angles.Yaw = tsp->Angles.Yaw;
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actorNew->spr.xint = tsp->xint;
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actorNew->spr.yint = tsp->yint;
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actorNew->spr.inittype = tsp->inittype;
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actorNew->spr.shade = tsp->shade;
|
|
// this later also needs to copy the real velocity, because the sprite renderer accesses it. :(
|
|
|
|
actorNew->spr.cstat &= ~(CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
|
|
|
|
return actorNew;
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
DSWActor* ConnectCopySprite(spritetypebase const* tsp)
|
|
{
|
|
sectortype* newsector;
|
|
double testz;
|
|
|
|
if (FAF_ConnectCeiling(tsp->sectp))
|
|
{
|
|
newsector = tsp->sectp;
|
|
testz = GetSpriteZOfTop(tsp) - 10;
|
|
|
|
if (testz < tsp->sectp->ceilingz)
|
|
updatesectorz(DVector3(tsp->pos, testz), &newsector);
|
|
|
|
if (newsector != nullptr && newsector != tsp->sectp)
|
|
{
|
|
return CopySprite(tsp, newsector);
|
|
}
|
|
}
|
|
|
|
if (FAF_ConnectFloor(tsp->sectp))
|
|
{
|
|
newsector = tsp->sectp;
|
|
testz = GetSpriteZOfBottom(tsp) + 10;
|
|
|
|
if (testz > tsp->sectp->floorz)
|
|
updatesectorz(DVector3(tsp->pos, testz), &newsector);
|
|
|
|
if (newsector != nullptr && newsector != tsp->sectp)
|
|
{
|
|
return CopySprite(tsp, newsector);
|
|
}
|
|
}
|
|
|
|
return nullptr;
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
static void analyzesprites(tspriteArray& tsprites, const DVector3& viewpos, double interpfrac)
|
|
{
|
|
int tSpriteNum;
|
|
static int ang = 0;
|
|
PLAYER* pp = Player + screenpeek;
|
|
int newshade=0;
|
|
|
|
const int DART_PIC = 2526;
|
|
const double DART_REPEAT = 0.25;
|
|
|
|
ang = NORM_ANGLE(ang + 12);
|
|
|
|
double smr4 = interpfrac + MoveSkip4;
|
|
double smr2 = interpfrac + MoveSkip2;
|
|
|
|
for (tSpriteNum = (int)tsprites.Size() - 1; tSpriteNum >= 0; tSpriteNum--)
|
|
{
|
|
tspritetype* tsp = tsprites.get(tSpriteNum);
|
|
auto tActor = static_cast<DSWActor*>(tsp->ownerActor);
|
|
auto tsectp = tsp->sectp;
|
|
|
|
#if 0
|
|
// Brighten up the sprite if set somewhere else to do so
|
|
if (tu && tActor->user.Vis > 0)
|
|
{
|
|
int tmpshade; // Having this prevent overflow
|
|
|
|
tmpshade = tsp->shade - tActor->user.Vis;
|
|
if (tmpshade < -128) tmpshade = -128;
|
|
|
|
tsp->shade = tmpshade;
|
|
tActor->user.Vis -= 8;
|
|
}
|
|
#endif
|
|
|
|
// don't draw these
|
|
if (tsp->statnum >= STAT_DONT_DRAW)
|
|
{
|
|
tsp->ownerActor = nullptr;
|
|
continue;
|
|
}
|
|
|
|
if (tActor->hasU())
|
|
{
|
|
if (tsp->statnum != STAT_DEFAULT)
|
|
{
|
|
if ((tActor->user.Flags & SPR_SKIP4))
|
|
{
|
|
if (tsp->statnum <= STAT_SKIP4_INTERP_END)
|
|
{
|
|
tsp->pos = tActor->interpolatedpos(smr4 * 0.25);
|
|
}
|
|
}
|
|
|
|
if ((tActor->user.Flags & SPR_SKIP2))
|
|
{
|
|
if (tsp->statnum <= STAT_SKIP2_INTERP_END)
|
|
{
|
|
tsp->pos = tActor->interpolatedpos(smr2 * 0.5);
|
|
}
|
|
}
|
|
}
|
|
|
|
// workaround for mines and floor decals beneath the floor
|
|
if (tsp->picnum == BETTY_R0 || tsp->picnum == FLOORBLOOD1)
|
|
{
|
|
double const florz = getflorzofslopeptr(tActor->sector(), tActor->spr.pos);
|
|
if (tActor->spr.pos.Z > florz)
|
|
tsp->pos.Z = florz;
|
|
}
|
|
|
|
if (r_shadows && (tActor->user.Flags & SPR_SHADOW))
|
|
{
|
|
DoShadows(tsprites, tsp, viewpos.Z);
|
|
}
|
|
|
|
if (sw_darts)
|
|
if (tActor->user.ID == 1793 || tsp->picnum == 1793)
|
|
{
|
|
tsp->picnum = 2519;
|
|
tsp->scale = DVector2(0.421875, 0.453125);
|
|
}
|
|
|
|
if (tActor->user.ID == STAR1)
|
|
{
|
|
if (sw_darts)
|
|
{
|
|
|
|
tsp->picnum = DART_PIC;
|
|
tsp->Angles.Yaw -= DAngle90 + mapangle(24);
|
|
tsp->scale = DVector2(DART_REPEAT, DART_REPEAT);
|
|
tsp->cstat |= (CSTAT_SPRITE_ALIGNMENT_WALL);
|
|
}
|
|
else
|
|
DoStarView(tsp, tActor, viewpos.Z);
|
|
}
|
|
|
|
// rotation
|
|
if (tActor->user.RotNum > 0)
|
|
SetActorRotation(tsprites, tSpriteNum, viewpos.XY());
|
|
|
|
if (tActor->user.motion_blur_num)
|
|
{
|
|
DoMotionBlur(tsprites, tsp);
|
|
}
|
|
|
|
// set palette lookup correctly
|
|
if (tsp->pal != tsectp->floorpal)
|
|
{
|
|
if (tsectp->floorpal == PALETTE_DEFAULT)
|
|
{
|
|
// default pal for sprite is stored in tActor->user.spal
|
|
// mostly for players and other monster types
|
|
tsp->pal = tActor->user.spal;
|
|
}
|
|
else
|
|
{
|
|
// if sector pal is something other than default
|
|
uint8_t pal = tsectp->floorpal;
|
|
bool nosectpal=false;
|
|
|
|
// sprite does not take on the new pal if sector flag is set
|
|
if (tsectp->hasU() && (tsectp->flags & SECTFU_DONT_COPY_PALETTE))
|
|
{
|
|
pal = PALETTE_DEFAULT;
|
|
nosectpal = true;
|
|
}
|
|
|
|
//if(tActor->user.spal == PALETTE_DEFAULT)
|
|
if (tsp->hitag != SECTFU_DONT_COPY_PALETTE && tsp->hitag != LUMINOUS
|
|
&& !nosectpal
|
|
&& pal != PALETTE_FOG && pal != PALETTE_DIVE &&
|
|
pal != PALETTE_DIVE_LAVA)
|
|
tsp->pal = pal;
|
|
else
|
|
tsp->pal = tActor->user.spal;
|
|
|
|
}
|
|
}
|
|
|
|
// Sprite debug information mode
|
|
if (tsp->hitag == 9997)
|
|
{
|
|
tsp->pal = PALETTE_RED_LIGHTING;
|
|
// Turn it off, it gets reset by PrintSpriteInfo
|
|
tActor->spr.hitag = 0;
|
|
}
|
|
}
|
|
|
|
if (sw_darts)
|
|
if (tsp->statnum == STAT_STAR_QUEUE)
|
|
{
|
|
tsp->picnum = DART_PIC;
|
|
tsp->Angles.Yaw -= DAngle90;
|
|
tsp->scale = DVector2(DART_REPEAT, DART_REPEAT);
|
|
tsp->cstat |= (CSTAT_SPRITE_ALIGNMENT_WALL);
|
|
}
|
|
|
|
// Call my sprite handler
|
|
// Does autosizing and voxel handling
|
|
JAnalyzeSprites(tsp);
|
|
|
|
// only do this of you are a player sprite
|
|
//if (tsp->statnum >= STAT_PLAYER0 && tsp->statnum < STAT_PLAYER0 + MAX_SW_PLAYERS)
|
|
if (tActor->hasU() && tActor->user.PlayerP)
|
|
{
|
|
// Shadow spell
|
|
if (!(tsp->cstat & CSTAT_SPRITE_TRANSLUCENT))
|
|
ShadeSprite(tsp);
|
|
|
|
// sw if its your playersprite
|
|
if (Player[screenpeek].actor == tActor)
|
|
{
|
|
pp = Player + screenpeek;
|
|
if (display_mirror || (pp->Flags & (PF_VIEW_FROM_OUTSIDE|PF_VIEW_FROM_CAMERA)))
|
|
{
|
|
if (pp->Flags & (PF_VIEW_FROM_OUTSIDE))
|
|
tsp->cstat |= (CSTAT_SPRITE_TRANSLUCENT);
|
|
|
|
DVector3 pos;
|
|
if (pp->Flags & (PF_CLIMBING))
|
|
{
|
|
// move sprite forward some so he looks like he's
|
|
// climbing
|
|
pos.XY() = pp->si.XY() + tsp->Angles.Yaw.ToVector() * 13;
|
|
}
|
|
else
|
|
{
|
|
pos.X = pp->si.X;
|
|
pos.Y = pp->si.Y;
|
|
}
|
|
|
|
pos.Z = tsp->pos.Z + pp->si.Z + pp->getViewHeightDiff();
|
|
tsp->pos = pos;
|
|
tsp->Angles.Yaw = pp->siang;
|
|
//continue;
|
|
}
|
|
else
|
|
{
|
|
// dont draw your sprite
|
|
tsp->ownerActor = nullptr;
|
|
//tsp->cstat |= (CSTAT_SPRITE_INVISIBLE);
|
|
}
|
|
}
|
|
else // Otherwise just interpolate the player sprite
|
|
{
|
|
pp = tActor->user.PlayerP;
|
|
tsp->pos = pp->actor->getRenderPos(interpfrac);
|
|
tsp->Angles.Yaw = pp->actor->interpolatedyaw(interpfrac);
|
|
}
|
|
}
|
|
|
|
if (OverlapDraw && FAF_ConnectArea(tsp->sectp) && tsp->ownerActor)
|
|
{
|
|
ConnectCopySprite(tsp);
|
|
}
|
|
|
|
//
|
|
// kens original sprite shade code he moved out of the engine
|
|
//
|
|
|
|
switch (tsp->statnum)
|
|
{
|
|
case STAT_ENEMY:
|
|
case STAT_DEAD_ACTOR:
|
|
case STAT_FAF_COPY:
|
|
break;
|
|
default:
|
|
newshade = tsp->shade;
|
|
newshade += 6;
|
|
if (newshade > 127) newshade = 127;
|
|
tsp->shade = int8_t(newshade);
|
|
}
|
|
|
|
if ((tsectp->ceilingstat & CSTAT_SECTOR_SKY))
|
|
{
|
|
newshade = tsp->shade;
|
|
newshade += tsectp->ceilingshade;
|
|
if (newshade > 127) newshade = 127;
|
|
if (newshade < -128) newshade = -128;
|
|
tsp->shade = int8_t(newshade);
|
|
}
|
|
else
|
|
{
|
|
newshade = tsp->shade;
|
|
newshade += tsectp->floorshade;
|
|
if (newshade > 127) newshade = 127;
|
|
if (newshade < -128) newshade = -128;
|
|
tsp->shade = int8_t(newshade);
|
|
}
|
|
|
|
if (tsp->hitag == 9998)
|
|
tsp->shade = 127; // Invisible enemy ninjas
|
|
|
|
// Correct shades for luminous sprites
|
|
if (tsp->hitag == LUMINOUS)
|
|
{
|
|
tsp->shade = -128;
|
|
}
|
|
|
|
if (pp->NightVision && (tsp->extra & SPRX_PLAYER_OR_ENEMY))
|
|
{
|
|
if (tActor->hasU() && tActor->user.ID == TRASHCAN) continue; // Don't light up trashcan
|
|
|
|
tsp->pal = PALETTE_ILLUMINATE; // Make sprites REALLY bright green.
|
|
tsp->shade = -128;
|
|
}
|
|
|
|
if (tActor->hasU() && tActor->user.PlayerP)
|
|
{
|
|
if ((tActor->user.Flags2 & SPR2_VIS_SHADING))
|
|
{
|
|
if (Player[screenpeek].actor != tActor)
|
|
{
|
|
if (!(tActor->user.PlayerP->Flags & PF_VIEW_FROM_OUTSIDE))
|
|
{
|
|
tsp->cstat &= ~(CSTAT_SPRITE_TRANSLUCENT);
|
|
}
|
|
}
|
|
|
|
tsp->shade = 12 - StdRandomRange(30);
|
|
}
|
|
}
|
|
}
|
|
|
|
WarpCopySprite(tsprites);
|
|
|
|
}
|
|
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
tspritetype* get_tsprite(tspriteArray& tsprites, DSWActor* actor)
|
|
{
|
|
int tSpriteNum;
|
|
|
|
for (tSpriteNum = (int)tsprites.Size() - 1; tSpriteNum >= 0; tSpriteNum--)
|
|
{
|
|
if (tsprites.get(tSpriteNum)->ownerActor == actor)
|
|
return tsprites.get(tSpriteNum);
|
|
}
|
|
|
|
return nullptr;
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void post_analyzesprites(tspriteArray& tsprites)
|
|
{
|
|
int tSpriteNum;
|
|
|
|
for (tSpriteNum = (int)tsprites.Size() - 1; tSpriteNum >= 0; tSpriteNum--)
|
|
{
|
|
auto actor = static_cast<DSWActor*>(tsprites.get(tSpriteNum)->ownerActor);
|
|
if (!actor) continue; // JBF: verify this is safe
|
|
tspritetype* tsp = tsprites.get(tSpriteNum);
|
|
|
|
if (actor->hasU())
|
|
{
|
|
if (actor->user.ID == FIREBALL_FLAMES && actor->user.attachActor != nullptr)
|
|
{
|
|
tspritetype* const atsp = get_tsprite(tsprites, actor->user.attachActor);
|
|
|
|
if (!atsp)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
tsp->pos.X = atsp->pos.X;
|
|
tsp->pos.Y = atsp->pos.Y;
|
|
// statnum is priority - draw this ALWAYS first at 0
|
|
// statnum is priority - draw this ALWAYS last at MAXSTATUS
|
|
if ((atsp->extra & SPRX_BURNABLE))
|
|
{
|
|
atsp->statnum = 1;
|
|
tsp->statnum = 0;
|
|
}
|
|
else
|
|
tsp->statnum = MAXSTATUS;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
std::pair<DVector3, DAngle> GameInterface::GetCoordinates()
|
|
{
|
|
auto ppActor = Player[myconnectindex].actor;
|
|
if (!ppActor) return std::make_pair(DVector3(DBL_MAX, 0, 0), nullAngle);
|
|
return std::make_pair(ppActor->spr.pos, ppActor->spr.Angles.Yaw);
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void PrintSpriteInfo(PLAYER* pp)
|
|
{
|
|
const int Y_STEP = 7;
|
|
|
|
//if (SpriteInfo && !LocationInfo)
|
|
{
|
|
auto actor = DoPickTarget(pp->actor, DAngle22_5/4, 2);
|
|
|
|
actor->spr.hitag = 9997; // Special tag to make the actor glow red for one frame
|
|
|
|
if (actor == nullptr)
|
|
{
|
|
Printf("SPRITENUM: NONE TARGETED\n");
|
|
return;
|
|
}
|
|
else
|
|
Printf("SPRITENUM:%d\n", actor->GetIndex());
|
|
|
|
if (actor->hasU())
|
|
{
|
|
Printf("ID:%d, ", actor->user.ID);
|
|
Printf("PALETTE:%d, ", actor->user.spal);
|
|
Printf("HEALTH:%d, ", actor->user.Health);
|
|
Printf("WAITTICS:%d, ", actor->user.WaitTics);
|
|
Printf("COUNTER:%d, ", actor->user.Counter);
|
|
Printf("COUNTER2:%d\n", actor->user.Counter);
|
|
}
|
|
|
|
{
|
|
Printf("POSX:%2.3f, ", actor->spr.pos.X);
|
|
Printf("POSY:%2.3f, ", actor->spr.pos.Y);
|
|
Printf("POSZ:%2.3f,", actor->spr.pos.Z);
|
|
Printf("ANG:%2.0f\n", actor->spr.Angles.Yaw.Degrees());
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
static void DrawCrosshair(PLAYER* pp, const double interpfrac)
|
|
{
|
|
auto offsets = pp->Angles.getCrosshairOffsets(interpfrac);
|
|
::DrawCrosshair(2326, pp->actor->user.Health, offsets.first.X, offsets.first.Y + ((pp->Flags & PF_VIEW_FROM_OUTSIDE) ? 5 : 0), 2, offsets.second, shadeToLight(10));
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void PreDraw(void)
|
|
{
|
|
int i;
|
|
PreDrawStackedWater();
|
|
|
|
SWStatIterator it(STAT_FLOOR_SLOPE_DONT_DRAW);
|
|
while (auto actor = it.Next())
|
|
{
|
|
actor->sector()->floorstat &= ~(CSTAT_SECTOR_SLOPE);
|
|
}
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void PostDraw(void)
|
|
{
|
|
int i;
|
|
SWStatIterator it(STAT_FLOOR_SLOPE_DONT_DRAW);
|
|
while (auto actor = it.Next())
|
|
{
|
|
actor->sector()->floorstat |= (CSTAT_SECTOR_SLOPE);
|
|
}
|
|
|
|
it.Reset(STAT_FAF_COPY);
|
|
while (auto actor = it.Next())
|
|
{
|
|
actor->clearUser();
|
|
actor->Destroy();
|
|
}
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void PreDrawStackedWater(void)
|
|
{
|
|
SWStatIterator it(STAT_CEILING_FLOOR_PIC_OVERRIDE);
|
|
while (auto itActor = it.Next())
|
|
{
|
|
SWSectIterator it2(itActor->sector());
|
|
while (auto itActor2 = it2.Next())
|
|
{
|
|
if (itActor2->hasU())
|
|
{
|
|
if (itActor2->spr.statnum == STAT_ITEM)
|
|
continue;
|
|
|
|
if (itActor2->spr.statnum <= STAT_DEFAULT || itActor2->spr.statnum > STAT_PLAYER0 + MAX_SW_PLAYERS)
|
|
continue;
|
|
|
|
// code so that a copied sprite will not make another copy
|
|
if (itActor2->spr.intangle == 0x4711)
|
|
continue;
|
|
|
|
auto actorNew = ConnectCopySprite(&itActor2->spr);
|
|
if (actorNew != nullptr)
|
|
{
|
|
// spawn a user
|
|
actorNew->allocUser();
|
|
|
|
actorNew->spr.intangle = 0x4711;
|
|
|
|
// copy everything reasonable from the user that
|
|
// analyzesprites() needs to draw the image
|
|
actorNew->user.State = itActor2->user.State;
|
|
actorNew->user.Rot = itActor2->user.Rot;
|
|
actorNew->user.StateStart = itActor2->user.StateStart;
|
|
actorNew->user.StateEnd = itActor2->user.StateEnd;
|
|
actorNew->user.Flags = itActor2->user.Flags;
|
|
actorNew->user.Flags2 = itActor2->user.Flags2;
|
|
actorNew->user.RotNum = itActor2->user.RotNum;
|
|
actorNew->user.ID = itActor2->user.ID;
|
|
|
|
actorNew->user.PlayerP = itActor2->user.PlayerP;
|
|
actorNew->user.spal = itActor2->user.spal;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
void DoPlayerDiveMeter(PLAYER* pp);
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void UpdateWallPortalState()
|
|
{
|
|
// This is too obtuse to be maintained statically, but with 8 mirrors at most easy to be kept up to date.
|
|
for (int i = 0; i < mirrorcnt; i++)
|
|
{
|
|
if (mirror[i].mirrorWall == nullptr) {
|
|
continue;
|
|
}
|
|
walltype* wal = mirror[i].mirrorWall;
|
|
if (wal->picnum != MIRRORLABEL + i)
|
|
{
|
|
wal->portalflags = 0;
|
|
continue;
|
|
}
|
|
wal->portalflags = 0;
|
|
wal->portalnum = 0;
|
|
|
|
if (!mirror[i].ismagic)
|
|
{
|
|
// a simple mirror
|
|
wal->portalflags = PORTAL_WALL_MIRROR;
|
|
}
|
|
else
|
|
{
|
|
DSWActor* cam = mirror[i].cameraActor;
|
|
if (cam)
|
|
{
|
|
if (!TEST_BOOL1(cam))
|
|
{
|
|
wal->portalflags = PORTAL_WALL_TO_SPRITE;
|
|
wal->portalnum = i;
|
|
wall_to_sprite_actors[i] = cam;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
SWStatIterator it(STAT_CEILING_FLOOR_PIC_OVERRIDE);
|
|
while (auto actor = it.Next())
|
|
{
|
|
if (SP_TAG3(actor) == 0)
|
|
{
|
|
// back up ceilingpicnum and ceilingstat
|
|
SP_TAG5(actor) = actor->sector()->ceilingpicnum;
|
|
actor->sector()->ceilingpicnum = SP_TAG2(actor);
|
|
SP_TAG4(actor) = actor->sector()->ceilingstat;
|
|
actor->sector()->ceilingstat |= (ESectorFlags::FromInt(SP_TAG6(actor)));
|
|
actor->sector()->ceilingstat &= ~(CSTAT_SECTOR_SKY);
|
|
}
|
|
else if (SP_TAG3(actor) == 1)
|
|
{
|
|
SP_TAG5(actor) = actor->sector()->floorpicnum;
|
|
actor->sector()->floorpicnum = SP_TAG2(actor);
|
|
SP_TAG4(actor) = actor->sector()->floorstat;
|
|
actor->sector()->floorstat |= (ESectorFlags::FromInt(SP_TAG6(actor)));
|
|
actor->sector()->floorstat &= ~(CSTAT_SECTOR_SKY);
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void RestorePortalState()
|
|
{
|
|
SWStatIterator it(STAT_CEILING_FLOOR_PIC_OVERRIDE);
|
|
while (auto actor = it.Next())
|
|
{
|
|
if (SP_TAG3(actor) == 0)
|
|
{
|
|
// restore ceilingpicnum and ceilingstat
|
|
actor->sector()->ceilingpicnum = SP_TAG5(actor);
|
|
actor->sector()->ceilingstat = ESectorFlags::FromInt(SP_TAG4(actor));
|
|
actor->sector()->ceilingstat &= ~(CSTAT_SECTOR_SKY);
|
|
}
|
|
else if (SP_TAG3(actor) == 1)
|
|
{
|
|
actor->sector()->floorpicnum = SP_TAG5(actor);
|
|
actor->sector()->floorstat = ESectorFlags::FromInt(SP_TAG4(actor));
|
|
actor->sector()->floorstat &= ~(CSTAT_SECTOR_SKY);
|
|
}
|
|
}
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void drawscreen(PLAYER* pp, double interpfrac, bool sceneonly)
|
|
{
|
|
// prediction player if prediction is on, else regular player
|
|
PLAYER* camerapp = (PredictionOn && CommEnabled && pp == Player+myconnectindex) ? ppp : pp;
|
|
|
|
PreDraw();
|
|
PreUpdatePanel(interpfrac);
|
|
|
|
if (!sceneonly)
|
|
{
|
|
// Stick at beginning of drawscreen
|
|
DoInterpolations(interpfrac);
|
|
if (cl_sointerpolation) so_dointerpolations(interpfrac);
|
|
}
|
|
|
|
// Get initial player position, interpolating if required.
|
|
DVector3 tpos = camerapp->actor->getRenderPos(interpfrac);
|
|
DRotator tangles = camerapp->Angles.getRenderAngles(interpfrac);
|
|
sectortype* tsect = camerapp->cursector;
|
|
|
|
updatesector(tpos, &tsect);
|
|
|
|
if (pp->sop_riding || pp->sop_control)
|
|
{
|
|
if (pp->sop_control && (!cl_sointerpolation || (CommEnabled && !pp->sop_remote)))
|
|
{
|
|
tpos = pp->actor->getPosWithOffsetZ();
|
|
tangles.Yaw = pp->actor->spr.Angles.Yaw;
|
|
}
|
|
tsect = pp->cursector;
|
|
updatesectorz(tpos, &tsect);
|
|
}
|
|
|
|
pp->si = tpos.plusZ(-pp->actor->getOffsetZ());
|
|
pp->siang = tangles.Yaw;
|
|
|
|
QuakeViewChange(camerapp, tpos, tangles.Yaw);
|
|
int vis = g_visibility;
|
|
VisViewChange(camerapp, &vis);
|
|
g_relvisibility = vis - g_visibility;
|
|
|
|
if (pp->sop_remote)
|
|
{
|
|
DSWActor* ractor = pp->remoteActor;
|
|
tangles.Yaw = TEST_BOOL1(ractor) ? ractor->spr.Angles.Yaw : (pp->sop_remote->pmid.XY() - tpos.XY()).Angle();
|
|
}
|
|
|
|
if (pp->Flags & (PF_VIEW_FROM_OUTSIDE))
|
|
{
|
|
tpos.Z -= 33;
|
|
|
|
if (!calcChaseCamPos(tpos, pp->actor, &tsect, tangles, interpfrac, 128.))
|
|
{
|
|
tpos.Z += 33;
|
|
calcChaseCamPos(tpos, pp->actor, &tsect, tangles, interpfrac, 128.);
|
|
}
|
|
}
|
|
|
|
if (!(pp->Flags & (PF_VIEW_FROM_CAMERA|PF_VIEW_FROM_OUTSIDE)))
|
|
{
|
|
if (cl_viewbob)
|
|
{
|
|
tpos.Z += interpolatedvalue(pp->obob_z + pp->opbob_amt, pp->bob_z + pp->pbob_amt, interpfrac);
|
|
}
|
|
|
|
// recoil only when not in camera
|
|
tangles.Pitch -= interpolatedvalue(pp->recoil_ohorizoff, pp->recoil_horizoff, interpfrac);
|
|
}
|
|
|
|
if (automapMode != am_full)
|
|
{
|
|
// Cameras must be done before the main loop.
|
|
JS_CameraParms(pp, tpos);
|
|
}
|
|
|
|
if (!sceneonly)
|
|
UpdatePanel(interpfrac);
|
|
|
|
UpdateWallPortalState();
|
|
render_drawrooms(pp->actor, tpos, tsect, tangles, interpfrac);
|
|
RestorePortalState();
|
|
|
|
if (sceneonly)
|
|
{
|
|
PostDraw();
|
|
return;
|
|
}
|
|
|
|
MarkSectorSeen(pp->cursector);
|
|
|
|
if ((automapMode != am_off) && pp == Player+myconnectindex)
|
|
{
|
|
SWSpriteIterator it;
|
|
while (auto actor = it.Next())
|
|
{
|
|
// Don't show sprites tagged with 257
|
|
if (actor->spr.lotag == 257)
|
|
{
|
|
if (actor->spr.cstat & (CSTAT_SPRITE_ALIGNMENT_FLOOR))
|
|
{
|
|
actor->spr.cstat &= ~(CSTAT_SPRITE_ALIGNMENT_FLOOR);
|
|
actor->spr.intowner = -2;
|
|
}
|
|
}
|
|
}
|
|
DrawOverheadMap(tpos.XY(), tangles.Yaw, interpfrac);
|
|
}
|
|
|
|
SWSpriteIterator it;
|
|
while (auto actor = it.Next())
|
|
{
|
|
// Don't show sprites tagged with 257
|
|
if (actor->spr.lotag == 257 && actor->spr.intowner == -2)
|
|
{
|
|
actor->spr.cstat |= (CSTAT_SPRITE_ALIGNMENT_FLOOR);
|
|
actor->spr.intowner = -1;
|
|
}
|
|
}
|
|
|
|
UpdateStatusBar();
|
|
DrawCrosshair(pp, interpfrac);
|
|
|
|
// Do the underwater breathing bar
|
|
DoPlayerDiveMeter(pp);
|
|
|
|
// Boss Health Meter, if Boss present
|
|
BossHealthMeter();
|
|
|
|
// Stick at end of drawscreen
|
|
RestoreInterpolations();
|
|
if (cl_sointerpolation) so_restoreinterpolations();
|
|
|
|
if (paused && !M_Active())
|
|
{
|
|
auto str = GStrings("Game Paused");
|
|
auto font = PickSmallFont(str);
|
|
int w = font->StringWidth(str);
|
|
DrawText(twod, font, CR_UNTRANSLATED, 160-w, 100, str, DTA_FullscreenScale, FSMode_Fit320x200, TAG_DONE);
|
|
}
|
|
|
|
if (!CommEnabled && (pp->Flags & PF_DEAD) && ReloadPrompt)
|
|
ReloadPrompt = false;
|
|
|
|
PostDraw();
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
bool GameInterface::GenerateSavePic()
|
|
{
|
|
drawscreen(Player + myconnectindex, 65536, true);
|
|
return true;
|
|
}
|
|
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
bool GameInterface::DrawAutomapPlayer(const DVector2& mxy, const DVector2& cpos, const DAngle cang, const DVector2& xydim, const double czoom, double const interpfrac)
|
|
{
|
|
static int pspr_ndx[8] = { 0,0,0,0,0,0,0,0 };
|
|
bool sprisplayer = false;
|
|
|
|
// Pre-caculate incoming angle vector.
|
|
auto cangvect = cang.ToVector();
|
|
|
|
// Draw sprites
|
|
if (gFullMap)
|
|
{
|
|
for (unsigned i = 0; i < sector.Size(); i++)
|
|
{
|
|
SWSectIterator it(i);
|
|
while (auto actor = it.Next())
|
|
{
|
|
if (actor->spr.cstat2 & CSTAT2_SPRITE_MAPPED)
|
|
{
|
|
// 1=white / 31=black / 44=green / 56=pink / 128=yellow / 210=blue / 248=orange / 255=purple
|
|
PalEntry col = (actor->spr.cstat & CSTAT_SPRITE_BLOCK) > 0 ? GPalette.BaseColors[248] : actor == Player[screenpeek].actor ? GPalette.BaseColors[31] : GPalette.BaseColors[56];
|
|
auto statnum = actor->spr.statnum;
|
|
auto sprxy = ((statnum >= 1) && (statnum <= 8) && (statnum != 2) ? actor->interpolatedpos(interpfrac) : actor->spr.pos).XY() - cpos;
|
|
|
|
switch (actor->spr.cstat & CSTAT_SPRITE_ALIGNMENT_MASK)
|
|
{
|
|
case CSTAT_SPRITE_ALIGNMENT_FACING: // Regular sprite
|
|
DrawAutomapAlignmentFacing(actor->spr, sprxy, cangvect, czoom, xydim, col);
|
|
break;
|
|
case CSTAT_SPRITE_ALIGNMENT_WALL: // Rotated sprite
|
|
DrawAutomapAlignmentWall(actor->spr, sprxy, cangvect, czoom, xydim, col);
|
|
break;
|
|
case CSTAT_SPRITE_ALIGNMENT_FLOOR: // Floor sprite
|
|
if (automapMode == am_overlay) DrawAutomapAlignmentFloor(actor->spr, sprxy, cangvect, czoom, xydim, col);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
for (int p = connecthead; p >= 0; p = connectpoint2[p])
|
|
{
|
|
if (p == screenpeek)
|
|
{
|
|
auto actor = Player[p].actor;
|
|
if (actor->vel.X > 1) pspr_ndx[myconnectindex] = ((PlayClock >> 4) & 3);
|
|
sprisplayer = true;
|
|
|
|
if (czoom > 0.1875)
|
|
{
|
|
// Special case tiles
|
|
if (actor->spr.picnum == 3123) break;
|
|
|
|
int spnum = -1;
|
|
if (sprisplayer)
|
|
{
|
|
if (gNet.MultiGameType != MULTI_GAME_COMMBAT || actor == Player[screenpeek].actor)
|
|
spnum = 1196 + pspr_ndx[myconnectindex];
|
|
}
|
|
else spnum = actor->spr.picnum;
|
|
|
|
if (spnum >= 0)
|
|
{
|
|
const auto daang = -((!SyncInput() ? actor->spr.Angles.Yaw : actor->interpolatedyaw(interpfrac)) - cang).Normalized360().Degrees();
|
|
auto vect = OutAutomapVector(mxy - cpos, cangvect, czoom, xydim);
|
|
|
|
// This repeat scale is correct.
|
|
double sc = czoom * actor->spr.scale.Y * 2;
|
|
|
|
DrawTexture(twod, tileGetTexture(1196 + pspr_ndx[myconnectindex], true), vect.X, vect.Y, DTA_ScaleX, sc, DTA_ScaleY, sc, DTA_Rotate, daang,
|
|
DTA_CenterOffsetRel, 2, DTA_TranslationIndex, TRANSLATION(Translation_Remap, actor->spr.pal), DTA_Color, shadeToLight(actor->spr.shade),
|
|
DTA_Alpha, (actor->spr.cstat & CSTAT_SPRITE_TRANSLUCENT) ? 0.33 : 1., TAG_DONE);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
return true;
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void GameInterface::processSprites(tspriteArray& tsprites, const DVector3& view, DAngle viewang, double interpfrac)
|
|
{
|
|
analyzesprites(tsprites, view, interpfrac);
|
|
post_analyzesprites(tsprites);
|
|
}
|
|
|
|
|
|
|
|
END_SW_NS
|