raze/source/games/sw/src/draw.cpp
Christoph Oelckers 16f9d4ec36 - got rid of COVERupdatesector
Not needed as it just forwards to the engine’s updatesector - and it gets in the way of other changes
2021-11-08 23:11:30 +01:00

1912 lines
56 KiB
C++

//-------------------------------------------------------------------------
/*
Copyright (C) 1997, 2005 - 3D Realms Entertainment
This file is part of Shadow Warrior version 1.2
Shadow Warrior is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
Original Source: 1997 - Frank Maddin and Jim Norwood
Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
*/
//-------------------------------------------------------------------------
#include "ns.h"
#define QUIET
#include "build.h"
#include "automap.h"
#include "names2.h"
#include "panel.h"
#include "game.h"
#include "jsector.h"
#include "mytypes.h"
#include "gamecontrol.h"
#include "gamefuncs.h"
#include "network.h"
#include "pal.h"
#include "player.h"
#include "jtags.h"
#include "parent.h"
#include "misc.h"
#include "menus.h"
#include "interpolate.h"
#include "interpso.h"
#include "sector.h"
#include "razemenu.h"
#include "v_2ddrawer.h"
#include "v_video.h"
#include "v_draw.h"
#include "render.h"
#include "razefont.h"
EXTERN_CVAR(Bool, testnewrenderer)
BEGIN_SW_NS
int display_mirror;
static int OverlapDraw = false;
extern bool QuitFlag, SpriteInfo;
extern bool Voxel;
extern char buffer[];
bool DrawScreen;
extern short f_c;
extern ParentalStruct aVoxelArray[MAXTILES];
int ConnectCopySprite(spritetype const * tsp);
void PreDrawStackedWater(void);
void SW_InitMultiPsky(void)
{
// default
psky_t* const defaultsky = tileSetupSky(DEFAULTPSKY);
defaultsky->lognumtiles = 1;
defaultsky->horizfrac = 8192;
}
#if 1
void
ShadeSprite(tspriteptr_t tsp)
{
// set shade of sprite
tsp->shade = sector[tsp->sectnum].floorshade - 25;
if (tsp->shade > -3)
tsp->shade = -3;
if (tsp->shade < -30)
tsp->shade = -30;
}
#else
#endif
short
GetRotation(spritetype* tsprite, int& spritesortcnt, short tSpriteNum, int viewx, int viewy)
{
static short RotTable8[] = {0, 7, 6, 5, 4, 3, 2, 1};
static short RotTable5[] = {0, 1, 2, 3, 4, 3, 2, 1};
short rotation;
tspriteptr_t tsp = &tsprite[tSpriteNum];
USERp tu = User[tsp->owner].Data();
short angle2;
if (tu->RotNum == 0)
return 0;
// Get which of the 8 angles of the sprite to draw (0-7)
// rotation ranges from 0-7
angle2 = getangle(tsp->x - viewx, tsp->y - viewy);
rotation = ((tsp->ang + 3072 + 128 - angle2) & 2047);
rotation = (rotation >> 8) & 7;
if (tu->RotNum == 5)
{
if (TEST(tu->Flags, SPR_XFLIP_TOGGLE))
{
if (rotation <= 4)
{
// leave rotation alone
RESET(tsp->cstat, CSTAT_SPRITE_XFLIP);
}
else
{
rotation = (8 - rotation);
SET(tsp->cstat, CSTAT_SPRITE_XFLIP); // clear x-flipping bit
}
}
else
{
if (rotation > 3 || rotation == 0)
{
// leave rotation alone
RESET(tsp->cstat, CSTAT_SPRITE_XFLIP); // clear x-flipping bit
}
else
{
rotation = (8 - rotation);
SET(tsp->cstat, CSTAT_SPRITE_XFLIP); // set
}
}
// Special case bunk
if (tu->ID == TOILETGIRL_R0 || tu->ID == WASHGIRL_R0 || tu->ID == TRASHCAN ||
tu->ID == CARGIRL_R0 || tu->ID == MECHANICGIRL_R0 || tu->ID == PRUNEGIRL_R0 ||
tu->ID == SAILORGIRL_R0)
RESET(tsp->cstat, CSTAT_SPRITE_XFLIP); // clear x-flipping bit
return RotTable5[rotation];
}
return RotTable8[rotation];
}
/*
!AIC - At draw time this is called for actor rotation. GetRotation() is more
complex than needs to be in part because importing of actor rotations and x-flip
directions was not standardized.
*/
int
SetActorRotation(spritetype* tsprite, int& spritesortcnt, short tSpriteNum, int viewx, int viewy)
{
tspriteptr_t tsp = &tsprite[tSpriteNum];
USERp tu = User[tsp->owner].Data();
short StateOffset, Rotation;
// don't modify ANY tu vars - back them up!
STATEp State = tu->State;
STATEp StateStart = tu->StateStart;
if (tu->RotNum == 0)
return 0;
// Get the offset into the State animation
StateOffset = short(State - StateStart);
// Get the rotation angle
Rotation = GetRotation(tsprite, spritesortcnt, tSpriteNum, viewx, viewy);
ASSERT(Rotation < 5);
// Reset the State animation start based on the Rotation
StateStart = tu->Rot[Rotation];
// Set the sprites state
State = StateStart + StateOffset;
// set the picnum here - may be redundant, but we just changed states and
// thats a big deal
tsp->picnum = State->Pic;
return 0;
}
int
DoShadowFindGroundPoint(tspriteptr_t sp)
{
// USES TSPRITE !!!!!
USERp u = User[sp->owner].Data();
SPRITEp hsp;
int ceilhit, florhit;
int hiz, loz = u->loz;
short save_cstat, bak_cstat;
// recursive routine to find the ground - either sector or floor sprite
// skips over enemy and other types of sprites
// IMPORTANT!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
// This will return invalid FAF ceiling and floor heights inside of analyzesprite
// because the ceiling and floors get moved out of the way for drawing.
save_cstat = sp->cstat;
RESET(sp->cstat, CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
FAFgetzrangepoint(sp->x, sp->y, sp->z, sp->sectnum, &hiz, &ceilhit, &loz, &florhit);
sp->cstat = save_cstat;
ASSERT(TEST(florhit, HIT_SPRITE | HIT_SECTOR));
switch (TEST(florhit, HIT_MASK))
{
case HIT_SPRITE:
{
hsp = &sprite[NORM_SPRITE(florhit)];
if (TEST(hsp->cstat, CSTAT_SPRITE_ALIGNMENT_FLOOR))
{
// found a sprite floor
return loz;
}
else
{
// reset the blocking bit of what you hit and try again -
// recursive
bak_cstat = hsp->cstat;
RESET(hsp->cstat, CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
loz = DoShadowFindGroundPoint(sp);
hsp->cstat = bak_cstat;
}
break;
}
case HIT_SECTOR:
break;
default:
ASSERT(true == false);
break;
}
return loz;
}
void
DoShadows(spritetype* tsprite, int& spritesortcnt, tspriteptr_t tsp, int viewz, int camang)
{
tspriteptr_t New = &tsprite[spritesortcnt];
USERp tu = User[tsp->owner].Data();
int ground_dist = 0;
int view_dist = 0;
int loz;
short xrepeat;
short yrepeat;
int sectnum;
sectnum = tsp->sectnum;
// make sure its the correct sector
// DoShadowFindGroundPoint calls FAFgetzrangepoint and this is sensitive
//updatesectorz(tsp->x, tsp->y, tsp->z, &sectnum);
updatesector(tsp->x, tsp->y, &sectnum);
if (sectnum < 0)
{
return;
}
tsp->sectnum = sectnum;
*New = *tsp;
// shadow is ALWAYS draw last - status is priority
New->statnum = MAXSTATUS;
New->sectnum = sectnum;
if ((tsp->yrepeat >> 2) > 4)
{
yrepeat = (tsp->yrepeat >> 2) - (SPRITEp_SIZE_Y(tsp) / 64) * 2;
xrepeat = New->xrepeat;
}
else
{
yrepeat = New->yrepeat;
xrepeat = New->xrepeat;
}
New->shade = 127;
SET(New->cstat, CSTAT_SPRITE_TRANSLUCENT);
loz = tu->loz;
if (tu->lo_sp)
{
if (!TEST(tu->lo_sp->cstat, CSTAT_SPRITE_ALIGNMENT_WALL | CSTAT_SPRITE_ALIGNMENT_FLOOR))
{
loz = DoShadowFindGroundPoint(tsp);
}
}
// need to find the ground here
New->z = loz;
// if below or close to sprites z don't bother to draw it
if ((viewz - loz) > -Z(8))
return;
// if close to shadows z shrink it
view_dist = labs(loz - viewz) >> 8;
if (view_dist < 32)
view_dist = 256/view_dist;
else
view_dist = 0;
// make shadow smaller depending on height from ground
ground_dist = labs(loz - SPRITEp_BOS(tsp)) >> 8;
ground_dist = DIV16(ground_dist);
xrepeat = max(xrepeat - ground_dist - view_dist, 4);
yrepeat = max(yrepeat - ground_dist - view_dist, 4);
xrepeat = min(xrepeat, short(255));
yrepeat = min(yrepeat, short(255));
New->xrepeat = uint8_t(xrepeat);
New->yrepeat = uint8_t(yrepeat);
if (tilehasmodelorvoxel(tsp->picnum,tsp->pal))
{
New->yrepeat = 0;
// cstat: trans reverse
// clipdist: tell mdsprite.cpp to use Z-buffer hacks to hide overdraw issues
New->clipdist |= TSPR_FLAGS_MDHACK;
New->cstat |= 512;
}
else if (!testnewrenderer)
{
// Alter the shadow's position so that it appears behind the sprite itself.
int look = getangle(New->x - Player[screenpeek].six, New->y - Player[screenpeek].siy);
New->x += bcos(look, -9);
New->y += bsin(look, -9);
}
else New->time = 1;
// Check for voxel items and use a round generic pic if so
//DoVoxelShadow(New);
spritesortcnt++;
}
void
DoMotionBlur(spritetype* tsprite, int& spritesortcnt, tspritetype const * const tsp)
{
USERp tu = User[tsp->owner].Data();
int nx,ny,nz = 0,dx,dy,dz;
short i, ang;
short xrepeat, yrepeat, repeat_adj = 0;
int z_amt_per_pixel;
ang = NORM_ANGLE(tsp->ang + 1024);
if (tsp->xvel == 0)
{
return;
}
if (TEST(tsp->extra, SPRX_PLAYER_OR_ENEMY))
{
z_amt_per_pixel = IntToFixed((int)-tu->jump_speed * ACTORMOVETICS)/tsp->xvel;
}
else
{
z_amt_per_pixel = IntToFixed((int)-tsp->zvel)/tsp->xvel;
}
switch (tu->motion_blur_dist)
{
case 64:
case 128:
case 256:
case 512:
nz = FixedToInt(z_amt_per_pixel * tu->motion_blur_dist);
[[fallthrough]];
default:
dx = nx = MOVEx(tu->motion_blur_dist, ang);
dy = ny = MOVEy(tu->motion_blur_dist, ang);
break;
}
dz = nz;
xrepeat = tsp->xrepeat;
yrepeat = tsp->yrepeat;
switch (TEST(tu->Flags2, SPR2_BLUR_TAPER))
{
case 0:
repeat_adj = 0;
break;
case SPR2_BLUR_TAPER_SLOW:
repeat_adj = xrepeat / (tu->motion_blur_num*2);
break;
case SPR2_BLUR_TAPER_FAST:
repeat_adj = xrepeat / tu->motion_blur_num;
break;
}
for (i = 0; i < tu->motion_blur_num; i++)
{
tspriteptr_t New = &tsprite[spritesortcnt];
*New = *tsp;
SET(New->cstat, CSTAT_SPRITE_TRANSLUCENT|CSTAT_SPRITE_TRANSLUCENT_INVERT);
New->x += dx;
New->y += dy;
dx += nx;
dy += ny;
New->z += dz;
dz += nz;
New->xrepeat = uint8_t(xrepeat);
New->yrepeat = uint8_t(yrepeat);
xrepeat -= repeat_adj;
yrepeat -= repeat_adj;
spritesortcnt++;
}
}
void SetVoxelSprite(SPRITEp sp, short pic)
{
SET(sp->cstat, CSTAT_SPRITE_ALIGNMENT_SLAB);
sp->picnum = pic;
}
void WarpCopySprite(spritetype* tsprite, int& spritesortcnt)
{
SPRITEp sp1, sp2, sp;
int sn, sn2;
int spnum;
int xoff,yoff,zoff;
short match;
short sect1, sect2;
// look for the first one
StatIterator it(STAT_WARP_COPY_SPRITE1);
while ((sn = it.NextIndex()) >= 0)
{
sp1 = &sprite[sn];
match = sp1->lotag;
// look for the second one
StatIterator it1(STAT_WARP_COPY_SPRITE2);
while ((sn2 = it1.NextIndex()) >= 0)
{
sp = &sprite[sn2];
if (sp->lotag == match)
{
sp2 = sp;
sect1 = sp1->sectnum;
sect2 = sp2->sectnum;
SectIterator it(sect1);
while ((spnum = it.NextIndex()) >= 0)
{
if (&sprite[spnum] == sp1)
continue;
if (sprite[spnum].picnum == ST1)
continue;
tspriteptr_t New = renderAddTSpriteFromSprite(tsprite, spritesortcnt, spnum);
New->statnum = 0;
xoff = sp1->x - New->x;
yoff = sp1->y - New->y;
zoff = sp1->z - New->z;
New->x = sp2->x - xoff;
New->y = sp2->y - yoff;
New->z = sp2->z - zoff;
New->sectnum = sp2->sectnum;
}
it.Reset(sect2);
while ((spnum = it.NextIndex()) >= 0)
{
if (&sprite[spnum] == sp2)
continue;
if (sprite[spnum].picnum == ST1)
continue;
tspriteptr_t New = renderAddTSpriteFromSprite(tsprite, spritesortcnt, spnum);
New->statnum = 0;
xoff = sp2->x - New->x;
yoff = sp2->y - New->y;
zoff = sp2->z - New->z;
New->x = sp1->x - xoff;
New->y = sp1->y - yoff;
New->z = sp1->z - zoff;
New->sectnum = sp1->sectnum;
}
}
}
}
}
void DoStarView(tspriteptr_t tsp, USERp tu, int viewz)
{
extern STATE s_Star[], s_StarDown[];
extern STATE s_StarStuck[], s_StarDownStuck[];
int zdiff = viewz - tsp->z;
if (labs(zdiff) > Z(24))
{
if (tu->StateStart == s_StarStuck)
tsp->picnum = s_StarDownStuck[tu->State - s_StarStuck].Pic;
else
tsp->picnum = s_StarDown[tu->State - s_Star].Pic;
if (zdiff > 0)
SET(tsp->cstat, CSTAT_SPRITE_YFLIP);
}
else
{
if (zdiff > 0)
SET(tsp->cstat, CSTAT_SPRITE_YFLIP);
}
}
void analyzesprites(spritetype* tsprite, int& spritesortcnt, int viewx, int viewy, int viewz, int camang)
{
int tSpriteNum;
short SpriteNum;
int smr4, smr2;
USERp tu;
static int ang = 0;
PLAYERp pp = Player + screenpeek;
short newshade=0;
const int DART_PIC = 2526;
const int DART_REPEAT = 16;
ang = NORM_ANGLE(ang + 12);
smr4 = int(smoothratio) + IntToFixed(MoveSkip4);
smr2 = int(smoothratio) + IntToFixed(MoveSkip2);
for (tSpriteNum = spritesortcnt - 1; tSpriteNum >= 0; tSpriteNum--)
{
SpriteNum = tsprite[tSpriteNum].owner;
tspriteptr_t tsp = &tsprite[tSpriteNum];
tu = User[SpriteNum].Data();
#if 0
// Brighten up the sprite if set somewhere else to do so
if (tu && tu->Vis > 0)
{
short tmpshade; // Having this prevent overflow
tmpshade = tsp->shade - tu->Vis;
if (tmpshade < -128) tmpshade = -128;
tsp->shade = tmpshade;
tu->Vis -= 8;
}
#endif
// don't draw these
if (tsp->statnum >= STAT_DONT_DRAW)
{
tsp->owner = -1;
continue;
}
if (tu)
{
if (tsp->statnum != STAT_DEFAULT)
{
if (TEST(tu->Flags, SPR_SKIP4))
{
if (tsp->statnum <= STAT_SKIP4_INTERP_END)
{
tsp->pos = tsp->interpolatedvec3(smr4, 18);
}
}
if (TEST(tu->Flags, SPR_SKIP2))
{
if (tsp->statnum <= STAT_SKIP2_INTERP_END)
{
tsp->pos = tsp->interpolatedvec3(smr2, 17);
}
}
}
// workaround for mines and floor decals beneath the floor
if (tsp->picnum == BETTY_R0 || tsp->picnum == FLOORBLOOD1)
{
auto sp = (uspriteptr_t)&sprite[SpriteNum];
int32_t const floorz = getflorzofslope(sp->sectnum, sp->x, sp->y);
if (sp->z > floorz)
tsp->z = floorz;
}
if (r_shadows && TEST(tu->Flags, SPR_SHADOW))
{
DoShadows(tsprite, spritesortcnt, tsp, viewz, camang);
}
//#define UK_VERSION 1
//#define DART_REPEAT 6
//#define DART_PIC 2233
if (sw_darts)
if (tu->ID == 1793 || tsp->picnum == 1793)
{
tsp->picnum = 2519;
tsp->xrepeat = 27;
tsp->yrepeat = 29;
}
if (tu->ID == STAR1)
{
if (sw_darts)
{
tsp->picnum = DART_PIC;
tsp->ang = NORM_ANGLE(tsp->ang - 512 - 24);
tsp->xrepeat = tsp->yrepeat = DART_REPEAT;
SET(tsp->cstat, CSTAT_SPRITE_ALIGNMENT_WALL);
}
else
DoStarView(tsp, tu, viewz);
}
// rotation
if (tu->RotNum > 0)
SetActorRotation(tsprite, spritesortcnt, tSpriteNum, viewx, viewy);
if (tu->motion_blur_num)
{
DoMotionBlur(tsprite, spritesortcnt, tsp);
}
// set palette lookup correctly
if (tsp->pal != sector[tsp->sectnum].floorpal)
{
if (sector[tsp->sectnum].floorpal == PALETTE_DEFAULT)
{
// default pal for sprite is stored in tu->spal
// mostly for players and other monster types
tsp->pal = tu->spal;
}
else
{
// if sector pal is something other than default
SECT_USERp sectu = SectUser[tsp->sectnum].Data();
uint8_t pal = sector[tsp->sectnum].floorpal;
bool nosectpal=false;
// sprite does not take on the new pal if sector flag is set
if (sectu && TEST(sectu->flags, SECTFU_DONT_COPY_PALETTE))
{
pal = PALETTE_DEFAULT;
nosectpal = true;
}
//if(tu->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 = tu->spal;
}
}
// Sprite debug information mode
if (tsp->hitag == 9997)
{
tsp->pal = PALETTE_RED_LIGHTING;
// Turn it off, it gets reset by PrintSpriteInfo
sprite[tu->SpriteNum].hitag = 0;
}
}
if (sw_darts)
if (tsp->statnum == STAT_STAR_QUEUE)
{
tsp->picnum = DART_PIC;
tsp->ang = NORM_ANGLE(tsp->ang - 512);
tsp->xrepeat = tsp->yrepeat = DART_REPEAT;
SET(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 (tu && tu->PlayerP)
{
// Shadow spell
if (!TEST(tsp->cstat, CSTAT_SPRITE_TRANSLUCENT))
ShadeSprite(tsp);
// sw if its your playersprite
//if ((Player + screenpeek)->PlayerSprite == SpriteNum)
if ((Player + screenpeek)->PlayerSprite == tu->SpriteNum)
{
PLAYERp pp = Player + screenpeek;
if (display_mirror || TEST(pp->Flags, PF_VIEW_FROM_OUTSIDE|PF_VIEW_FROM_CAMERA))
{
if (TEST(pp->Flags, PF_VIEW_FROM_OUTSIDE))
SET(tsp->cstat, CSTAT_SPRITE_TRANSLUCENT);
if (TEST(pp->Flags, PF_CLIMBING))
{
// move sprite forward some so he looks like he's
// climbing
tsp->x = pp->six + MOVEx(128 + 80, tsp->ang);
tsp->y = pp->siy + MOVEy(128 + 80, tsp->ang);
}
else
{
tsp->x = pp->six;
tsp->y = pp->siy;
}
tsp->z = tsp->z + pp->siz;
tsp->ang = pp->siang;
//continue;
}
else
{
// dont draw your sprite
tsp->owner = -1;
//SET(tsp->cstat, CSTAT_SPRITE_INVISIBLE);
}
}
else // Otherwise just interpolate the player sprite
{
PLAYERp pp = tu->PlayerP;
int sr = 65536 - int(smoothratio);
tsp->x -= MulScale(pp->posx - pp->oposx, sr, 16);
tsp->y -= MulScale(pp->posy - pp->oposy, sr, 16);
tsp->z -= MulScale(pp->posz - pp->oposz, sr, 16);
tsp->ang -= MulScale(pp->angle.ang.asbuild() - pp->angle.oang.asbuild(), sr, 16);
}
}
if (OverlapDraw && FAF_ConnectArea(tsp->sectnum) && tsp->owner >= 0)
{
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 (TEST(sector[tsp->sectnum].ceilingstat, CEILING_STAT_PLAX))
{
newshade = tsp->shade;
newshade += sector[tsp->sectnum].ceilingshade;
if (newshade > 127) newshade = 127;
if (newshade < -128) newshade = -128;
tsp->shade = int8_t(newshade);
}
else
{
newshade = tsp->shade;
newshade += sector[tsp->sectnum].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 && TEST(tsp->extra, SPRX_PLAYER_OR_ENEMY))
{
if (tu && tu->ID == TRASHCAN) continue; // Don't light up trashcan
tsp->pal = PALETTE_ILLUMINATE; // Make sprites REALLY bright green.
tsp->shade = -128;
}
if (tu && tu->PlayerP)
{
if (TEST(tu->Flags2, SPR2_VIS_SHADING))
{
if ((Player + screenpeek)->PlayerSprite != tu->SpriteNum)
{
if (!TEST(tu->PlayerP->Flags, PF_VIEW_FROM_OUTSIDE))
{
RESET(tsp->cstat, CSTAT_SPRITE_TRANSLUCENT);
}
}
tsp->shade = 12 - STD_RANDOM_RANGE(30);
}
}
}
WarpCopySprite(tsprite, spritesortcnt);
}
#if 1
tspriteptr_t get_tsprite(spritetype* tsprite, int& spritesortcnt, int SpriteNum)
{
int tSpriteNum;
for (tSpriteNum = spritesortcnt - 1; tSpriteNum >= 0; tSpriteNum--)
{
if (tsprite[tSpriteNum].owner == SpriteNum)
return &tsprite[tSpriteNum];
}
return nullptr;
}
void
post_analyzesprites(spritetype* tsprite, int& spritesortcnt)
{
int tSpriteNum;
short SpriteNum;
USERp tu;
for (tSpriteNum = spritesortcnt - 1; tSpriteNum >= 0; tSpriteNum--)
{
SpriteNum = tsprite[tSpriteNum].owner;
if (SpriteNum < 0) continue; // JBF: verify this is safe
tspriteptr_t tsp = &tsprite[tSpriteNum];
tu = User[SpriteNum].Data();
if (tu)
{
if (tu->ID == FIREBALL_FLAMES && tu->Attach >= 0)
{
tspriteptr_t const atsp = get_tsprite(tsprite, spritesortcnt, tu->Attach);
if (!atsp)
{
//DSPRINTF(ds,"Attach not found");
MONO_PRINT(ds);
continue;
}
tsp->x = atsp->x;
tsp->y = atsp->y;
// statnum is priority - draw this ALWAYS first at 0
// statnum is priority - draw this ALWAYS last at MAXSTATUS
if (TEST(atsp->extra, SPRX_BURNABLE))
{
atsp->statnum = 1;
tsp->statnum = 0;
}
else
tsp->statnum = MAXSTATUS;
}
}
}
}
#endif
void
CircleCamera(int *nx, int *ny, int *nz, int *vsect, binangle *nang, fixed_t q16horiz)
{
vec3_t n = { *nx, *ny, *nz };
SPRITEp sp;
hitdata_t hitinfo;
int i, vx, vy, vz, hx, hy;
short bakcstat, daang;
PLAYERp pp = &Player[screenpeek];
binangle ang;
ang = *nang + buildang(pp->circle_camera_ang);
// Calculate the vector (nx,ny,nz) to shoot backwards
vx = -ang.bcos(-4);
vy = -ang.bsin(-4);
// lengthen the vector some
vx += DIV2(vx);
vy += DIV2(vy);
vz = q16horiz >> 8;
// Player sprite of current view
sp = &sprite[pp->PlayerSprite];
bakcstat = sp->cstat;
RESET(sp->cstat, CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN);
// Make sure sector passed to hitscan is correct
//updatesector(*nx, *ny, vsect);
hitscan(&n, *vsect, vx, vy, vz,
&hitinfo, CLIPMASK_MISSILE);
sp->cstat = bakcstat; // Restore cstat
//ASSERT(hitinfo.sect >= 0);
hx = hitinfo.pos.x - (*nx);
hy = hitinfo.pos.y - (*ny);
// If something is in the way, make pp->circle_camera_dist lower if necessary
if (abs(vx) + abs(vy) > abs(hx) + abs(hy))
{
if (hitinfo.wall >= 0) // Push you a little bit off the wall
{
*vsect = hitinfo.sect;
daang = getangle(wall[wall[hitinfo.wall].point2].x - wall[hitinfo.wall].x,
wall[wall[hitinfo.wall].point2].y - wall[hitinfo.wall].y);
i = vx * bsin(daang) + vy * -bcos(daang);
if (abs(vx) > abs(vy))
hx -= MulScale(vx, i, 28);
else
hy -= MulScale(vy, i, 28);
}
else if (hitinfo.sprite < 0) // Push you off the ceiling/floor
{
*vsect = hitinfo.sect;
if (abs(vx) > abs(vy))
hx -= (vx >> 5);
else
hy -= (vy >> 5);
}
else
{
SPRITEp hsp = &sprite[hitinfo.sprite];
int flag_backup;
// if you hit a sprite that's not a wall sprite - try again
if (!TEST(hsp->cstat, CSTAT_SPRITE_ALIGNMENT_WALL))
{
flag_backup = hsp->cstat;
RESET(hsp->cstat, CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN);
CircleCamera(nx, ny, nz, vsect, nang, q16horiz);
hsp->cstat = flag_backup;
return;
}
}
if (abs(vx) > abs(vy))
i = IntToFixed(hx) / vx;
else
i = IntToFixed(hy) / vy;
if (i < pp->circle_camera_dist)
pp->circle_camera_dist = i;
}
// Actually move you! (Camerdist is 65536 if nothing is in the way)
*nx = (*nx) + FixedToInt(vx * pp->circle_camera_dist);
*ny = (*ny) + FixedToInt(vy * pp->circle_camera_dist);
*nz = (*nz) + FixedToInt(vz * pp->circle_camera_dist);
// Slowly increase pp->circle_camera_dist until it reaches 65536
// Synctics is a timer variable so it increases the same rate
// on all speed computers
pp->circle_camera_dist = min(pp->circle_camera_dist + (3 << 8), 65536);
//pp->circle_camera_dist = min(pp->circle_camera_dist + (synctics << 10), 65536);
// Make sure vsect is correct
updatesectorz(*nx, *ny, *nz, vsect);
*nang = ang;
}
FString GameInterface::GetCoordString()
{
PLAYERp pp = Player + myconnectindex;
FString out;
out.AppendFormat("POSX:%d ", pp->posx);
out.AppendFormat("POSY:%d ", pp->posy);
out.AppendFormat("POSZ:%d ", pp->posz);
out.AppendFormat("ANG:%d\n", pp->angle.ang.asbuild());
return out;
}
void PrintSpriteInfo(PLAYERp pp)
{
const int Y_STEP = 7;
int x = windowxy1.x+2;
int y = windowxy1.y+2;
SPRITEp sp;
USERp u;
//if (SpriteInfo && !LocationInfo)
{
short hit_sprite = DoPickTarget(pp->SpriteP, 32, 2);
sp = &sprite[hit_sprite];
u = User[hit_sprite].Data();
sp->hitag = 9997; // Special tag to make the actor glow red for one frame
if (hit_sprite == -1)
{
Printf("SPRITENUM: NONE TARGETED\n");
return;
}
else
Printf("SPRITENUM:%d\n", hit_sprite);
if (u)
{
Printf("ID:%d, ", u->ID);
Printf("PALETTE:%d, ", u->spal);
Printf("HEALTH:%d, ", u->Health);
Printf("WAITTICS:%d, ", u->WaitTics);
Printf("COUNTER:%d, ", u->Counter);
Printf("COUNTER2:%d\n", u->Counter);
}
if (sp)
{
Printf("POSX:%d, ", sp->x);
Printf("POSY:%d, ", sp->y);
Printf("POSZ:%d,", sp->z);
Printf("ANG:%d\n", sp->ang);
}
}
}
void DrawCrosshair(PLAYERp pp)
{
extern bool CameraTestMode;
if (!(CameraTestMode))
{
USERp u = User[pp->PlayerSprite].Data();
::DrawCrosshair(2326, u->Health, -pp->angle.look_anghalf(smoothratio), TEST(pp->Flags, PF_VIEW_FROM_OUTSIDE) ? 5 : 0, 2, shadeToLight(10));
}
}
void CameraView(PLAYERp pp, int *tx, int *ty, int *tz, int *tsectnum, binangle *tang, fixedhoriz *thoriz)
{
int i;
binangle ang;
SPRITEp sp;
bool found_camera = false;
bool player_in_camera = false;
bool FAFcansee_test;
bool ang_test;
if (pp == &Player[screenpeek])
{
StatIterator it(STAT_DEMO_CAMERA);
while ((i = it.NextIndex()) >= 0)
{
sp = &sprite[i];
ang = bvectangbam(*tx - sp->x, *ty - sp->y);
ang_test = getincangle(ang.asbuild(), sp->ang) < sp->lotag;
FAFcansee_test =
(FAFcansee(sp->x, sp->y, sp->z, sp->sectnum, *tx, *ty, *tz, pp->cursectnum) ||
FAFcansee(sp->x, sp->y, sp->z, sp->sectnum, *tx, *ty, *tz + SPRITEp_SIZE_Z(pp->SpriteP), pp->cursectnum));
player_in_camera = ang_test && FAFcansee_test;
if (player_in_camera || pp->camera_check_time_delay > 0)
{
// if your not in the camera but are still looking
// make sure that only the last camera shows you
if (!player_in_camera && pp->camera_check_time_delay > 0)
{
if (pp->last_camera_sp != sp)
continue;
}
switch (sp->clipdist)
{
case 1:
pp->last_camera_sp = sp;
CircleCamera(tx, ty, tz, tsectnum, tang, 0);
found_camera = true;
break;
default:
{
int xvect,yvect,zvect,zdiff;
pp->last_camera_sp = sp;
xvect = ang.bcos(-3);
yvect = ang.bsin(-3);
zdiff = sp->z - *tz;
if (labs(sp->x - *tx) > 1000)
zvect = Scale(xvect, zdiff, sp->x - *tx);
else if (labs(sp->y - *ty) > 1000)
zvect = Scale(yvect, zdiff, sp->y - *ty);
else if (sp->x - *tx != 0)
zvect = Scale(xvect, zdiff, sp->x - *tx);
else if (sp->y - *ty != 0)
zvect = Scale(yvect, zdiff, sp->y - *ty);
else
zvect = 0;
// new horiz to player
*thoriz = q16horiz(clamp(-(zvect << 8), gi->playerHorizMin(), gi->playerHorizMax()));
//DSPRINTF(ds,"xvect %d,yvect %d,zvect %d,thoriz %d",xvect,yvect,zvect,*thoriz.asbuild());
MONO_PRINT(ds);
*tang = ang;
*tx = sp->x;
*ty = sp->y;
*tz = sp->z;
*tsectnum = sp->sectnum;
found_camera = true;
break;
}
}
}
if (found_camera)
break;
}
}
// if you player_in_camera you definately have a camera
if (player_in_camera)
{
pp->camera_check_time_delay = 120/2;
SET(pp->Flags, PF_VIEW_FROM_CAMERA);
ASSERT(found_camera);
}
else
// if you !player_in_camera you still might have a camera
// for a split second
{
if (found_camera)
{
SET(pp->Flags, PF_VIEW_FROM_CAMERA);
}
else
{
pp->circle_camera_ang = 0;
pp->circle_camera_dist = CIRCLE_CAMERA_DIST_MIN;
RESET(pp->Flags, PF_VIEW_FROM_CAMERA);
}
}
}
void
PreDraw(void)
{
int i;
PreDrawStackedWater();
StatIterator it(STAT_FLOOR_SLOPE_DONT_DRAW);
while ((i = it.NextIndex()) >= 0)
{
RESET(sector[sprite[i].sectnum].floorstat, FLOOR_STAT_SLOPE);
}
}
void
PostDraw(void)
{
int i;
StatIterator it(STAT_FLOOR_SLOPE_DONT_DRAW);
while ((i = it.NextIndex()) >= 0)
{
SET(sector[sprite[i].sectnum].floorstat, FLOOR_STAT_SLOPE);
}
it.Reset(STAT_FAF_COPY);
while ((i = it.NextIndex()) >= 0)
{
User[i].Clear();
deletesprite(i);
}
}
int CopySprite(spritetype const * tsp, short newsector)
{
short New;
SPRITEp sp;
New = COVERinsertsprite(newsector, STAT_FAF_COPY);
sp = &sprite[New];
sp->x = tsp->x;
sp->y = tsp->y;
sp->z = tsp->z;
sp->cstat = tsp->cstat;
sp->picnum = tsp->picnum;
sp->pal = tsp->pal;
sp->xrepeat = tsp->xrepeat;
sp->yrepeat = tsp->yrepeat;
sp->xoffset = tsp->xoffset;
sp->yoffset = tsp->yoffset;
sp->ang = tsp->ang;
sp->xvel = tsp->xvel;
sp->yvel = tsp->yvel;
sp->zvel = tsp->zvel;
sp->shade = tsp->shade;
RESET(sp->cstat, CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN);
return New;
}
int ConnectCopySprite(spritetype const * tsp)
{
int newsector;
int testz;
if (FAF_ConnectCeiling(tsp->sectnum))
{
newsector = tsp->sectnum;
testz = SPRITEp_TOS(tsp) - Z(10);
if (testz < sector[tsp->sectnum].ceilingz)
updatesectorz(tsp->x, tsp->y, testz, &newsector);
if (newsector >= 0 && newsector != tsp->sectnum)
{
return CopySprite(tsp, newsector);
}
}
if (FAF_ConnectFloor(tsp->sectnum))
{
newsector = tsp->sectnum;
testz = SPRITEp_BOS(tsp) + Z(10);
if (testz > sector[tsp->sectnum].floorz)
updatesectorz(tsp->x, tsp->y, testz, &newsector);
if (newsector >= 0 && newsector != tsp->sectnum)
{
return CopySprite(tsp, newsector);
}
}
return -1;
}
void PreDrawStackedWater(void)
{
int i, si;
SPRITEp sp;
USERp u,nu;
short New;
StatIterator it(STAT_CEILING_FLOOR_PIC_OVERRIDE);
while ((si = it.NextIndex()) >= 0)
{
SectIterator it(sprite[si].sectnum);
while ((i = it.NextIndex()) >= 0)
{
if (User[i].Data())
{
if (sprite[i].statnum == STAT_ITEM)
continue;
if (sprite[i].statnum <= STAT_DEFAULT || sprite[i].statnum > STAT_PLAYER0 + MAX_SW_PLAYERS)
continue;
// code so that a copied sprite will not make another copy
if (User[i]->xchange == -989898)
continue;
sp = &sprite[i];
u = User[i].Data();
New = ConnectCopySprite((spritetype const *)sp);
if (New >= 0)
{
// spawn a user
User[New].Alloc();
nu = User[New].Data();
ASSERT(nu != nullptr);
nu->xchange = -989898;
// copy everything reasonable from the user that
// analyzesprites() needs to draw the image
nu->State = u->State;
nu->Rot = u->Rot;
nu->StateStart = u->StateStart;
nu->StateEnd = u->StateEnd;
nu->Flags = u->Flags;
nu->Flags2 = u->Flags2;
nu->RotNum = u->RotNum;
nu->ID = u->ID;
// set these to other sprite for players draw
nu->SpriteNum = i;
nu->SpriteP = sp;
nu->PlayerP = u->PlayerP;
nu->spal = u->spal;
}
}
}
}
}
short ScreenSavePic = false;
void DoPlayerDiveMeter(PLAYERp pp);
void polymost_drawscreen(PLAYERp pp, int tx, int ty, int tz, binangle tang, fixedhoriz thoriz, int tsectnum);
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 < 0) {
continue;
}
walltype* wal = &wall[mirror[i].mirrorwall];
wal->portalflags = 0;
wal->portalnum = 0;
if (!mirror[i].ismagic)
{
// a simple mirror
wal->portalflags = PORTAL_WALL_MIRROR;
}
else
{
auto sp = &sprite[mirror[i].camera];
if (!TEST_BOOL1(sp))
{
wal->portalflags = PORTAL_WALL_TO_SPRITE;
wal->portalnum = mirror[i].camera;
}
}
}
int i;
StatIterator it(STAT_CEILING_FLOOR_PIC_OVERRIDE);
while ((i = it.NextIndex()) >= 0)
{
auto sp = &sprite[i];
if (SP_TAG3(sp) == 0)
{
// back up ceilingpicnum and ceilingstat
SP_TAG5(sp) = sector[sp->sectnum].ceilingpicnum;
sector[sp->sectnum].ceilingpicnum = SP_TAG2(sp);
SP_TAG4(sp) = sector[sp->sectnum].ceilingstat;
//SET(sector[sp->sectnum].ceilingstat, ((int)SP_TAG7(sp))<<7);
SET(sector[sp->sectnum].ceilingstat, SP_TAG6(sp));
RESET(sector[sp->sectnum].ceilingstat, CEILING_STAT_PLAX);
}
else if (SP_TAG3(sp) == 1)
{
SP_TAG5(sp) = sector[sp->sectnum].floorpicnum;
sector[sp->sectnum].floorpicnum = SP_TAG2(sp);
SP_TAG4(sp) = sector[sp->sectnum].floorstat;
//SET(sector[sp->sectnum].floorstat, ((int)SP_TAG7(sp))<<7);
SET(sector[sp->sectnum].floorstat, SP_TAG6(sp));
RESET(sector[sp->sectnum].floorstat, FLOOR_STAT_PLAX);
}
}
}
void RestorePortalState()
{
int i;
StatIterator it(STAT_CEILING_FLOOR_PIC_OVERRIDE);
while ((i = it.NextIndex()) >= 0)
{
auto sp = &sprite[i];
if (SP_TAG3(sp) == 0)
{
// restore ceilingpicnum and ceilingstat
sector[sp->sectnum].ceilingpicnum = SP_TAG5(sp);
sector[sp->sectnum].ceilingstat = SP_TAG4(sp);
//RESET(sector[sp->sectnum].ceilingstat, CEILING_STAT_TYPE_MASK);
RESET(sector[sp->sectnum].ceilingstat, CEILING_STAT_PLAX);
}
else if (SP_TAG3(sp) == 1)
{
sector[sp->sectnum].floorpicnum = SP_TAG5(sp);
sector[sp->sectnum].floorstat = SP_TAG4(sp);
//RESET(sector[sp->sectnum].floorstat, FLOOR_STAT_TYPE_MASK);
RESET(sector[sp->sectnum].floorstat, FLOOR_STAT_PLAX);
}
}
}
void
drawscreen(PLAYERp pp, double smoothratio)
{
extern bool CameraTestMode;
int tx, ty, tz;
binangle tang, trotscrnang;
fixedhoriz thoriz;
int tsectnum;
short i,j;
int bob_amt = 0;
int quake_z, quake_x, quake_y;
short quake_ang;
extern bool FAF_DebugView;
PLAYERp camerapp; // prediction player if prediction is on, else regular player
// last valid stuff
static short lv_sectnum = -1;
static int lv_x, lv_y, lv_z;
int const viewingRange = viewingrange;
DrawScreen = true;
PreDraw();
PreUpdatePanel(smoothratio);
int sr = (int)smoothratio;
pm_smoothratio = sr;
if (!ScreenSavePic)
{
DoInterpolations(smoothratio / 65536.); // Stick at beginning of drawscreen
if (cl_sointerpolation)
so_dointerpolations(sr); // Stick at beginning of drawscreen
}
// TENSW: when rendering with prediction, the only thing that counts should
// be the predicted player.
if (PredictionOn && CommEnabled && pp == Player+myconnectindex)
camerapp = ppp;
else
camerapp = pp;
tx = interpolatedvalue(camerapp->oposx, camerapp->posx, sr);
ty = interpolatedvalue(camerapp->oposy, camerapp->posy, sr);
tz = interpolatedvalue(camerapp->oposz, camerapp->posz, sr);
// Interpolate the player's angle while on a sector object, just like VoidSW.
// This isn't needed for the turret as it was fixable, but moving sector objects are problematic.
if (SyncInput() || pp != Player+myconnectindex)
{
tang = camerapp->angle.interpolatedsum(smoothratio);
thoriz = camerapp->horizon.interpolatedsum(smoothratio);
trotscrnang = camerapp->angle.interpolatedrotscrn(smoothratio);
}
else
{
tang = pp->angle.sum();
thoriz = pp->horizon.sum();
trotscrnang = pp->angle.rotscrnang;
}
tsectnum = camerapp->cursectnum;
updatesector(tx, ty, &tsectnum);
if (tsectnum >= 0)
{
// last valid stuff
lv_sectnum = tsectnum;
lv_x = tx;
lv_y = ty;
lv_z = tz;
}
if (pp->sop_riding || pp->sop_control)
{
if (pp->sop_control &&
(!cl_sointerpolation || (CommEnabled && !pp->sop_remote)))
{
tx = pp->posx;
ty = pp->posy;
tz = pp->posz;
tang = pp->angle.ang;
}
tsectnum = pp->cursectnum;
updatesectorz(tx, ty, tz, &tsectnum);
}
pp->six = tx;
pp->siy = ty;
pp->siz = tz - pp->posz;
pp->siang = tang.asbuild();
QuakeViewChange(camerapp, &quake_z, &quake_x, &quake_y, &quake_ang);
VisViewChange(camerapp, &g_visibility);
tz = tz + quake_z;
tx = tx + quake_x;
ty = ty + quake_y;
//thoriz += buildhoriz(quake_x);
tang += buildang(quake_ang);
if (pp->sop_remote)
{
if (TEST_BOOL1(pp->remote_sprite))
tang = buildang(pp->remote_sprite->ang);
else
tang = bvectangbam(pp->sop_remote->xmid - tx, pp->sop_remote->ymid - ty);
}
if (TEST(pp->Flags, PF_VIEW_FROM_OUTSIDE))
{
tz -= 8448;
if (!calcChaseCamPos(&tx, &ty, &tz, &sprite[pp->PlayerSprite], &tsectnum, tang, thoriz, smoothratio))
{
tz += 8448;
calcChaseCamPos(&tx, &ty, &tz, &sprite[pp->PlayerSprite], &tsectnum, tang, thoriz, smoothratio);
}
}
else
{
bob_amt = camerapp->bob_amt;
if (CameraTestMode)
{
CameraView(camerapp, &tx, &ty, &tz, &tsectnum, &tang, &thoriz);
}
}
if (!TEST(pp->Flags, PF_VIEW_FROM_CAMERA|PF_VIEW_FROM_OUTSIDE))
{
if (cl_viewbob)
{
tz += bob_amt;
tz += interpolatedvalue(pp->obob_z, pp->bob_z, smoothratio);
}
// recoil only when not in camera
thoriz = q16horiz(clamp(thoriz.asq16() + interpolatedvalue(pp->recoil_ohorizoff, pp->recoil_horizoff, smoothratio), gi->playerHorizMin(), gi->playerHorizMax()));
}
if (automapMode != am_full)// && !ScreenSavePic)
{
// Cameras must be done before the main loop.
if (!testnewrenderer) JS_DrawCameras(pp, tx, ty, tz, smoothratio);
else JS_CameraParms(pp, tx, ty, tz);
}
if (!testnewrenderer)
{
renderSetRollAngle((float)trotscrnang.asbuildf());
polymost_drawscreen(pp, tx, ty, tz, tang, thoriz, tsectnum);
}
else
{
UpdateWallPortalState();
render_drawrooms(pp->SpriteP, { tx, ty, tz }, tsectnum, tang, thoriz, trotscrnang, smoothratio);
RestorePortalState();
}
if (!ScreenSavePic) UpdatePanel(smoothratio);
// if doing a screen save don't need to process the rest
if (ScreenSavePic)
{
DrawScreen = false;
return;
}
MarkSectorSeen(pp->cursectnum);
if ((automapMode != am_off) && pp == Player+myconnectindex)
{
for (j = 0; j < MAXSPRITES; j++)
{
// Don't show sprites tagged with 257
if (sprite[j].lotag == 257)
{
if (TEST(sprite[j].cstat, CSTAT_SPRITE_ALIGNMENT_FLOOR))
{
RESET(sprite[j].cstat, CSTAT_SPRITE_ALIGNMENT_FLOOR);
sprite[j].owner = -2;
}
}
}
DrawOverheadMap(tx, ty, tang.asbuild(), smoothratio);
}
for (j = 0; j < MAXSPRITES; j++)
{
// Don't show sprites tagged with 257
if (sprite[j].lotag == 257 && sprite[j].owner == -2)
SET(sprite[j].cstat, CSTAT_SPRITE_ALIGNMENT_FLOOR);
}
//PrintLocationInfo(pp);
//PrintSpriteInfo(pp);
#if SYNC_TEST
SyncStatMessage();
#endif
UpdateStatusBar();
DrawCrosshair(pp);
DoPlayerDiveMeter(pp); // Do the underwater breathing bar
// Boss Health Meter, if Boss present
BossHealthMeter();
#if SYNC_TEST
SyncStatMessage();
#endif
RestoreInterpolations(); // Stick at end of drawscreen
if (cl_sointerpolation)
so_restoreinterpolations(); // Stick at end of drawscreen
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 && TEST(pp->Flags, PF_DEAD))
{
if (ReloadPrompt)
{
ReloadPrompt = false;
}
}
PostDraw();
DrawScreen = false;
}
bool GameInterface::GenerateSavePic()
{
ScreenSavePic = true;
drawscreen(Player + myconnectindex, 65536);
ScreenSavePic = false;
return true;
}
bool GameInterface::DrawAutomapPlayer(int cposx, int cposy, int czoom, int cang, double const smoothratio)
{
int i, j, k, l, x1, y1, x2, y2, x3, y3, x4, y4, ox, oy, xoff, yoff;
int dax, day, cosang, sinang, xspan, yspan, sprx, spry;
int xrepeat, yrepeat, z1, z2, startwall, endwall, tilenum, daang;
int xvect, yvect;
walltype* wal, * wal2;
spritetype* spr;
short p;
static int pspr_ndx[8] = { 0,0,0,0,0,0,0,0 };
bool sprisplayer = false;
short txt_x, txt_y;
xvect = -bsin(cang) * czoom;
yvect = -bcos(cang) * czoom;
// Draw sprites
k = Player[screenpeek].PlayerSprite;
for (i = 0; i < numsectors; i++)
{
SectIterator it(i);
while ((j = it.NextIndex()) >= 0)
{
for (p = connecthead; p >= 0; p = connectpoint2[p])
{
if (Player[p].PlayerSprite == j)
{
if (sprite[Player[p].PlayerSprite].xvel > 16)
pspr_ndx[myconnectindex] = ((PlayClock >> 4) & 3);
sprisplayer = true;
goto SHOWSPRITE;
}
}
if (gFullMap || (sprite[j].cstat2 & CSTAT2_SPRITE_MAPPED))
{
SHOWSPRITE:
spr = &sprite[j];
PalEntry col = GPalette.BaseColors[56]; // 1=white / 31=black / 44=green / 56=pink / 128=yellow / 210=blue / 248=orange / 255=purple
if ((spr->cstat & 1) > 0)
col = GPalette.BaseColors[248];
if (j == k)
col = GPalette.BaseColors[31];
sprx = spr->x;
spry = spr->y;
k = spr->statnum;
if ((k >= 1) && (k <= 8) && (k != 2)) // Interpolate moving
{
sprx = spr->interpolatedx(smoothratio);
spry = spr->interpolatedy(smoothratio);
}
switch (spr->cstat & 48)
{
case 0: // Regular sprite
if (Player[p].PlayerSprite == j)
{
x1 = sprx - cposx;
y1 = spry - cposy;
if (czoom > 192)
{
daang = ((!SyncInput() ? spr->ang : spr->interpolatedang(smoothratio)) - cang) & 2047;
// Special case tiles
if (spr->picnum == 3123) break;
int spnum = -1;
if (sprisplayer)
{
if (gNet.MultiGameType != MULTI_GAME_COMMBAT || j == Player[screenpeek].PlayerSprite)
spnum = 1196 + pspr_ndx[myconnectindex];
}
else spnum = spr->picnum;
double xd = ((x1 << 4) + (xdim << 15)) / 65536.;
double yd = ((y1 << 4) + (ydim << 15)) / 65536.;
double sc = czoom * (spr->yrepeat) / 32768.;
if (spnum >= 0)
{
DrawTexture(twod, tileGetTexture(1196 + pspr_ndx[myconnectindex], true), xd, yd, DTA_ScaleX, sc, DTA_ScaleY, sc, DTA_Rotate, daang * -BAngToDegree,
DTA_CenterOffsetRel, true, DTA_TranslationIndex, TRANSLATION(Translation_Remap, spr->pal), DTA_Color, shadeToLight(spr->shade),
DTA_Alpha, (spr->cstat & 2) ? 0.33 : 1., TAG_DONE);
}
}
}
break;
case 16: // Rotated sprite
x1 = sprx;
y1 = spry;
tilenum = spr->picnum;
xoff = (int)tileLeftOffset(tilenum) + (int)spr->xoffset;
if ((spr->cstat & 4) > 0)
xoff = -xoff;
k = spr->ang;
l = spr->xrepeat;
dax = bsin(k) * l;
day = -bcos(k) * l;
l = tileWidth(tilenum);
k = (l >> 1) + xoff;
x1 -= MulScale(dax, k, 16);
x2 = x1 + MulScale(dax, l, 16);
y1 -= MulScale(day, k, 16);
y2 = y1 + MulScale(day, l, 16);
ox = x1 - cposx;
oy = y1 - cposy;
x1 = MulScale(ox, xvect, 16) - MulScale(oy, yvect, 16);
y1 = MulScale(oy, xvect, 16) + MulScale(ox, yvect, 16);
ox = x2 - cposx;
oy = y2 - cposy;
x2 = MulScale(ox, xvect, 16) - MulScale(oy, yvect, 16);
y2 = MulScale(oy, xvect, 16) + MulScale(ox, yvect, 16);
drawlinergb(x1 + (xdim << 11), y1 + (ydim << 11),
x2 + (xdim << 11), y2 + (ydim << 11), col);
break;
case 32: // Floor sprite
if (automapMode == am_overlay)
{
tilenum = spr->picnum;
xoff = (int)tileLeftOffset(tilenum) + (int)spr->xoffset;
yoff = (int)tileTopOffset(tilenum) + (int)spr->yoffset;
if ((spr->cstat & 4) > 0)
xoff = -xoff;
if ((spr->cstat & 8) > 0)
yoff = -yoff;
k = spr->ang;
cosang = bcos(k);
sinang = bsin(k);
xspan = tileWidth(tilenum);
xrepeat = spr->xrepeat;
yspan = tileHeight(tilenum);
yrepeat = spr->yrepeat;
dax = ((xspan >> 1) + xoff) * xrepeat;
day = ((yspan >> 1) + yoff) * yrepeat;
x1 = sprx + MulScale(sinang, dax, 16) + MulScale(cosang, day, 16);
y1 = spry + MulScale(sinang, day, 16) - MulScale(cosang, dax, 16);
l = xspan * xrepeat;
x2 = x1 - MulScale(sinang, l, 16);
y2 = y1 + MulScale(cosang, l, 16);
l = yspan * yrepeat;
k = -MulScale(cosang, l, 16);
x3 = x2 + k;
x4 = x1 + k;
k = -MulScale(sinang, l, 16);
y3 = y2 + k;
y4 = y1 + k;
ox = x1 - cposx;
oy = y1 - cposy;
x1 = MulScale(ox, xvect, 16) - MulScale(oy, yvect, 16);
y1 = MulScale(oy, xvect, 16) + MulScale(ox, yvect, 16);
ox = x2 - cposx;
oy = y2 - cposy;
x2 = MulScale(ox, xvect, 16) - MulScale(oy, yvect, 16);
y2 = MulScale(oy, xvect, 16) + MulScale(ox, yvect, 16);
ox = x3 - cposx;
oy = y3 - cposy;
x3 = MulScale(ox, xvect, 16) - MulScale(oy, yvect, 16);
y3 = MulScale(oy, xvect, 16) + MulScale(ox, yvect, 16);
ox = x4 - cposx;
oy = y4 - cposy;
x4 = MulScale(ox, xvect, 16) - MulScale(oy, yvect, 16);
y4 = MulScale(oy, xvect, 16) + MulScale(ox, yvect, 16);
drawlinergb(x1 + (xdim << 11), y1 + (ydim << 11),
x2 + (xdim << 11), y2 + (ydim << 11), col);
drawlinergb(x2 + (xdim << 11), y2 + (ydim << 11),
x3 + (xdim << 11), y3 + (ydim << 11), col);
drawlinergb(x3 + (xdim << 11), y3 + (ydim << 11),
x4 + (xdim << 11), y4 + (ydim << 11), col);
drawlinergb(x4 + (xdim << 11), y4 + (ydim << 11),
x1 + (xdim << 11), y1 + (ydim << 11), col);
}
break;
}
}
}
}
return true;
}
void GameInterface::processSprites(spritetype* tsprite, int& spritesortcnt, int viewx, int viewy, int viewz, binangle viewang, double smoothRatio)
{
analyzesprites(tsprite, spritesortcnt, viewx, viewy, viewz, viewang.asbuild());
post_analyzesprites(tsprite, spritesortcnt);
}
END_SW_NS