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626 lines
17 KiB
C++
626 lines
17 KiB
C++
//-------------------------------------------------------------------------
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/*
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Copyright (C) 1996, 2003 - 3D Realms Entertainment
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This file is part of Duke Nukem 3D version 1.5 - Atomic Edition
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Duke Nukem 3D 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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Original Source: 1996 - Todd Replogle
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Prepared for public release: 03/21/2003 - Charlie Wiederhold, 3D Realms
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Modifications for JonoF's port by Jonathon Fowler (jf@jonof.id.au)
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*/
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//-------------------------------------------------------------------------
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#include "ns.h"
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#include "duke3d.h"
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#include "build.h"
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#include "v_video.h"
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BEGIN_DUKE_NS
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//---------------------------------------------------------------------------
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//
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// Floor Over Floor
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// If standing in sector with SE42
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// then draw viewing to SE41 and raise all =hi SE43 cielings.
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// If standing in sector with SE43
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// then draw viewing to SE40 and lower all =hi SE42 floors.
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// If standing in sector with SE44
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// then draw viewing to SE40.
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// If standing in sector with SE45
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// then draw viewing to SE41.
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//
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//---------------------------------------------------------------------------
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static int tempsectorz[MAXSECTORS];
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static int tempsectorpicnum[MAXSECTORS];
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//short tempcursectnum;
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void SE40_Draw(int tag, int spnum, int x, int y, int z, int a, int h, int smoothratio)
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{
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int i, j = 0, k = 0;
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int floor1, floor2 = 0, ok = 0, fofmode = 0;
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int offx, offy;
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if (sprite[spnum].ang != 512) return;
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i = FOF; //Effect TILE
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tileDelete(FOF);
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if (!(gotpic[i >> 3] & (1 << (i & 7)))) return;
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gotpic[i >> 3] &= ~(1 << (i & 7));
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floor1 = spnum;
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if (sprite[spnum].lotag == tag + 2) fofmode = tag + 0;
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if (sprite[spnum].lotag == tag + 3) fofmode = tag + 1;
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if (sprite[spnum].lotag == tag + 4) fofmode = tag + 0;
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if (sprite[spnum].lotag == tag + 5) fofmode = tag + 1;
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ok++;
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for (j = 0; j < MAXSPRITES; j++)
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{
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if (
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sprite[j].picnum == 1 &&
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sprite[j].lotag == fofmode &&
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sprite[j].hitag == sprite[floor1].hitag
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) {
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floor1 = j; fofmode = sprite[j].lotag; ok++; break;
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}
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}
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// if(ok==1) { Message("no floor1",RED); return; }
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if (fofmode == tag + 0) k = tag + 1; else k = tag + 0;
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for (j = 0; j < MAXSPRITES; j++)
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{
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if (
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sprite[j].picnum == 1 &&
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sprite[j].lotag == k &&
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sprite[j].hitag == sprite[floor1].hitag
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) {
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floor2 = j; ok++; break;
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}
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}
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// if(ok==2) { Message("no floor2",RED); return; }
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for (j = 0; j < MAXSPRITES; j++) // raise ceiling or floor
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{
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if (sprite[j].picnum == 1 &&
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sprite[j].lotag == k + 2 &&
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sprite[j].hitag == sprite[floor1].hitag
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)
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{
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if (k == tag + 0)
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{
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tempsectorz[sprite[j].sectnum] = sector[sprite[j].sectnum].floorz;
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sector[sprite[j].sectnum].floorz += (((z - sector[sprite[j].sectnum].floorz) / 32768) + 1) * 32768;
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tempsectorpicnum[sprite[j].sectnum] = sector[sprite[j].sectnum].floorpicnum;
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sector[sprite[j].sectnum].floorpicnum = 13;
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}
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if (k == tag + 1)
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{
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tempsectorz[sprite[j].sectnum] = sector[sprite[j].sectnum].ceilingz;
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sector[sprite[j].sectnum].ceilingz += (((z - sector[sprite[j].sectnum].ceilingz) / 32768) - 1) * 32768;
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tempsectorpicnum[sprite[j].sectnum] = sector[sprite[j].sectnum].ceilingpicnum;
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sector[sprite[j].sectnum].ceilingpicnum = 13;
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}
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}
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}
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i = floor1;
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offx = x - sprite[i].x;
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offy = y - sprite[i].y;
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i = floor2;
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#if 0
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drawrooms(offx + sprite[i].x, offy + sprite[i].y, z, a, h, sprite[i].sectnum);
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#else
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renderDrawRoomsQ16(sprite[i].x + offx, sprite[i].y + offy, z, a, h, sprite[i].sectnum);
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#endif
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fi.animatesprites(offx + sprite[i].x, offy + sprite[i].y, fix16_to_int(a), smoothratio);
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renderDrawMasks();
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for (j = 0; j < MAXSPRITES; j++) // restore ceiling or floor
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{
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if (sprite[j].picnum == 1 &&
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sprite[j].lotag == k + 2 &&
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sprite[j].hitag == sprite[floor1].hitag
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)
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{
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if (k == tag + 0)
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{
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sector[sprite[j].sectnum].floorz = tempsectorz[sprite[j].sectnum];
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sector[sprite[j].sectnum].floorpicnum = tempsectorpicnum[sprite[j].sectnum];
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}
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if (k == tag + 1)
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{
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sector[sprite[j].sectnum].ceilingz = tempsectorz[sprite[j].sectnum];
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sector[sprite[j].sectnum].ceilingpicnum = tempsectorpicnum[sprite[j].sectnum];
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}
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}// end if
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}// end for
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} // end SE40
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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 se40code(int x, int y, int z, int a, int h, int smoothratio)
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{
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int i, tag;
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if (!isRR()) tag = 40;
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else if (isRRRA()) tag = 150;
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else return;
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i = headspritestat[STAT_RAROR];
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while (i >= 0)
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{
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switch (sprite[i].lotag - tag + 40)
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{
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// case 40:
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// case 41:
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// SE40_Draw(i,x,y,a,smoothratio);
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// break;
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case 42:
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case 43:
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case 44:
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case 45:
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if (ps[screenpeek].cursectnum == sprite[i].sectnum)
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SE40_Draw(tag, i, x, y, z, a, h, smoothratio);
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break;
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}
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i = nextspritestat[i];
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}
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}
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//---------------------------------------------------------------------------
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//
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// split out so it can also be applied to camera views
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//
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//---------------------------------------------------------------------------
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void renderMirror(int cposx, int cposy, int cposz, int cang, int choriz, int smoothratio)
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{
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if ((gotpic[TILE_MIRROR >> 3] & (1 << (TILE_MIRROR & 7))) > 0)
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{
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int dst = 0x7fffffff, i = 0;
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for (int k = 0; k < mirrorcnt; k++)
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{
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int j = abs(wall[mirrorwall[k]].x - cposx) + abs(wall[mirrorwall[k]].y - cposy);
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if (j < dst) dst = j, i = k;
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}
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if (wall[mirrorwall[i]].overpicnum == TILE_MIRROR)
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{
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int tposx, tposy, tposz, tang;
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renderPrepareMirror(cposx, cposy, cposz, cang, choriz, mirrorwall[i], &tposx, &tposy, &tang);
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int j = g_visibility;
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g_visibility = (j >> 1) + (j >> 2);
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drawrooms(tposx, tposy, cposz, tang, choriz, mirrorsector[i] + MAXSECTORS);
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display_mirror = 1;
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fi.animatesprites(tposx, tposy, tang, smoothratio);
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display_mirror = 0;
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renderDrawMasks();
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renderCompleteMirror(); //Reverse screen x-wise in this function
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g_visibility = j;
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}
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gotpic[TILE_MIRROR >> 3] &= ~(1 << (TILE_MIRROR & 7));
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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 animatecamsprite(int smoothRatio)
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{
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if (camsprite < 0)
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return;
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int spriteNum = camsprite;
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auto p = &ps[screenpeek];
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auto sp = &sprite[spriteNum];
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if (p->newowner >= 0) sp->owner = p->newowner;
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if (sp->owner >= 0 && dist(&sprite[p->i], sp) < VIEWSCREEN_ACTIVE_DISTANCE)
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{
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auto tex = tileGetTexture(sp->picnum);
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TileFiles.MakeCanvas(TILE_VIEWSCR, tex->GetDisplayWidth(), tex->GetDisplayHeight());
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auto canvas = renderSetTarget(TILE_VIEWSCR);
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if (!canvas) return;
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screen->RenderTextureView(canvas, [=](IntRect& rect)
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{
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// fixme: This needs to interpolate the camera's angle. Position is not relevant because cameras do not move.
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auto camera = &sprite[sp->owner];
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// Note: no ROR or camera here for now - the current setup has no means to detect these things before rendering the scene itself.
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drawrooms(camera->x, camera->y, camera->z, camera->ang, 100 + camera->shade, camera->sectnum); // why 'shade'...?
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display_mirror = 1; // should really be 'display external view'.
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fi.animatesprites(camera->x, camera->y, camera->ang, smoothRatio);
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display_mirror = 0;
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renderDrawMasks();
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});
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renderRestoreTarget();
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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 setdrugmode(player_struct *p, int oyrepeat)
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{
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if (!paused)
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{
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if (p->DrugMode > 0 && !(p->gm & MODE_TYPE) && !ud.pause_on)
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{
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int var_8c;
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if (p->drug_stat[0] == 0)
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{
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p->drug_stat[1]++;
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var_8c = oyrepeat + p->drug_stat[1] * 5000;
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if (oyrepeat * 3 < var_8c)
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{
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renderSetAspect(oyrepeat * 3, yxaspect);
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p->drug_aspect = oyrepeat * 3;
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p->drug_stat[0] = 2;
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}
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else
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{
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renderSetAspect(var_8c, yxaspect);
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p->drug_aspect = var_8c;
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}
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setpal(p);
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}
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else if (p->drug_stat[0] == 3)
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{
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p->drug_stat[1]--;
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var_8c = oyrepeat + p->drug_stat[1] * 5000;
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if (var_8c < oyrepeat)
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{
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renderSetAspect(oyrepeat, yxaspect);
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p->DrugMode = 0;
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p->drug_stat[0] = 0;
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p->drug_stat[2] = 0;
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p->drug_stat[1] = 0;
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}
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else
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{
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renderSetAspect(var_8c, yxaspect);
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p->drug_aspect = var_8c;
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}
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setpal(p);
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}
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else if (p->drug_stat[0] == 2)
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{
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if (p->drug_stat[2] > 30)
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{
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p->drug_stat[0] = 1;
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}
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else
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{
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p->drug_stat[2]++;
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renderSetAspect(p->drug_stat[2] * 500 + oyrepeat * 3, yxaspect);
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p->drug_aspect = oyrepeat * 3 + p->drug_stat[2] * 500;
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setpal(p);
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}
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}
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else
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{
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if (p->drug_stat[2] < 1)
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{
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p->drug_stat[0] = 2;
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p->DrugMode--;
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if (p->DrugMode == 1)
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p->drug_stat[0] = 3;
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}
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else
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{
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p->drug_stat[2]--;
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renderSetAspect(p->drug_stat[2] * 500 + oyrepeat * 3, yxaspect);
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p->drug_aspect = oyrepeat * 3 + p->drug_stat[2] * 500;
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setpal(p);
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}
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}
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}
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}
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else if (p->DrugMode > 0)
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{
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renderSetAspect(p->drug_aspect, yxaspect);
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setpal(p);
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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 tag848Hackery(int cposx, int cposy, int cposz, int cang, int choriz, int sect, int smoothratio)
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{
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short gs, tgsect, nextspr, geosect, geoid;
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int spr;
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drawrooms(cposx, cposy, cposz, cang, choriz, sect);
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fi.animatesprites(cposx, cposy, cang, smoothratio);
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renderDrawMasks();
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for (gs = 0; gs < geocnt; gs++)
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{
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tgsect = geosector[gs];
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spr = headspritesect[tgsect];
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while (spr != -1)
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{
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nextspr = nextspritesect[spr];
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changespritesect((short)spr, geosectorwarp[gs]);
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setsprite((short)spr, sprite[spr].x -= geox[gs], sprite[spr].y -= geoy[gs], sprite[spr].z);
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spr = nextspr;
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}
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if (geosector[gs] == sect)
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{
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geosect = geosectorwarp[gs];
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geoid = gs;
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}
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}
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cposx -= geox[geoid];
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cposy -= geoy[geoid];
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drawrooms(cposx, cposy, cposz, cang, choriz, sect);
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cposx += geox[geoid];
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cposy += geoy[geoid];
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for (gs = 0; gs < geocnt; gs++)
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{
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tgsect = geosectorwarp[gs];
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spr = headspritesect[tgsect];
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while (spr != -1)
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{
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nextspr = nextspritesect[spr];
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changespritesect((short)spr, geosector[gs]);
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setsprite((short)spr, sprite[spr].x += geox[gs], sprite[spr].y += geoy[gs], sprite[spr].z);
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spr = nextspr;
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}
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}
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fi.animatesprites(cposx, cposy, cang, smoothratio);
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renderDrawMasks();
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for (gs = 0; gs < geocnt; gs++)
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{
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tgsect = geosector[gs];
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spr = headspritesect[tgsect];
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while (spr != -1)
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{
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nextspr = nextspritesect[spr];
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changespritesect((short)spr, geosectorwarp2[gs]);
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setsprite((short)spr, sprite[spr].x -= geox2[gs], sprite[spr].y -= geoy2[gs], sprite[spr].z);
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spr = nextspr;
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}
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if (geosector[gs] == sect)
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{
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geosect = geosectorwarp2[gs];
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geoid = gs;
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}
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}
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cposx -= geox2[geoid];
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cposy -= geoy2[geoid];
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drawrooms(cposx, cposy, cposz, cang, choriz, sect);
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cposx += geox2[geoid];
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cposy += geoy2[geoid];
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for (gs = 0; gs < geocnt; gs++)
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{
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tgsect = geosectorwarp2[gs];
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spr = headspritesect[tgsect];
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while (spr != -1)
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{
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nextspr = nextspritesect[spr];
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changespritesect((short)spr, geosector[gs]);
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setsprite((short)spr, sprite[spr].x += geox2[gs], sprite[spr].y += geoy2[gs], sprite[spr].z);
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spr = nextspr;
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}
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}
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fi.animatesprites(cposx, cposy, cang, smoothratio);
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renderDrawMasks();
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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 displayrooms(short snum, int smoothratio)
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{
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int cposx, cposy, cposz, dst, j, fz, cz, hz, lz;
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short sect, cang, k, choriz, tsect;
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struct player_struct* p;
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int dx, dy, thoriz, i;
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short tang;
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int tiltcx, tiltcy, tiltcs = 0; // JBF 20030807
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p = &ps[snum];
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if (ud.screen_size >= 8) drawbackground();
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if (ud.overhead_on == 2 || p->cursectnum == -1)
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return;
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// Do not light up the fog in RRRA's E2L1. Ideally this should apply to all foggy levels but all others use lookup table hacks for their fog.
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if (isRRRA() && fogactive)
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{
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p->visibility = ud.const_visibility;
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}
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g_visibility = p->visibility;
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smoothratio = min(max(smoothratio, 0), 65536);
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if (ud.pause_on || ps[snum].on_crane > -1) smoothratio = 65536;
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sect = p->cursectnum;
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if (sect < 0 || sect >= MAXSECTORS) return;
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dointerpolations(smoothratio);
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animatecamsprite(smoothratio);
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if (ud.camerasprite >= 0)
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{
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spritetype* s;
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s = &sprite[ud.camerasprite];
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if (s->yvel < 0) s->yvel = -100;
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else if (s->yvel > 199) s->yvel = 300;
|
|
|
|
cang = hittype[ud.camerasprite].tempang + mulscale16((int)(((s->ang + 1024 - hittype[ud.camerasprite].tempang) & 2047) - 1024), smoothratio);
|
|
|
|
se40code(s->x, s->y, s->z, cang, s->yvel, smoothratio);
|
|
renderMirror(s->x, s->y, s->z, cang, s->yvel, smoothratio);
|
|
drawrooms(s->x, s->y, s->z - (4 << 8), cang, s->yvel, s->sectnum);
|
|
fi.animatesprites(s->x, s->y, cang, smoothratio);
|
|
renderDrawMasks();
|
|
}
|
|
else
|
|
{
|
|
int i = divscale22(1, isRR() ? 64 : sprite[p->i].yrepeat + 28);
|
|
if (!isRRRA() || !p->DrugMode)
|
|
{
|
|
// Fixme: This should get the aspect ratio from the backend, not the current viewport size.
|
|
int viewingRange = xs_CRoundToInt(double(i) * tan(r_fov * (pi::pi() / 360.)));
|
|
renderSetAspect(mulscale16(viewingRange, viewingrange), yxaspect);
|
|
}
|
|
else
|
|
{
|
|
setdrugmode(p, i);
|
|
}
|
|
|
|
renderSetRollAngle(p->orotscrnang + mulscale16(((p->rotscrnang - p->orotscrnang + 1024) & 2047) - 1024, smoothratio));
|
|
p->orotscrnang = p->rotscrnang; // JBF: save it for next time
|
|
|
|
if ((snum == myconnectindex) && (numplayers > 1))
|
|
{
|
|
cposx = omyx + mulscale16((int)(myx - omyx), smoothratio);
|
|
cposy = omyy + mulscale16((int)(myy - omyy), smoothratio);
|
|
cposz = omyz + mulscale16((int)(myz - omyz), smoothratio);
|
|
cang = omyang + mulscale16((int)(((myang + 1024 - omyang) & 2047) - 1024), smoothratio);
|
|
choriz = omyhoriz + omyhorizoff + mulscale16((int)(myhoriz + myhorizoff - omyhoriz - omyhorizoff), smoothratio);
|
|
sect = mycursectnum;
|
|
}
|
|
else
|
|
{
|
|
cposx = p->oposx + mulscale16((int)(p->posx - p->oposx), smoothratio);
|
|
cposy = p->oposy + mulscale16((int)(p->posy - p->oposy), smoothratio);
|
|
cposz = p->oposz + mulscale16((int)(p->posz - p->oposz), smoothratio);
|
|
cang = p->getoang() + mulscale16((int)(((p->getang() + 1024 - p->getoang()) & 2047) - 1024), smoothratio);
|
|
//choriz = p->ohoriz+p->ohorizoff+mulscale16((int)(p->gethorizsum()-p->ohoriz-p->ohorizoff),smoothratio);
|
|
choriz = mulscale16((int)(p->gethorizsum()), smoothratio);
|
|
}
|
|
cang += p->look_ang;
|
|
|
|
if (p->newowner >= 0)
|
|
{
|
|
cang = p->getang() + p->getlookang();
|
|
choriz = p->gethorizsum();
|
|
cposx = p->posx;
|
|
cposy = p->posy;
|
|
cposz = p->posz;
|
|
sect = sprite[p->newowner].sectnum;
|
|
smoothratio = 65536L;
|
|
}
|
|
else if (p->over_shoulder_on == 0)
|
|
{
|
|
if (cl_viewbob) cposz += p->opyoff + mulscale16((int)(p->pyoff - p->opyoff), smoothratio);
|
|
}
|
|
else view(p, &cposx, &cposy, &cposz, §, cang, choriz);
|
|
|
|
cz = hittype[p->i].ceilingz;
|
|
fz = hittype[p->i].floorz;
|
|
|
|
if (earthquaketime > 0 && p->on_ground == 1)
|
|
{
|
|
cposz += 256 - (((earthquaketime) & 1) << 9);
|
|
cang += (2 - ((earthquaketime) & 2)) << 2;
|
|
}
|
|
|
|
if (sprite[p->i].pal == 1) cposz -= (18 << 8);
|
|
|
|
if (p->newowner >= 0)
|
|
choriz = 100 + sprite[p->newowner].shade;
|
|
|
|
else if (p->spritebridge == 0)
|
|
{
|
|
if (cposz < (p->truecz + (4 << 8))) cposz = cz + (4 << 8);
|
|
else if (cposz > (p->truefz - (4 << 8))) cposz = fz - (4 << 8);
|
|
}
|
|
|
|
if (sect >= 0)
|
|
{
|
|
getzsofslope(sect, cposx, cposy, &cz, &fz);
|
|
if (cposz < cz + (4 << 8)) cposz = cz + (4 << 8);
|
|
if (cposz > fz - (4 << 8)) cposz = fz - (4 << 8);
|
|
}
|
|
|
|
if (choriz > 299) choriz = 299;
|
|
else if (choriz < -99) choriz = -99;
|
|
|
|
if (isRR() && sector[sect].lotag == 848)
|
|
{
|
|
tag848Hackery(cposx, cposy, cposz, cang, choriz, sect, smoothratio);
|
|
}
|
|
else
|
|
{
|
|
se40code(cposx, cposy, cposz, cang, choriz, smoothratio);
|
|
renderMirror(cposx, cposy, cposz, cang, choriz, smoothratio);
|
|
drawrooms(cposx, cposy, cposz, cang, choriz, sect);
|
|
fi.animatesprites(cposx, cposy, cang, smoothratio);
|
|
renderDrawMasks();
|
|
}
|
|
}
|
|
|
|
restoreinterpolations();
|
|
|
|
if (!isRRRA() || !fogactive)
|
|
{
|
|
if (totalclock < lastvisinc)
|
|
{
|
|
if (abs(p->visibility - ud.const_visibility) > 8)
|
|
p->visibility += (ud.const_visibility - p->visibility) >> 2;
|
|
}
|
|
else p->visibility = ud.const_visibility;
|
|
}
|
|
}
|
|
|
|
END_DUKE_NS
|