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937 lines
29 KiB
C++
937 lines
29 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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// JSECTOR.C
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// This is all Jim's programming having to do with sectors.
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#include "ns.h"
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#include "build.h"
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#include "names.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 "tags.h"
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#include "sector.h"
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#include "player.h"
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#include "sprite.h"
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#include "jsector.h"
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#include "jtags.h"
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#include "lists.h"
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#include "pal.h"
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#include "parent.h"
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#include "v_video.h"
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#include "render.h"
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BEGIN_SW_NS
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// V A R I A B L E D E C L A R A T I O N S //////////////////////////////////////////////////////
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MIRRORTYPE mirror[MAXMIRRORS];
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short mirrorcnt; //, floormirrorcnt;
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//short floormirrorsector[MAXMIRRORS];
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bool mirrorinview;
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uint32_t oscilationclock;
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// Voxel stuff
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//bool bVoxelsOn = true; // Turn voxels on by default
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bool bSpinBobVoxels = false; // Do twizzly stuff to voxels, but
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// not by default
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bool bAutoSize = true; // Autosizing on/off
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//extern int chainnumpages;
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extern AMB_INFO ambarray[];
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extern short NormalVisibility;
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extern TILE_INFO_TYPE aVoxelArray[MAXTILES];
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// F U N C T I O N S //////////////////////////////////////////////////////////////////////////////
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short CheckTileSound(short picnum)
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{
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short sndnum = -1;
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switch (picnum)
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{
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case 163: // Sizzly Lava
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case 167:
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sndnum = DIGI_VOLCANOSTEAM1;
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break;
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case 175: // Flowing Lava
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sndnum = DIGI_ERUPTION;
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break;
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case 179: // Bubbly lava
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sndnum = DIGI_LAVAFLOW1;
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break;
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case 300: // Water fall tile
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sndnum = DIGI_WATERFALL1;
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break;
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case 334: // Teleporter Pad
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sndnum = DIGI_ENGROOM1;
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break;
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case 2690: // Jet engine fan
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sndnum = DIGI_JET;
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break;
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case 2672: // X-Ray Machine engine
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sndnum = DIGI_ENGROOM5;
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break;
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case 768: // Electricity
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// sndnum = DIGI_;
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break;
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case 2714: // Pachinko Machine
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// sndnum = DIGI_;
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break;
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case 2782: // Telepad
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sndnum = DIGI_ENGROOM4;
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break;
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case 3382: // Gears
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sndnum = DIGI_ENGROOM5;
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break;
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case 2801: // Computers
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case 2804:
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case 2807:
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case 3352:
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case 3385:
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case 3389:
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case 3393:
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case 3397:
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case 3401:
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case 3405:
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// sndnum = DIGI_;
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break;
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case 3478: // Radar screen
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// sndnum = DIGI_;
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break;
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default:
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sndnum = -1;
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break;
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}
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return sndnum;
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}
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ANIMATOR GenerateDrips;
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/////////////////////////////////////////////////////
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// Initialize any of my special use sprites
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/////////////////////////////////////////////////////
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void JS_SpriteSetup(void)
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{
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SWStatIterator it(STAT_DEFAULT);
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while (auto itActor = it.Next())
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{
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int tag;
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tag = itActor->spr.hitag;
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// Non static camera. Camera sprite will be drawn!
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if (tag == MIRROR_CAM && itActor->spr.picnum != ST1)
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{
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// Just change it to static, sprite has all the info I need
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change_actor_stat(itActor, STAT_SPAWN_SPOT);
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}
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switch (itActor->spr.picnum)
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{
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case ST1:
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if (tag == MIRROR_CAM)
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{
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// Just change it to static, sprite has all the info I need
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// ST1 cameras won't move with SOBJ's!
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change_actor_stat(itActor, STAT_ST1);
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}
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else if (tag == MIRROR_SPAWNSPOT)
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{
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// Just change it to static, sprite has all the info I need
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change_actor_stat(itActor, STAT_ST1);
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}
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else if (tag == AMBIENT_SOUND)
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{
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change_actor_stat(itActor, STAT_AMBIENT);
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}
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else if (tag == TAG_ECHO_SOUND)
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{
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change_actor_stat(itActor, STAT_ECHO);
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}
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else if (tag == TAG_DRIPGEN)
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{
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SpawnUser(itActor, 0, nullptr);
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itActor->user.RotNum = 0;
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itActor->user.WaitTics = itActor->spr.lotag * 120;
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itActor->user.ActorActionFunc = GenerateDrips;
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change_actor_stat(itActor, STAT_NO_STATE);
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itActor->spr.cstat |= CSTAT_SPRITE_INVISIBLE;
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}
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break;
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// Sprites in editart that should play ambient sounds
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// automatically
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case 380:
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case 396:
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case 430:
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case 443:
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case 512:
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case 521:
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case 541:
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case 2720:
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case 3143:
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case 3157:
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PlaySound(DIGI_FIRE1, itActor, v3df_follow|v3df_dontpan|v3df_doppler);
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break;
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case 795:
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case 880:
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PlaySound(DIGI_WATERFLOW1, itActor, v3df_follow|v3df_dontpan|v3df_doppler);
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break;
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case 460: // Wind Chimes
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InitAmbient(79, itActor);
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break;
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}
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}
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// Check for certain walls to make sounds
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for(auto& wal : wall)
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{
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int picnum = wal.picnum;
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// Set the don't stick bit for liquid tiles
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switch (picnum)
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{
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case 175:
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case 179:
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case 300:
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case 320:
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case 330:
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case 352:
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case 780:
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case 890:
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case 2608:
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case 2616:
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//case 3834:
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wal.extra |= WALLFX_DONT_STICK;
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break;
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}
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}
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}
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/////////////////////////////////////////////////////
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// Initialize the mirrors
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/////////////////////////////////////////////////////
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void JS_InitMirrors(void)
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{
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short startwall, endwall;
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int i, j, s;
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bool Found_Cam = false;
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// Set all the mirror struct values to -1
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memset(mirror, 0xFF, sizeof(mirror));
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mirrorinview = false; // Initially set global mirror flag
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// to no mirrors seen
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// Scan wall tags for mirrors
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mirrorcnt = 0;
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tileDelete(MIRROR);
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oscilationclock = I_GetBuildTime();
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for (i = 0; i < MAXMIRRORS; i++)
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{
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tileDelete(i + MIRRORLABEL);
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mirror[i].campic = -1;
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mirror[i].camspriteActor = nullptr;
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mirror[i].cameraActor = nullptr;
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mirror[i].ismagic = false;
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}
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for(auto& wal : wall)
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{
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if (wal.twoSided() && (wal.overpicnum == MIRROR) && (wal.cstat & CSTAT_WALL_1WAY))
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{
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auto sec = wal.nextSector();
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if ((sec->floorstat & CSTAT_SECTOR_SKY) == 0)
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{
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if (mirrorcnt >= MAXMIRRORS)
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{
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Printf("MAXMIRRORS reached! Skipping mirror wall\n");
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wal.overpicnum = sec->ceilingpicnum;
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continue;
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}
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wal.overpicnum = MIRRORLABEL + mirrorcnt;
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wal.picnum = MIRRORLABEL + mirrorcnt;
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sec->ceilingpicnum = MIRRORLABEL + mirrorcnt;
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sec->floorpicnum = MIRRORLABEL + mirrorcnt;
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sec->floorstat |= CSTAT_SECTOR_SKY;
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mirror[mirrorcnt].mirrorWall = &wal;
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mirror[mirrorcnt].mirrorSector = sec;
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mirror[mirrorcnt].numspawnspots = 0;
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mirror[mirrorcnt].ismagic = false;
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do if (wal.lotag == TAG_WALL_MAGIC_MIRROR)
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{
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int ii;
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Found_Cam = false;
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SWStatIterator it(STAT_ST1);
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while (auto itActor = it.Next())
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{
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// if correct type and matches
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if (itActor->spr.hitag == MIRROR_CAM && itActor->spr.lotag == wal.hitag)
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{
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mirror[mirrorcnt].cameraActor = itActor;
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// Set up camera variables
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SP_TAG5(itActor) = itActor->int_ang(); // Set current angle to
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// sprite angle
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Found_Cam = true;
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}
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}
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it.Reset(STAT_SPAWN_SPOT);
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while (auto itActor = it.Next())
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{
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// if correct type and matches
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if (itActor->spr.hitag == MIRROR_CAM && itActor->spr.lotag == wal.hitag)
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{
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mirror[mirrorcnt].cameraActor = itActor;
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// Set up camera variables
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SP_TAG5(itActor) = itActor->int_ang(); // Set current angle to
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// sprite angle
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Found_Cam = true;
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}
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}
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if (!Found_Cam)
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{
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Printf("Cound not find the camera view sprite for match %d\n", wal.hitag);
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Printf("Map Coordinates: x = %d, y = %d\n", wal.wall_int_pos().X, wal.wall_int_pos().Y);
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break;
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}
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mirror[mirrorcnt].ismagic = true;
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Found_Cam = false;
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if (TEST_BOOL1(mirror[mirrorcnt].cameraActor))
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{
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it.Reset(STAT_DEFAULT);
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while (auto itActor = it.Next())
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{
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if (itActor->spr.picnum >= CAMSPRITE && itActor->spr.picnum < CAMSPRITE + 8 &&
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itActor->spr.hitag == wal.hitag)
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{
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mirror[mirrorcnt].campic = itActor->spr.picnum;
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mirror[mirrorcnt].camspriteActor = itActor;
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// JBF: commenting out this line results in the screen in $BULLET being visible
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tileDelete(mirror[mirrorcnt].campic);
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Found_Cam = true;
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}
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}
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if (!Found_Cam)
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{
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Printf("Did not find drawtotile for camera number %d\n", mirrorcnt);
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Printf("wall(%d).hitag == %d\n", wallnum(&wal), wal.hitag);
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Printf("Map Coordinates: x = %d, y = %d\n", wal.wall_int_pos().X, wal.wall_int_pos().Y);
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RESET_BOOL1(mirror[mirrorcnt].cameraActor);
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}
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}
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// For magic mirrors, set allowable viewing time to 30
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// secs
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// Base rate is supposed to be 120, but time is double
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// what I expect
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mirror[mirrorcnt].maxtics = 60 * 30;
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}
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while (0);
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mirror[mirrorcnt].mstate = m_normal;
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// Set tics used to none
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mirror[mirrorcnt].tics = 0;
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mirrorcnt++;
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}
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else
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wal.overpicnum = sec->ceilingpicnum;
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}
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}
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// Invalidate textures in sector behind mirror
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for (i = 0; i < mirrorcnt; i++)
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{
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for (auto& wal : wallsofsector(mirror[i].mirrorSector))
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{
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wal.picnum = MIRROR;
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wal.overpicnum = MIRROR;
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}
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}
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} // InitMirrors
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/////////////////////////////////////////////////////
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// Draw a 3d screen to a specific tile
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/////////////////////////////////////////////////////
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void drawroomstotile(int daposx, int daposy, int daposz,
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DAngle ang, fixedhoriz horiz, sectortype* dacursect, short tilenume, double smoothratio)
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{
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auto canvas = tileGetCanvas(tilenume);
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if (!canvas) return;
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screen->RenderTextureView(canvas, [=](IntRect& rect)
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{
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render_camtex(nullptr, { daposx, daposy, daposz }, dacursect, ang, horiz, nullAngle, tileGetTexture(tilenume), rect, smoothratio);
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});
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}
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void
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JS_ProcessEchoSpot()
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{
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int j,dist;
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PLAYER* pp = Player+screenpeek;
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int16_t reverb;
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bool reverb_set = false;
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// Process echo sprites
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SWStatIterator it(STAT_ECHO);
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while (auto actor = it.Next())
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{
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dist = 0x7fffffff;
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j = abs(actor->int_pos().X - pp->int_ppos().X);
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j += abs(actor->int_pos().Y - pp->int_ppos().Y);
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if (j < dist)
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dist = j;
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if (dist <= SP_TAG4(actor)) // tag4 = ang
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{
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reverb = SP_TAG2(actor);
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if (reverb > 200) reverb = 200;
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if (reverb < 100) reverb = 100;
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COVER_SetReverb(reverb);
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reverb_set = true;
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}
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}
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if (!(pp->Flags & PF_DIVING) && !reverb_set && pp->Reverb <= 0)
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COVER_SetReverb(0);
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}
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/////////////////////////////////////////////////////
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// Draw one mirror, the one closest to player
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// Cams and see to teleporters do NOT support room above room!
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/////////////////////////////////////////////////////
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#define MAXCAMDIST 8000
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int camloopcnt = 0; // Timer to cycle through player
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int lastcamclock;
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// views
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short camplayerview = 1; // Don't show yourself!
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// Hack job alert!
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// Mirrors and cameras are maintained in the same data structure, but for hardware rendering they cannot be interleaved.
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// So this function replicates JS_DrawMirrors to only process the camera textures but not change any global state.
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void JS_DrawCameras(PLAYER* pp, int tx, int ty, int tz, double smoothratio)
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{
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int j, cnt;
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int dist;
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int tposx, tposy; // Camera
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int* longptr;
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bool bIsWallMirror = false;
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int camclock = I_GetBuildTime();
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camloopcnt += camclock - lastcamclock;
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if (camloopcnt > (60 * 5)) // 5 seconds per player view
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{
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camloopcnt = 0;
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camplayerview++;
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if (camplayerview >= numplayers)
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camplayerview = 1;
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}
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lastcamclock = camclock;
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{
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uint32_t oscilation_delta = camclock - oscilationclock;
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oscilation_delta -= oscilation_delta % 4;
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oscilationclock += oscilation_delta;
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oscilation_delta *= 2;
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for (cnt = MAXMIRRORS - 1; cnt >= 0; cnt--)
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{
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if (!mirror[cnt].ismagic) continue; // these are definitely not camera textures.
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if (testgotpic(cnt + MIRRORLABEL) || ((unsigned)mirror[cnt].campic < MAXTILES && testgotpic(mirror[cnt].campic)))
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{
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// Do not change any global state here!
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bIsWallMirror = testgotpic(cnt + MIRRORLABEL);
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dist = 0x7fffffff;
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if (bIsWallMirror)
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{
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j = abs(mirror[cnt].mirrorWall->wall_int_pos().X - tx);
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j += abs(mirror[cnt].mirrorWall->wall_int_pos().Y - ty);
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if (j < dist)
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dist = j;
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}
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else
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{
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DSWActor* camactor = mirror[cnt].camspriteActor;
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j = abs(camactor->int_pos().X - tx);
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j += abs(camactor->int_pos().Y - ty);
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if (j < dist)
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dist = j;
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}
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short w;
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int dx, dy, dz, tdx, tdy, tdz, midx, midy;
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DSWActor *camactor = mirror[cnt].cameraActor;
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assert(camactor);
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// Calculate the angle of the mirror wall
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auto wal = mirror[cnt].mirrorWall;
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// Get wall midpoint for offset in mirror view
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midx = (wal->wall_int_pos().X + wal->point2Wall()->wall_int_pos().X) / 2;
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midy = (wal->wall_int_pos().Y + wal->point2Wall()->wall_int_pos().Y) / 2;
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// Finish finding offsets
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tdx = abs(midx - tx);
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tdy = abs(midy - ty);
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if (midx >= tx)
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dx = camactor->int_pos().X - tdx;
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else
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dx = camactor->int_pos().X + tdx;
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if (midy >= ty)
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dy = camactor->int_pos().Y - tdy;
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else
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dy = camactor->int_pos().Y + tdy;
|
|
|
|
tdz = abs(tz - camactor->int_pos().Z);
|
|
if (tz >= camactor->int_pos().Z)
|
|
dz = camactor->int_pos().Z + tdz;
|
|
else
|
|
dz = camactor->int_pos().Z - tdz;
|
|
|
|
|
|
// Is it a TV cam or a teleporter that shows destination?
|
|
// true = It's a TV cam
|
|
mirror[cnt].mstate = m_normal;
|
|
if (TEST_BOOL1(camactor))
|
|
mirror[cnt].mstate = m_viewon;
|
|
|
|
// Show teleport destination
|
|
// NOTE: Adding true lets you draw a room, even if
|
|
// you are outside of it!
|
|
if (mirror[cnt].mstate == m_viewon)
|
|
{
|
|
bool DoCam = false;
|
|
|
|
if (mirror[cnt].campic == -1)
|
|
{
|
|
Printf("Missing campic for mirror %d\n",cnt);
|
|
Printf("Map Coordinates: x = %d, y = %d\n",midx,midy);
|
|
return;
|
|
}
|
|
|
|
// BOOL2 = Oscilate camera
|
|
if (TEST_BOOL2(camactor) && MoveSkip2 == 0)
|
|
{
|
|
if (TEST_BOOL3(camactor)) // If true add increment to
|
|
// angle else subtract
|
|
{
|
|
// Store current angle in TAG5
|
|
SP_TAG5(camactor) = NORM_ANGLE((SP_TAG5(camactor) + oscilation_delta));
|
|
|
|
// TAG6 = Turn radius
|
|
if (abs(getincangle(camactor->int_ang(), SP_TAG5(camactor))) >= SP_TAG6(camactor))
|
|
{
|
|
SP_TAG5(camactor) = NORM_ANGLE((SP_TAG5(camactor) - oscilation_delta));
|
|
RESET_BOOL3(camactor); // Reverse turn
|
|
// direction.
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Store current angle in TAG5
|
|
SP_TAG5(camactor) = NORM_ANGLE((SP_TAG5(camactor) - oscilation_delta));
|
|
|
|
// TAG6 = Turn radius
|
|
if (abs(getincangle(camactor->int_ang(), SP_TAG5(camactor))) >= SP_TAG6(camactor))
|
|
{
|
|
SP_TAG5(camactor) = NORM_ANGLE((SP_TAG5(camactor) + oscilation_delta));
|
|
SET_BOOL3(camactor); // Reverse turn
|
|
// direction.
|
|
}
|
|
}
|
|
}
|
|
else if (!TEST_BOOL2(camactor))
|
|
{
|
|
SP_TAG5(camactor) = camactor->int_ang(); // Copy sprite angle to
|
|
// tag5
|
|
}
|
|
|
|
// Set the horizon value.
|
|
auto camhoriz = q16horiz(clamp(IntToFixed(SP_TAG7(camactor) - 100), gi->playerHorizMin(), gi->playerHorizMax()));
|
|
|
|
// If player is dead still then update at MoveSkip4
|
|
// rate.
|
|
if (pp->pos.X == pp->opos.X && pp->pos.Y == pp->opos.Y && pp->pos.Z == pp->opos.Z)
|
|
DoCam = true;
|
|
|
|
|
|
// Set up the tile for drawing
|
|
TileFiles.MakeCanvas(mirror[cnt].campic, 128, 128);
|
|
|
|
{
|
|
if (dist < MAXCAMDIST)
|
|
{
|
|
PLAYER* cp = Player + camplayerview;
|
|
|
|
if (TEST_BOOL11(camactor) && numplayers > 1)
|
|
{
|
|
drawroomstotile(cp->int_ppos().X, cp->int_ppos().Y, cp->int_ppos().Z, cp->angle.ang, cp->horizon.horiz, cp->cursector, mirror[cnt].campic, smoothratio);
|
|
}
|
|
else
|
|
{
|
|
drawroomstotile(camactor->int_pos().X, camactor->int_pos().Y, camactor->int_pos().Z, DAngle::fromBuild(SP_TAG5(camactor)), camhoriz, camactor->sector(), mirror[cnt].campic, smoothratio);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// Workaround until the camera code can be refactored to process all camera textures that were visible last frame.
|
|
// Need to stash the parameters for later use. This is only used to find the nearest camera.
|
|
static PLAYER* cam_pp;
|
|
static int cam_tx, cam_ty, cam_tz;
|
|
static int oldstat;
|
|
|
|
void JS_CameraParms(PLAYER* pp, int tx, int ty, int tz)
|
|
{
|
|
cam_pp = pp;
|
|
cam_tx = tx;
|
|
cam_ty = ty;
|
|
cam_tz = tz;
|
|
}
|
|
|
|
void GameInterface::UpdateCameras(double smoothratio)
|
|
{
|
|
JS_DrawCameras(cam_pp, cam_tx, cam_ty, cam_tz, smoothratio);
|
|
}
|
|
|
|
void GameInterface::EnterPortal(DCoreActor* viewer, int type)
|
|
{
|
|
if (type == PORTAL_WALL_MIRROR) display_mirror++;
|
|
}
|
|
|
|
void GameInterface::LeavePortal(DCoreActor* viewer, int type)
|
|
{
|
|
if (type == PORTAL_WALL_MIRROR) display_mirror--;
|
|
}
|
|
|
|
|
|
void DoAutoSize(tspritetype* tspr)
|
|
{
|
|
if (!bAutoSize)
|
|
return;
|
|
|
|
switch (tspr->picnum)
|
|
{
|
|
case ICON_STAR: // 1793
|
|
break;
|
|
case ICON_UZI: // 1797
|
|
tspr->xrepeat = 43;
|
|
tspr->yrepeat = 40;
|
|
break;
|
|
case ICON_UZIFLOOR: // 1807
|
|
tspr->xrepeat = 43;
|
|
tspr->yrepeat = 40;
|
|
break;
|
|
case ICON_LG_UZI_AMMO: // 1799
|
|
break;
|
|
case ICON_HEART: // 1824
|
|
break;
|
|
case ICON_HEART_LG_AMMO: // 1820
|
|
break;
|
|
case ICON_GUARD_HEAD: // 1814
|
|
break;
|
|
case ICON_FIREBALL_LG_AMMO: // 3035
|
|
break;
|
|
case ICON_ROCKET: // 1843
|
|
break;
|
|
case ICON_SHOTGUN: // 1794
|
|
tspr->xrepeat = 57;
|
|
tspr->yrepeat = 58;
|
|
break;
|
|
case ICON_LG_ROCKET: // 1796
|
|
break;
|
|
case ICON_LG_SHOTSHELL: // 1823
|
|
break;
|
|
case ICON_MICRO_GUN: // 1818
|
|
break;
|
|
case ICON_MICRO_BATTERY: // 1800
|
|
break;
|
|
case ICON_GRENADE_LAUNCHER: // 1817
|
|
tspr->xrepeat = 54;
|
|
tspr->yrepeat = 52;
|
|
break;
|
|
case ICON_LG_GRENADE: // 1831
|
|
break;
|
|
case ICON_LG_MINE: // 1842
|
|
break;
|
|
case ICON_RAIL_GUN: // 1811
|
|
tspr->xrepeat = 50;
|
|
tspr->yrepeat = 54;
|
|
break;
|
|
case ICON_RAIL_AMMO: // 1812
|
|
break;
|
|
case ICON_SM_MEDKIT: // 1802
|
|
break;
|
|
case ICON_MEDKIT: // 1803
|
|
break;
|
|
case ICON_CHEMBOMB:
|
|
tspr->xrepeat = 64;
|
|
tspr->yrepeat = 47;
|
|
break;
|
|
case ICON_FLASHBOMB:
|
|
tspr->xrepeat = 32;
|
|
tspr->yrepeat = 34;
|
|
break;
|
|
case ICON_NUKE:
|
|
break;
|
|
case ICON_CALTROPS:
|
|
tspr->xrepeat = 37;
|
|
tspr->yrepeat = 30;
|
|
break;
|
|
case ICON_BOOSTER: // 1810
|
|
tspr->xrepeat = 30;
|
|
tspr->yrepeat = 38;
|
|
break;
|
|
case ICON_HEAT_CARD: // 1819
|
|
tspr->xrepeat = 46;
|
|
tspr->yrepeat = 47;
|
|
break;
|
|
case ICON_REPAIR_KIT: // 1813
|
|
break;
|
|
case ICON_EXPLOSIVE_BOX: // 1801
|
|
break;
|
|
case ICON_ENVIRON_SUIT: // 1837
|
|
break;
|
|
case ICON_FLY: // 1782
|
|
break;
|
|
case ICON_CLOAK: // 1826
|
|
break;
|
|
case ICON_NIGHT_VISION: // 3031
|
|
tspr->xrepeat = 59;
|
|
tspr->yrepeat = 71;
|
|
break;
|
|
case ICON_NAPALM: // 3046
|
|
break;
|
|
case ICON_RING: // 3050
|
|
break;
|
|
case ICON_RINGAMMO: // 3054
|
|
break;
|
|
case ICON_NAPALMAMMO: // 3058
|
|
break;
|
|
case ICON_GRENADE: // 3059
|
|
break;
|
|
case ICON_ARMOR: // 3030
|
|
tspr->xrepeat = 82;
|
|
tspr->yrepeat = 84;
|
|
break;
|
|
case BLUE_KEY: // 1766
|
|
break;
|
|
case RED_KEY: // 1770
|
|
break;
|
|
case GREEN_KEY: // 1774
|
|
break;
|
|
case YELLOW_KEY: // 1778
|
|
break;
|
|
case BLUE_CARD:
|
|
case RED_CARD:
|
|
case GREEN_CARD:
|
|
case YELLOW_CARD:
|
|
tspr->xrepeat = 36;
|
|
tspr->yrepeat = 33;
|
|
break;
|
|
case GOLD_SKELKEY:
|
|
case SILVER_SKELKEY:
|
|
case BRONZE_SKELKEY:
|
|
case RED_SKELKEY:
|
|
tspr->xrepeat = 39;
|
|
tspr->yrepeat = 45;
|
|
break;
|
|
case SKEL_LOCKED:
|
|
case SKEL_UNLOCKED:
|
|
tspr->xrepeat = 47;
|
|
tspr->yrepeat = 40;
|
|
break;
|
|
case RAMCARD_LOCKED:
|
|
case RAMCARD_UNLOCKED:
|
|
case CARD_LOCKED:
|
|
case CARD_UNLOCKED:
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
|
|
// Rotation angles for sprites
|
|
short rotang = 0;
|
|
|
|
void JAnalyzeSprites(tspritetype* tspr)
|
|
{
|
|
rotang += 4;
|
|
if (rotang > 2047)
|
|
rotang = 0;
|
|
|
|
|
|
// Take care of autosizing
|
|
DoAutoSize(tspr);
|
|
|
|
if (md_tilehasmodel(tspr->picnum, 0) >= 0 && hw_models) return;
|
|
|
|
// Check for voxels
|
|
//if (bVoxelsOn)
|
|
if (r_voxels)
|
|
{
|
|
if (aVoxelArray[tspr->picnum].Voxel >= 0 && !(tspr->ownerActor->sprext.renderflags & SPREXT_NOTMD))
|
|
{
|
|
// Turn on voxels
|
|
tspr->picnum = aVoxelArray[tspr->picnum].Voxel; // Get the voxel number
|
|
tspr->cstat |= CSTAT_SPRITE_ALIGNMENT_SLAB; // Set stat to voxelize sprite
|
|
}
|
|
}
|
|
else
|
|
{
|
|
switch (tspr->picnum)
|
|
{
|
|
case 764: // Gun barrel
|
|
|
|
if (!r_voxels || (tspr->ownerActor->sprext.renderflags & SPREXT_NOTMD))
|
|
{
|
|
tspr->cstat |= CSTAT_SPRITE_ALIGNMENT_WALL;
|
|
break;
|
|
}
|
|
|
|
if (aVoxelArray[tspr->picnum].Voxel >= 0)
|
|
{
|
|
// Turn on voxels
|
|
tspr->picnum = aVoxelArray[tspr->picnum].Voxel; // Get the voxel number
|
|
tspr->cstat |= CSTAT_SPRITE_ALIGNMENT_SLAB; // Set stat to voxelize sprite
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////////////////////////////////
|
|
|
|
void UnlockKeyLock(short key_num, DSWActor* hitActor)
|
|
{
|
|
int color = 0;
|
|
|
|
// Get palette by looking at key number
|
|
switch (key_num - 1)
|
|
{
|
|
case 0: // RED_KEY
|
|
color = PALETTE_PLAYER9;
|
|
break;
|
|
case 1: // BLUE_KEY
|
|
color = PALETTE_PLAYER7;
|
|
break;
|
|
case 2: // GREEN_KEY
|
|
color = PALETTE_PLAYER6;
|
|
break;
|
|
case 3: // YELLOW_KEY
|
|
color = PALETTE_PLAYER4;
|
|
break;
|
|
case 4: // SILVER_SKELKEY
|
|
color = PALETTE_PLAYER4;
|
|
break;
|
|
case 5: // GOLD_SKELKEY
|
|
color = PALETTE_PLAYER1;
|
|
break;
|
|
case 6: // BRONZE_SKELKEY
|
|
color = PALETTE_PLAYER8;
|
|
break;
|
|
case 7: // RED_SKELKEY
|
|
color = PALETTE_PLAYER9;
|
|
break;
|
|
}
|
|
|
|
SWStatIterator it(STAT_DEFAULT);
|
|
while (auto itActor = it.Next())
|
|
{
|
|
switch (itActor->spr.picnum)
|
|
{
|
|
case SKEL_LOCKED:
|
|
if (itActor->spr.pal == color)
|
|
{
|
|
PlaySound(DIGI_UNLOCK, itActor, v3df_doppler | v3df_dontpan);
|
|
if (itActor == hitActor)
|
|
itActor->spr.picnum = SKEL_UNLOCKED;
|
|
}
|
|
break;
|
|
case RAMCARD_LOCKED:
|
|
if (itActor->spr.pal == color)
|
|
{
|
|
PlaySound(DIGI_CARDUNLOCK, itActor, v3df_doppler | v3df_dontpan);
|
|
itActor->spr.picnum = RAMCARD_UNLOCKED;
|
|
}
|
|
break;
|
|
case CARD_LOCKED:
|
|
if (itActor->spr.pal == color)
|
|
{
|
|
PlaySound(DIGI_RAMUNLOCK, itActor, v3df_doppler | v3df_dontpan);
|
|
if (itActor == hitActor)
|
|
itActor->spr.picnum = CARD_UNLOCKED;
|
|
else
|
|
itActor->spr.picnum = CARD_UNLOCKED+1;
|
|
}
|
|
break;
|
|
}
|
|
|
|
}
|
|
}
|
|
END_SW_NS
|