raze/source/games/duke/src/animatesprites_d.cpp

762 lines
17 KiB
C++

//-------------------------------------------------------------------------
/*
Copyright (C) 1996, 2003 - 3D Realms Entertainment
Copyright (C) 2000, 2003 - Matt Saettler (EDuke Enhancements)
Copyright (C) 2020 - Christoph Oelckers
This file is part of Enhanced Duke Nukem 3D version 1.5 - Atomic Edition
Duke Nukem 3D 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
Original Source: 1996 - Todd Replogle
Prepared for public release: 03/21/2003 - Charlie Wiederhold, 3D Realms
EDuke enhancements integrated: 04/13/2003 - Matt Saettler
Note: EDuke source was in transition. Changes are in-progress in the
source as it is released.
*/
//-------------------------------------------------------------------------
#include "ns.h"
#include "global.h"
#include "prediction.h"
#include "names_d.h"
#include "dukeactor.h"
#include "gamefuncs.h"
EXTERN_CVAR(Bool, wt_commentary)
BEGIN_DUKE_NS
void animatesprites_d(spritetype* tsprite, int& spritesortcnt, int x, int y, int a, int smoothratio)
{
int i, j, k, p;
int l, t1, t3, t4;
spritetype* s;
tspritetype* t;
DDukeActor* h;
for (j = 0; j < spritesortcnt; j++)
{
t = &tsprite[j];
i = t->owner;
h = &hittype[i];
s = h->s;
switch (t->picnum)
{
case DEVELOPERCOMMENTARY:
case DEVELOPERCOMMENTARY + 1:
if (isWorldTour() && !wt_commentary)
t->xrepeat = t->yrepeat = 0;
break;
case BLOODPOOL:
case PUKE:
case FOOTPRINTS:
case FOOTPRINTS2:
case FOOTPRINTS3:
case FOOTPRINTS4:
if (t->shade == 127) continue;
break;
case RESPAWNMARKERRED:
case RESPAWNMARKERYELLOW:
case RESPAWNMARKERGREEN:
if (ud.marker == 0)
t->xrepeat = t->yrepeat = 0;
continue;
case CHAIR3:
if (hw_models && md_tilehasmodel(t->picnum, t->pal) >= 0)
{
t->cstat &= ~4;
break;
}
k = (((t->ang + 3072 + 128 - a) & 2047) >> 8) & 7;
if (k > 4)
{
k = 8 - k;
t->cstat |= 4;
}
else t->cstat &= ~4;
t->picnum = s->picnum + k;
break;
case BLOODSPLAT1:
case BLOODSPLAT2:
case BLOODSPLAT3:
case BLOODSPLAT4:
if (t->pal == 6)
{
t->shade = -127;
continue;
}
[[fallthrough]];
case BULLETHOLE:
case CRACK1:
case CRACK2:
case CRACK3:
case CRACK4:
t->shade = 16;
continue;
case NEON1:
case NEON2:
case NEON3:
case NEON4:
case NEON5:
case NEON6:
continue;
case GREENSLIME:
case GREENSLIME + 1:
case GREENSLIME + 2:
case GREENSLIME + 3:
case GREENSLIME + 4:
case GREENSLIME + 5:
case GREENSLIME + 6:
case GREENSLIME + 7:
break;
default:
if (((t->cstat & 16)) || (badguy(t) && t->extra > 0) || t->statnum == 10)
continue;
}
if (t->sector()->ceilingstat & 1)
l = t->sector()->ceilingshade;
else
l = t->sector()->floorshade;
if (l < -127) l = -127;
if (l > 128) l = 127;
t->shade = l;
}
//Between drawrooms() and drawmasks() is the perfect time to animate sprites
for (j = 0; j < spritesortcnt; j++)
{
t = &tsprite[j];
i = t->owner;
h = &hittype[i];
s = h->s;
auto OwnerAc = h->GetOwner();
auto Owner = OwnerAc ? OwnerAc->s : nullptr;
switch (s->picnum)
{
case SECTOREFFECTOR:
if (t->lotag == 27 && ud.recstat == 1)
{
t->picnum = 11 + ((PlayClock >> 3) & 1);
t->cstat |= 128;
}
else
t->xrepeat = t->yrepeat = 0;
break;
case NATURALLIGHTNING:
t->shade = -127;
break;
default:
break;
}
if (t->statnum == 99) continue;
if (s->statnum != STAT_ACTOR && s->picnum == APLAYER && ps[s->yvel].newOwner == nullptr && h->GetOwner())
{
t->x -= MulScale(MaxSmoothRatio - smoothratio, ps[s->yvel].pos.x - ps[s->yvel].oposx, 16);
t->y -= MulScale(MaxSmoothRatio - smoothratio, ps[s->yvel].pos.y - ps[s->yvel].oposy, 16);
t->z = interpolatedvalue(ps[s->yvel].oposz, ps[s->yvel].pos.z, smoothratio);
t->z += PHEIGHT_DUKE;
}
else if (s->picnum != CRANEPOLE)
{
t->pos = s->interpolatedvec3(smoothratio);
}
auto sectp = s->sector();
t1 = h->temp_data[1];
t3 = h->temp_data[3];
t4 = h->temp_data[4];
switch (s->picnum)
{
case DUKELYINGDEAD:
t->z += (24 << 8);
break;
case BLOODPOOL:
case FOOTPRINTS:
case FOOTPRINTS2:
case FOOTPRINTS3:
case FOOTPRINTS4:
if (t->pal == 6)
t->shade = -127;
case PUKE:
case MONEY:
case MONEY + 1:
case MAIL:
case MAIL + 1:
case PAPER:
case PAPER + 1:
break;
case TRIPBOMB:
continue;
case FORCESPHERE:
if (t->statnum == STAT_MISC && Owner)
{
int sqa =
getangle(
Owner->x - ps[screenpeek].pos.x,
Owner->y - ps[screenpeek].pos.y);
int sqb =
getangle(
Owner->x - t->x,
Owner->y - t->y);
if (abs(getincangle(sqa, sqb)) > 512)
if (ldist(Owner, t) < ldist(ps[screenpeek].GetActor()->s, Owner))
t->xrepeat = t->yrepeat = 0;
}
continue;
case BURNING:
case BURNING2:
if (Owner && Owner->statnum == STAT_PLAYER)
{
if (display_mirror == 0 && Owner->yvel == screenpeek && ps[screenpeek].over_shoulder_on == 0)
t->xrepeat = 0;
else
{
t->ang = getangle(x - t->x, y - t->y);
t->x = Owner->x;
t->y = Owner->y;
t->x += bcos(t->ang, -10);
t->y += bsin(t->ang, -10);
}
}
break;
case ATOMICHEALTH:
t->z -= (4 << 8);
break;
case CRYSTALAMMO:
t->shade = bsin(PlayClock << 4, -10);
continue;
case VIEWSCREEN:
case VIEWSCREEN2:
if (camsprite != nullptr && h->GetHitOwner()->temp_data[0] == 1)
{
t->picnum = STATIC;
t->cstat |= (rand() & 12);
t->xrepeat += 8;
t->yrepeat += 8;
}
else if (camsprite == h->GetHitOwner())
{
t->picnum = TILE_VIEWSCR;
}
break;
case SHRINKSPARK:
t->picnum = SHRINKSPARK + ((PlayClock >> 4) & 3);
break;
case GROWSPARK:
t->picnum = GROWSPARK + ((PlayClock >> 4) & 3);
break;
case RPG:
if (hw_models && md_tilehasmodel(s->picnum, s->pal) >= 0)
{
t->cstat &= ~4;
break;
}
k = getangle(s->x - x, s->y - y);
k = (((s->ang + 3072 + 128 - k) & 2047) / 170);
if (k > 6)
{
k = 12 - k;
t->cstat |= 4;
}
else t->cstat &= ~4;
t->picnum = RPG + k;
break;
case RECON:
if (hw_models && md_tilehasmodel(s->picnum, s->pal) >= 0)
{
t->cstat &= ~4;
break;
}
k = getangle(s->x - x, s->y - y);
if (h->temp_data[0] < 4)
k = (((s->ang + 3072 + 128 - k) & 2047) / 170);
else k = (((s->ang + 3072 + 128 - k) & 2047) / 170);
if (k > 6)
{
k = 12 - k;
t->cstat |= 4;
}
else t->cstat &= ~4;
if (abs(t3) > 64) k += 7;
t->picnum = RECON + k;
break;
case APLAYER:
p = s->yvel;
if (t->pal == 1) t->z -= (18 << 8);
if (ps[p].over_shoulder_on > 0 && ps[p].newOwner == nullptr)
{
t->cstat |= 2;
if (screenpeek == myconnectindex && numplayers >= 2)
{
t->x = interpolatedvalue(omyx, myx, smoothratio);
t->y = interpolatedvalue(omyy, myy, smoothratio);
t->z = interpolatedvalue(omyz, myz, smoothratio) + PHEIGHT_DUKE;
t->ang = interpolatedangle(omyang, myang, smoothratio).asbuild();
t->sectnum = mycursectnum;
}
}
if ((display_mirror == 1 || screenpeek != p || !h->GetOwner()) && ud.multimode > 1 && cl_showweapon && ps[p].GetActor()->s->extra > 0 && ps[p].curr_weapon > 0)
{
auto newtspr = &tsprite[spritesortcnt];
memcpy(newtspr, t, sizeof(spritetype));
newtspr->statnum = 99;
newtspr->yrepeat = (t->yrepeat >> 3);
if (t->yrepeat < 4) t->yrepeat = 4;
newtspr->shade = t->shade;
newtspr->cstat = 0;
switch (ps[p].curr_weapon)
{
case PISTOL_WEAPON: newtspr->picnum = FIRSTGUNSPRITE; break;
case SHOTGUN_WEAPON: newtspr->picnum = SHOTGUNSPRITE; break;
case CHAINGUN_WEAPON: newtspr->picnum = CHAINGUNSPRITE; break;
case RPG_WEAPON: newtspr->picnum = RPGSPRITE; break;
case HANDREMOTE_WEAPON:
case HANDBOMB_WEAPON: newtspr->picnum = HEAVYHBOMB; break;
case TRIPBOMB_WEAPON: newtspr->picnum = TRIPBOMBSPRITE; break;
case GROW_WEAPON: newtspr->picnum = GROWSPRITEICON; break;
case SHRINKER_WEAPON: newtspr->picnum = SHRINKERSPRITE; break;
case FREEZE_WEAPON: newtspr->picnum = FREEZESPRITE; break;
case FLAMETHROWER_WEAPON: //Twentieth Anniversary World Tour
if (isWorldTour())
newtspr->picnum = FLAMETHROWERSPRITE;
break;
case DEVISTATOR_WEAPON: newtspr->picnum = DEVISTATORSPRITE; break;
}
if (h->GetOwner())
newtspr->z = ps[p].pos.z - (12 << 8);
else newtspr->z = s->z - (51 << 8);
if (ps[p].curr_weapon == HANDBOMB_WEAPON)
{
newtspr->xrepeat = 10;
newtspr->yrepeat = 10;
}
else
{
newtspr->xrepeat = 16;
newtspr->yrepeat = 16;
}
newtspr->pal = 0;
spritesortcnt++;
}
if (!h->GetOwner())
{
if (hw_models && md_tilehasmodel(s->picnum, s->pal) >= 0)
{
k = 0;
t->cstat &= ~4;
}
else
{
k = (((s->ang + 3072 + 128 - a) & 2047) >> 8) & 7;
if (k > 4)
{
k = 8 - k;
t->cstat |= 4;
}
else t->cstat &= ~4;
}
if (t->sector()->lotag == 2) k += 1795 - 1405;
else if ((h->floorz - s->z) > (64 << 8)) k += 60;
t->picnum += k;
t->pal = ps[p].palookup;
goto PALONLY;
}
if (ps[p].on_crane == nullptr && (s->sector()->lotag & 0x7ff) != 1)
{
l = s->z - ps[p].GetActor()->floorz + (3 << 8);
if (l > 1024 && s->yrepeat > 32 && s->extra > 0)
s->yoffset = (int8_t)(l / (s->yrepeat << 2));
else s->yoffset = 0;
}
if (ps[p].newOwner != nullptr)
{
t4 = ScriptCode[gs.actorinfo[APLAYER].scriptaddress + 1];
t3 = 0;
t1 = ScriptCode[gs.actorinfo[APLAYER].scriptaddress + 2];
}
if (ud.cameraactor == nullptr && ps[p].newOwner == nullptr)
if (h->GetOwner() && display_mirror == 0 && ps[p].over_shoulder_on == 0)
if (ud.multimode < 2 || (ud.multimode > 1 && p == screenpeek))
{
t->owner = -1;
t->xrepeat = t->yrepeat = 0;
continue;
}
PALONLY:
if (sectp->floorpal)
copyfloorpal(t, sectp);
if (!h->GetOwner()) continue;
if (t->z > h->floorz && t->xrepeat < 32)
t->z = h->floorz;
break;
case JIBS1:
case JIBS2:
case JIBS3:
case JIBS4:
case JIBS5:
case JIBS6:
case HEADJIB1:
case LEGJIB1:
case ARMJIB1:
case LIZMANHEAD1:
case LIZMANARM1:
case LIZMANLEG1:
case DUKELEG:
case DUKEGUN:
case DUKETORSO:
if (t->pal == 6) t->shade = -120;
[[fallthrough]];
case SCRAP1:
case SCRAP2:
case SCRAP3:
case SCRAP4:
case SCRAP5:
case SCRAP6:
case SCRAP6 + 1:
case SCRAP6 + 2:
case SCRAP6 + 3:
case SCRAP6 + 4:
case SCRAP6 + 5:
case SCRAP6 + 6:
case SCRAP6 + 7:
if (h->picnum == BLIMP && t->picnum == SCRAP1 && s->yvel >= 0)
t->picnum = s->yvel;
else t->picnum += h->temp_data[0];
t->shade -= 6;
if (sectp->floorpal)
copyfloorpal(t, sectp);
break;
case WATERBUBBLE:
if (t->sector()->floorpicnum == FLOORSLIME)
{
t->pal = 7;
break;
}
[[fallthrough]];
default:
if (sectp->floorpal)
copyfloorpal(t, sectp);
break;
}
if (gs.actorinfo[s->picnum].scriptaddress)
{
if (t4)
{
l = ScriptCode[t4 + 2];
if (hw_models && md_tilehasmodel(s->picnum, s->pal) >= 0)
{
k = 0;
t->cstat &= ~4;
}
else switch (l)
{
case 2:
k = (((s->ang + 3072 + 128 - a) & 2047) >> 8) & 1;
break;
case 3:
case 4:
k = (((s->ang + 3072 + 128 - a) & 2047) >> 7) & 7;
if (k > 3)
{
t->cstat |= 4;
k = 7 - k;
}
else t->cstat &= ~4;
break;
case 5:
k = getangle(s->x - x, s->y - y);
k = (((s->ang + 3072 + 128 - k) & 2047) >> 8) & 7;
if (k > 4)
{
k = 8 - k;
t->cstat |= 4;
}
else t->cstat &= ~4;
break;
case 7:
k = getangle(s->x - x, s->y - y);
k = (((s->ang + 3072 + 128 - k) & 2047) / 170);
if (k > 6)
{
k = 12 - k;
t->cstat |= 4;
}
else t->cstat &= ~4;
break;
case 8:
k = (((s->ang + 3072 + 128 - a) & 2047) >> 8) & 7;
t->cstat &= ~4;
break;
default:
k = 0;
break;
}
t->picnum += k + ScriptCode[t4] + l * t3;
if (l > 0)
while (!tileGetTexture(t->picnum)->isValid() && t->picnum > 0)
t->picnum -= l; //Hack, for actors
if (h->dispicnum >= 0)
h->dispicnum = t->picnum;
}
else if (display_mirror == 1)
t->cstat |= 4;
}
if (s->statnum == STAT_DUMMYPLAYER || badguy(s) || (s->picnum == APLAYER && h->GetOwner()))
if (t->statnum != 99 && s->picnum != EXPLOSION2 && s->picnum != HANGLIGHT && s->picnum != DOMELITE)
if (s->picnum != HOTMEAT)
{
if (h->dispicnum < 0)
{
h->dispicnum++;
continue;
}
else if (r_shadows && spritesortcnt < (MAXSPRITESONSCREEN - 2))
{
int daz;
if ((sectp->lotag & 0xff) > 2 || s->statnum == 4 || s->statnum == 5 || s->picnum == DRONE || s->picnum == COMMANDER)
daz = sectp->floorz;
else
daz = h->floorz;
if ((s->z - daz) < (8 << 8) && ps[screenpeek].pos.z < daz)
{
auto shadowspr = &tsprite[spritesortcnt];
*shadowspr = *t;
shadowspr->statnum = 99;
shadowspr->yrepeat = (t->yrepeat >> 3);
if (t->yrepeat < 4) t->yrepeat = 4;
shadowspr->shade = 127;
shadowspr->cstat |= 2;
shadowspr->z = daz;
shadowspr->pal = 4;
if (hw_models && md_tilehasmodel(t->picnum, t->pal) >= 0)
{
shadowspr->yrepeat = 0;
// 512:trans reverse
//1024:tell MD2SPRITE.C to use Z-buffer hacks to hide overdraw issues
shadowspr->clipdist |= TSPR_FLAGS_MDHACK;
shadowspr->cstat |= 512;
}
else
{
// Alter the shadow's position so that it appears behind the sprite itself.
int look = getangle(shadowspr->x - ps[screenpeek].pos.x, shadowspr->y - ps[screenpeek].pos.y);
shadowspr->x += bcos(look, -9);
shadowspr->y += bsin(look, -9);
}
spritesortcnt++;
}
}
if (ps[screenpeek].heat_amount > 0 && ps[screenpeek].heat_on)
{
t->pal = 6;
t->shade = 0;
}
}
switch (s->picnum)
{
case LASERLINE:
if (!Owner) break;
if (t->sector()->lotag == 2) t->pal = 8;
t->z = Owner->z - (3 << 8);
if (gs.lasermode == 2 && ps[screenpeek].heat_on == 0)
t->yrepeat = 0;
[[fallthrough]];
case EXPLOSION2:
case EXPLOSION2BOT:
case FREEZEBLAST:
case ATOMICHEALTH:
case FIRELASER:
case SHRINKSPARK:
case GROWSPARK:
case CHAINGUN:
case SHRINKEREXPLOSION:
case RPG:
case FLOORFLAME:
if (t->picnum == EXPLOSION2)
{
ps[screenpeek].visibility = -127;
lastvisinc = PlayClock + 32;
}
t->shade = -127;
break;
case FIRE:
case FIRE2:
t->cstat |= 128;
[[fallthrough]];
case BURNING:
case BURNING2:
if (!Owner) break;
if (Owner->picnum != TREE1 && Owner->picnum != TREE2)
t->z = t->sector()->floorz;
t->shade = -127;
break;
case COOLEXPLOSION1:
t->shade = -127;
t->picnum += (s->shade >> 1);
break;
case PLAYERONWATER:
if (hw_models && md_tilehasmodel(s->picnum, s->pal) >= 0)
{
k = 0;
t->cstat &= ~4;
}
else
{
k = (((t->ang + 3072 + 128 - a) & 2047) >> 8) & 7;
if (k > 4)
{
k = 8 - k;
t->cstat |= 4;
}
else t->cstat &= ~4;
}
t->picnum = s->picnum + k + ((h->temp_data[0] < 4) * 5);
if (Owner) t->shade = Owner->shade;
break;
case WATERSPLASH2:
t->picnum = WATERSPLASH2 + t1;
break;
case REACTOR2:
t->picnum = s->picnum + h->temp_data[2];
break;
case SHELL:
t->picnum = s->picnum + (h->temp_data[0] & 1);
[[fallthrough]];
case SHOTGUNSHELL:
t->cstat |= 12;
if (h->temp_data[0] > 1) t->cstat &= ~4;
if (h->temp_data[0] > 2) t->cstat &= ~12;
break;
case FRAMEEFFECT1:
if (Owner && Owner->statnum < MAXSTATUS)
{
if (Owner->picnum == APLAYER)
if (ud.cameraactor == nullptr)
if (screenpeek == Owner->yvel && display_mirror == 0)
{
t->owner = -1;
break;
}
if ((Owner->cstat & 32768) == 0)
{
t->picnum = OwnerAc->dispicnum;
t->pal = Owner->pal;
t->shade = Owner->shade;
t->ang = Owner->ang;
t->cstat = 2 | Owner->cstat;
}
}
break;
case CAMERA1:
case RAT:
if (hw_models && md_tilehasmodel(s->picnum, s->pal) >= 0)
{
t->cstat &= ~4;
break;
}
k = (((t->ang + 3072 + 128 - a) & 2047) >> 8) & 7;
if (k > 4)
{
k = 8 - k;
t->cstat |= 4;
}
else t->cstat &= ~4;
t->picnum = s->picnum + k;
break;
}
h->dispicnum = t->picnum;
if (t->sector()->floorpicnum == MIRROR)
t->xrepeat = t->yrepeat = 0;
}
}
END_DUKE_NS