mirror of
https://github.com/DrBeef/Raze.git
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Using that higher precision, interpolate at a higher granularity. Further, truncate the target interpolation time to vertical blank boundaries to avoid producing temporal artifacts. Fix issues caused by interpolation calculations being handled differently in multiple places (and fix cases where smoothratios were being thrown away only to be redone without checking all proper conditions). Ensure ClockTicks changes do not break other targets (EKenBuild, VoidSW), but note any interpolation there is not similarly updated. git-svn-id: https://svn.eduke32.com/eduke32@8050 1a8010ca-5511-0410-912e-c29ae57300e0 # Conflicts: # source/build/src/build.cpp # source/build/src/sdlayer.cpp
2720 lines
75 KiB
C++
2720 lines
75 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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#define QUIET
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#include "build.h"
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#include "pragmas.h"
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#include "cache1d.h"
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#include "keys.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 "quake.h"
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#include "vis.h"
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#include "jsector.h"
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#include "mytypes.h"
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#include "control.h"
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#include "function.h"
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#include "network.h"
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#include "pal.h"
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#include "player.h"
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#include "jtags.h"
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#include "parent.h"
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#include "cache.h"
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#include "reserve.h"
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#include "text.h"
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#include "menus.h"
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#include "interp.h"
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#include "sector.h"
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#include "config.h"
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static int OverlapDraw = FALSE;
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extern SWBOOL QuitFlag, LocationInfo, ConPanel, SpriteInfo, PauseKeySet;
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extern SWBOOL Voxel;
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extern char buffer[];
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SWBOOL DrawScreen;
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extern short f_c;
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extern SWBOOL HelpInputMode;
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extern short HelpPage;
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extern short HelpPagePic[];
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extern ParentalStruct aVoxelArray[MAXTILES];
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extern SWBOOL RedrawScreen;
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SWBOOL RedrawCompass=FALSE;
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extern int Follow_posx,Follow_posy;
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int ConnectCopySprite(uspritetype const * tsp);
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void PreDrawStackedWater(void);
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void DrawCompass(PLAYERp pp);
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#if 1
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void
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ShadeSprite(uspritetype * tsp)
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{
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// set shade of sprite
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tsp->shade = sector[tsp->sectnum].floorshade - 25;
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if (tsp->shade > -3)
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tsp->shade = -3;
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if (tsp->shade < -30)
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tsp->shade = -30;
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}
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#else
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#endif
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short
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GetRotation(short tSpriteNum, int viewx, int viewy)
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{
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static short RotTable8[] = {0, 7, 6, 5, 4, 3, 2, 1};
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static short RotTable5[] = {0, 1, 2, 3, 4, 3, 2, 1};
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short rotation;
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extern short screenpeek;
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uspritetype * tsp = &tsprite[tSpriteNum];
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USERp tu = User[tsp->owner];
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PLAYERp pp = Player + screenpeek;
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short angle2;
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if (tu->RotNum == 0)
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return 0;
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// Get which of the 8 angles of the sprite to draw (0-7)
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// rotation ranges from 0-7
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angle2 = getangle(tsp->x - viewx, tsp->y - viewy);
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rotation = ((tsp->ang + 3072 + 128 - angle2) & 2047);
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rotation = (rotation >> 8) & 7;
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if (tu->RotNum == 5)
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{
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if (TEST(tu->Flags, SPR_XFLIP_TOGGLE))
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{
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if (rotation <= 4)
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{
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// leave rotation alone
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RESET(tsp->cstat, CSTAT_SPRITE_XFLIP);
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}
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else
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{
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rotation = (8 - rotation);
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SET(tsp->cstat, CSTAT_SPRITE_XFLIP); // clear x-flipping bit
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}
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}
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else
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{
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if (rotation > 3 || rotation == 0)
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{
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// leave rotation alone
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RESET(tsp->cstat, CSTAT_SPRITE_XFLIP); // clear x-flipping bit
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}
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else
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{
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rotation = (8 - rotation);
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SET(tsp->cstat, CSTAT_SPRITE_XFLIP); // set
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}
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}
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// Special case bunk
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if (tu->ID == TOILETGIRL_R0 || tu->ID == WASHGIRL_R0 || tu->ID == TRASHCAN ||
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tu->ID == CARGIRL_R0 || tu->ID == MECHANICGIRL_R0 || tu->ID == PRUNEGIRL_R0 ||
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tu->ID == SAILORGIRL_R0)
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RESET(tsp->cstat, CSTAT_SPRITE_XFLIP); // clear x-flipping bit
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return RotTable5[rotation];
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}
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return RotTable8[rotation];
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}
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/*
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!AIC - At draw time this is called for actor rotation. GetRotation() is more
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complex than needs to be in part because importing of actor rotations and x-flip
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directions was not standardized.
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*/
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int
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SetActorRotation(short tSpriteNum, int viewx, int viewy)
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{
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uspritetype * tsp = &tsprite[tSpriteNum];
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USERp tu = User[tsp->owner];
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short StateOffset, Rotation;
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// don't modify ANY tu vars - back them up!
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STATEp State = tu->State;
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STATEp StateStart = tu->StateStart;
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if (tu->RotNum == 0)
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return 0;
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// Get the offset into the State animation
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StateOffset = State - StateStart;
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// Get the rotation angle
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Rotation = GetRotation(tSpriteNum, viewx, viewy);
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ASSERT(Rotation < 5);
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// Reset the State animation start based on the Rotation
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StateStart = tu->Rot[Rotation];
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// Set the sprites state
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State = StateStart + StateOffset;
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// set the picnum here - may be redundant, but we just changed states and
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// thats a big deal
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tsp->picnum = State->Pic;
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//sprintf(ds,"SetActorRotation:tsp->picnum: %d",tsp->picnum);
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//CON_Message(ds);
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/*
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!AIC KEY - For actor states EVERY rotation needs to have the same tics
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animators. The only thing different can be the picnum. If not then sync bugs
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will occur. This code attempts to check to the best of its ability for this
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problem. Should go away with shipped compile.
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*/
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#if DEBUG
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{
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short i;
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for (i = 0; i < tu->RotNum; i++)
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{
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STATEp TestStateStart, TestState;
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TestStateStart = tu->Rot[i];
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TestState = TestStateStart + StateOffset;
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ASSERT(State->Tics == TestState->Tics);
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ASSERT(State->Animator == TestState->Animator);
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}
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}
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#endif
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return 0;
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}
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int
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DoShadowFindGroundPoint(uspritetype * sp)
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{
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// USES TSPRITE !!!!!
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USERp u = User[sp->owner];
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SPRITEp hsp;
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int ceilhit, florhit;
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int hiz, loz = u->loz;
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short save_cstat, bak_cstat;
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SWBOOL found = FALSE;
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// recursive routine to find the ground - either sector or floor sprite
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// skips over enemy and other types of sprites
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// IMPORTANT!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
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// This will return invalid FAF ceiling and floor heights inside of analyzesprite
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// because the ceiling and floors get moved out of the way for drawing.
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save_cstat = sp->cstat;
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RESET(sp->cstat, CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
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FAFgetzrangepoint(sp->x, sp->y, sp->z, sp->sectnum, &hiz, &ceilhit, &loz, &florhit);
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sp->cstat = save_cstat;
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ASSERT(TEST(florhit, HIT_SPRITE | HIT_SECTOR));
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switch (TEST(florhit, HIT_MASK))
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{
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case HIT_SPRITE:
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{
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hsp = &sprite[NORM_SPRITE(florhit)];
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if (TEST(hsp->cstat, CSTAT_SPRITE_ALIGNMENT_FLOOR))
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{
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// found a sprite floor
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return loz;
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}
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else
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{
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// reset the blocking bit of what you hit and try again -
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// recursive
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bak_cstat = hsp->cstat;
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RESET(hsp->cstat, CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
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loz = DoShadowFindGroundPoint(sp);
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hsp->cstat = bak_cstat;
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}
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break;
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}
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case HIT_SECTOR:
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break;
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default:
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ASSERT(TRUE == FALSE);
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break;
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}
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return loz;
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}
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#if 0
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#define GENERIC_SHADOW_PIC 66
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extern SWBOOL bVoxelsOn;
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void
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DoVoxelShadow(SPRITEp tspr)
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{
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// Check for voxels
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if (bVoxelsOn)
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{
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switch (tspr->picnum)
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{
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case ICON_STAR: // 1793
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case ICON_UZI: // 1797
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case ICON_UZIFLOOR: // 1807
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case ICON_LG_UZI_AMMO: // 1799
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case ICON_HEART: // 1824
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case ICON_HEART_LG_AMMO: // 1820
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case ICON_GUARD_HEAD: // 1814
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case ICON_FIREBALL_LG_AMMO: // 3035
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case ICON_ROCKET: // 1843
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case ICON_SHOTGUN: // 1794
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case ICON_LG_ROCKET: // 1796
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case ICON_LG_SHOTSHELL: // 1823
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case ICON_MICRO_GUN: // 1818
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case ICON_MICRO_BATTERY: // 1800
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case ICON_GRENADE_LAUNCHER: // 1817
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case ICON_LG_GRENADE: // 1831
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case ICON_LG_MINE: // 1842
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case ICON_RAIL_GUN: // 1811
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case ICON_RAIL_AMMO: // 1812
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case ICON_SM_MEDKIT: // 1802
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case ICON_MEDKIT: // 1803
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case ICON_CHEMBOMB: // 1808
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case ICON_FLASHBOMB: // 1805
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case ICON_NUKE: // 1809
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case ICON_CALTROPS:
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case ICON_BOOSTER: // 1810
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case ICON_HEAT_CARD: // 1819
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case ICON_REPAIR_KIT: // 1813
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case ICON_EXPLOSIVE_BOX: // 1801
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case ICON_ENVIRON_SUIT: // 1837
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case ICON_FLY: // 1782
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case ICON_CLOAK: // 1826
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case ICON_NIGHT_VISION: // 3031
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case ICON_NAPALM: // 3046
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case ICON_RING: // 3050
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//case ICON_GOROAMMO: // 3035
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//case ICON_HEARTAMMO: // 1820
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case ICON_RINGAMMO: // 3054
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case ICON_NAPALMAMMO: // 3058
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case ICON_GRENADE: // 3059
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//case ICON_OXYGEN: // 1800
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case ICON_ARMOR: // 3030
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case BLUE_KEY: // 1766
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case RED_KEY: // 1770
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case GREEN_KEY: // 1774
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case YELLOW_KEY: // 1778
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case GOLD_SKELKEY:
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case SILVER_SKELKEY:
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case BRONZE_SKELKEY:
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case RED_SKELKEY:
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case BLUE_CARD:
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case RED_CARD:
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case GREEN_CARD:
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case YELLOW_CARD:
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// tspr->picnum = GENERIC_SHADOW_PIC;
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tspr->xrepeat = 0; // For now, don't do voxel shadows
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tspr->yrepeat = 0;
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// tspr->xrepeat = 27;
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// tspr->yrepeat = 4;
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//tspr->z+=(sintable[(rotang*2)%2047]/16);
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break;
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}
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}
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}
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#endif
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void
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DoShadows(uspritetype * tsp, int viewz)
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{
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uspritetype * New = &tsprite[spritesortcnt];
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USERp tu = User[tsp->owner];
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int ground_dist = 0;
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int view_dist = 0;
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int loz;
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short xrepeat;
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short yrepeat;
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short sectnum;
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sectnum = tsp->sectnum;
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// make sure its the correct sector
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// DoShadowFindGroundPoint calls FAFgetzrangepoint and this is sensitive
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//updatesectorz(tsp->x, tsp->y, tsp->z, §num);
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updatesector(tsp->x, tsp->y, §num);
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if (sectnum < 0)
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{
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//int cz,fz;
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//getzsofslope(tsp->sectnum, tsp->x, tsp->y, &cz, &fz);
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////DSPRINTF(ds,"Shad sect !fnd x%d, y%d, z%d, sect%d, cz %d, fz %d", tsp->x, tsp->y, tsp->z, tsp->sectnum, cz, fz);
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//MONO_PRINT(ds);
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return;
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}
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tsp->sectnum = sectnum;
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memcpy(New, tsp, sizeof(SPRITE));
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// shadow is ALWAYS draw last - status is priority
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New->statnum = MAXSTATUS;
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New->sectnum = sectnum;
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if ((tsp->yrepeat >> 2) > 4)
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{
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yrepeat = (tsp->yrepeat >> 2) - (SPRITEp_SIZE_Y(tsp) / 64) * 2;
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xrepeat = New->xrepeat;
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}
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else
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{
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yrepeat = New->yrepeat;
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xrepeat = New->xrepeat;
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}
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New->shade = 127;
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SET(New->cstat, CSTAT_SPRITE_TRANSLUCENT);
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loz = tu->loz;
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if (tu->lo_sp)
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{
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if (!TEST(tu->lo_sp->cstat, CSTAT_SPRITE_ALIGNMENT_WALL | CSTAT_SPRITE_ALIGNMENT_FLOOR))
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{
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loz = DoShadowFindGroundPoint(tsp);
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}
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}
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#if 0
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if (SectUser[tsp->sectnum] && SectUser[tsp->sectnum]->depth)
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{
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loz -= Z(SectUser[tsp->sectnum]->depth);
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}
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#endif
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// need to find the ground here
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New->z = loz;
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// if below or close to sprites z don't bother to draw it
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if ((viewz - loz) > -Z(8))
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return;
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// if close to shadows z shrink it
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view_dist = labs(loz - viewz) >> 8;
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if (view_dist < 32)
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view_dist = 256/view_dist;
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else
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view_dist = 0;
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// make shadow smaller depending on height from ground
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ground_dist = labs(loz - SPRITEp_BOS(tsp)) >> 8;
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ground_dist = DIV16(ground_dist);
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xrepeat = max(xrepeat - ground_dist - view_dist, 4);
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yrepeat = max(yrepeat - ground_dist - view_dist, 4);
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xrepeat = min(xrepeat, short(255));
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yrepeat = min(yrepeat, short(255));
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New->xrepeat = xrepeat;
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New->yrepeat = yrepeat;
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// Check for voxel items and use a round generic pic if so
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//DoVoxelShadow(New);
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spritesortcnt++;
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}
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void
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DoMotionBlur(uspritetype const * tsp)
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{
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uspritetype * New;
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USERp tu = User[tsp->owner];
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int nx,ny,nz = 0,dx,dy,dz;
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short i, ang;
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short xrepeat, yrepeat, repeat_adj = 0;
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int z_amt_per_pixel;
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ang = NORM_ANGLE(tsp->ang + 1024);
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if (tsp->xvel == 0)
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{
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return;
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}
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if (TEST(tsp->extra, SPRX_PLAYER_OR_ENEMY))
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{
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z_amt_per_pixel = (((int)-tu->jump_speed * ACTORMOVETICS)<<16)/tsp->xvel;
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}
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else
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{
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z_amt_per_pixel = (((int)-tsp->zvel)<<16)/tsp->xvel;
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}
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switch (tu->motion_blur_dist)
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{
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case 64:
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dx = nx = MOVEx(64, ang);
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dy = ny = MOVEy(64, ang);
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nz = (z_amt_per_pixel * 64)>>16;
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break;
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case 128:
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dx = nx = MOVEx(128, ang);
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dy = ny = MOVEy(128, ang);
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nz = (z_amt_per_pixel * 128)>>16;
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break;
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case 256:
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dx = nx = MOVEx(256, ang);
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dy = ny = MOVEy(256, ang);
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nz = (z_amt_per_pixel * 256)>>16;
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break;
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case 512:
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dx = nx = MOVEx(512, ang);
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dy = ny = MOVEy(512, ang);
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nz = (z_amt_per_pixel * 512)>>16;
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break;
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default:
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dx = nx = MOVEx(tu->motion_blur_dist, ang);
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dy = ny = MOVEy(tu->motion_blur_dist, ang);
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break;
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}
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dz = nz;
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|
|
xrepeat = tsp->xrepeat;
|
|
yrepeat = tsp->yrepeat;
|
|
|
|
switch (TEST(tu->Flags2, SPR2_BLUR_TAPER))
|
|
{
|
|
case 0:
|
|
repeat_adj = 0;
|
|
break;
|
|
case SPR2_BLUR_TAPER_SLOW:
|
|
repeat_adj = xrepeat / (tu->motion_blur_num*2);
|
|
break;
|
|
case SPR2_BLUR_TAPER_FAST:
|
|
repeat_adj = xrepeat / tu->motion_blur_num;
|
|
break;
|
|
}
|
|
|
|
for (i = 0; i < tu->motion_blur_num; i++)
|
|
{
|
|
New = &tsprite[spritesortcnt];
|
|
memcpy(New, tsp, sizeof(SPRITE));
|
|
SET(New->cstat, CSTAT_SPRITE_TRANSLUCENT|CSTAT_SPRITE_TRANSLUCENT_INVERT);
|
|
|
|
New->x += dx;
|
|
New->y += dy;
|
|
dx += nx;
|
|
dy += ny;
|
|
|
|
New->z += dz;
|
|
dz += nz;
|
|
|
|
New->xrepeat = xrepeat;
|
|
New->yrepeat = yrepeat;
|
|
|
|
xrepeat -= repeat_adj;
|
|
yrepeat -= repeat_adj;
|
|
|
|
spritesortcnt++;
|
|
}
|
|
|
|
}
|
|
|
|
void SetVoxelSprite(SPRITEp sp, short pic)
|
|
{
|
|
SET(sp->cstat, CSTAT_SPRITE_ALIGNMENT_SLAB);
|
|
sp->picnum = pic;
|
|
}
|
|
|
|
void WarpCopySprite(void)
|
|
{
|
|
SPRITEp sp1, sp2, sp;
|
|
uspritetype * New;
|
|
short sn, nsn;
|
|
short sn2, nsn2;
|
|
short spnum, next_spnum;
|
|
int xoff,yoff,zoff;
|
|
short match;
|
|
short sect1, sect2;
|
|
|
|
// look for the first one
|
|
TRAVERSE_SPRITE_STAT(headspritestat[STAT_WARP_COPY_SPRITE1], sn, nsn)
|
|
{
|
|
sp1 = &sprite[sn];
|
|
match = sp1->lotag;
|
|
|
|
// look for the second one
|
|
TRAVERSE_SPRITE_STAT(headspritestat[STAT_WARP_COPY_SPRITE2], sn2, nsn2)
|
|
{
|
|
sp = &sprite[sn2];
|
|
|
|
if (sp->lotag == match)
|
|
{
|
|
sp2 = sp;
|
|
sect1 = sp1->sectnum;
|
|
sect2 = sp2->sectnum;
|
|
|
|
TRAVERSE_SPRITE_SECT(headspritesect[sect1], spnum, next_spnum)
|
|
{
|
|
if (&sprite[spnum] == sp1)
|
|
continue;
|
|
|
|
if (sprite[spnum].picnum == ST1)
|
|
continue;
|
|
|
|
New = &tsprite[spritesortcnt];
|
|
memcpy(New, &sprite[spnum], sizeof(SPRITE));
|
|
spritesortcnt++;
|
|
New->owner = spnum;
|
|
New->statnum = 0;
|
|
|
|
xoff = sp1->x - New->x;
|
|
yoff = sp1->y - New->y;
|
|
zoff = sp1->z - New->z;
|
|
|
|
New->x = sp2->x - xoff;
|
|
New->y = sp2->y - yoff;
|
|
New->z = sp2->z - zoff;
|
|
New->sectnum = sp2->sectnum;
|
|
}
|
|
|
|
TRAVERSE_SPRITE_SECT(headspritesect[sect2], spnum, next_spnum)
|
|
{
|
|
if (&sprite[spnum] == sp2)
|
|
continue;
|
|
|
|
if (sprite[spnum].picnum == ST1)
|
|
continue;
|
|
|
|
New = &tsprite[spritesortcnt];
|
|
memcpy(New, &sprite[spnum], sizeof(SPRITE));
|
|
spritesortcnt++;
|
|
New->owner = spnum;
|
|
New->statnum = 0;
|
|
|
|
xoff = sp2->x - New->x;
|
|
yoff = sp2->y - New->y;
|
|
zoff = sp2->z - New->z;
|
|
|
|
New->x = sp1->x - xoff;
|
|
New->y = sp1->y - yoff;
|
|
New->z = sp1->z - zoff;
|
|
New->sectnum = sp1->sectnum;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void DoStarView(uspritetype * tsp, USERp tu, int viewz)
|
|
{
|
|
extern STATE s_Star[], s_StarDown[];
|
|
extern STATE s_StarStuck[], s_StarDownStuck[];
|
|
int zdiff = viewz - tsp->z;
|
|
|
|
if (labs(zdiff) > Z(24))
|
|
{
|
|
if (tu->StateStart == s_StarStuck)
|
|
tsp->picnum = s_StarDownStuck[tu->State - s_StarStuck].Pic;
|
|
else
|
|
tsp->picnum = s_StarDown[tu->State - s_Star].Pic;
|
|
|
|
if (zdiff > 0)
|
|
SET(tsp->cstat, CSTAT_SPRITE_YFLIP);
|
|
}
|
|
else
|
|
{
|
|
if (zdiff > 0)
|
|
SET(tsp->cstat, CSTAT_SPRITE_YFLIP);
|
|
}
|
|
}
|
|
|
|
void
|
|
analyzesprites(int viewx, int viewy, int viewz, SWBOOL mirror)
|
|
{
|
|
int tSpriteNum, j, k;
|
|
short SpriteNum, pnum;
|
|
int smr4, smr2;
|
|
uspritetype * tsp;
|
|
USERp tu;
|
|
static int ang = 0;
|
|
PLAYERp pp = Player + screenpeek;
|
|
short newshade=0;
|
|
|
|
|
|
ang = NORM_ANGLE(ang + 12);
|
|
|
|
smr4 = smoothratio + (((int) MoveSkip4) << 16);
|
|
smr2 = smoothratio + (((int) MoveSkip2) << 16);
|
|
|
|
for (tSpriteNum = spritesortcnt - 1; tSpriteNum >= 0; tSpriteNum--)
|
|
{
|
|
SpriteNum = tsprite[tSpriteNum].owner;
|
|
tsp = &tsprite[tSpriteNum];
|
|
tu = User[SpriteNum];
|
|
|
|
//if(tsp->statnum == STAT_GENERIC_QUEUE)
|
|
// CON_ConMessage("tsp->pal = %d",tsp->pal);
|
|
|
|
#if 0
|
|
// Brighten up the sprite if set somewhere else to do so
|
|
if (tu && tu->Vis > 0)
|
|
{
|
|
short tmpshade; // Having this prevent overflow
|
|
|
|
tmpshade = tsp->shade - tu->Vis;
|
|
if (tmpshade < -128) tmpshade = -128;
|
|
|
|
tsp->shade = tmpshade;
|
|
tu->Vis -= 8;
|
|
}
|
|
#endif
|
|
|
|
// don't draw these
|
|
if (tsp->statnum >= STAT_DONT_DRAW)
|
|
{
|
|
tsp->owner = -1;
|
|
continue;
|
|
}
|
|
|
|
// Diss any parentally locked sprites
|
|
if (gs.ParentalLock || Global_PLock)
|
|
{
|
|
if (aVoxelArray[tsp->picnum].Parental == 6145)
|
|
{
|
|
tsp->owner = -1;
|
|
tu = NULL;
|
|
}
|
|
else if (aVoxelArray[tsp->picnum].Parental > 0)
|
|
{
|
|
ASSERT(aVoxelArray[tsp->picnum].Parental >= 0 && aVoxelArray[tsp->picnum].Parental < 6145);
|
|
tsp->picnum=aVoxelArray[tsp->picnum].Parental; // Change the pic
|
|
}
|
|
}
|
|
|
|
if (tu)
|
|
{
|
|
if (tsp->statnum != STAT_DEFAULT)
|
|
{
|
|
if (TEST(tu->Flags, SPR_SKIP4))
|
|
{
|
|
if (tsp->statnum <= STAT_SKIP4_INTERP_END)
|
|
{
|
|
tsp->x = tu->ox + mulscale18(tsp->x - tu->ox, smr4);
|
|
tsp->y = tu->oy + mulscale18(tsp->y - tu->oy, smr4);
|
|
tsp->z = tu->oz + mulscale18(tsp->z - tu->oz, smr4);
|
|
}
|
|
}
|
|
|
|
if (TEST(tu->Flags, SPR_SKIP2))
|
|
{
|
|
if (tsp->statnum <= STAT_SKIP2_INTERP_END)
|
|
{
|
|
tsp->x = tu->ox + mulscale17(tsp->x - tu->ox, smr2);
|
|
tsp->y = tu->oy + mulscale17(tsp->y - tu->oy, smr2);
|
|
tsp->z = tu->oz + mulscale17(tsp->z - tu->oz, smr2);
|
|
}
|
|
}
|
|
}
|
|
|
|
if (gs.Shadows && TEST(tu->Flags, SPR_SHADOW))
|
|
{
|
|
DoShadows(tsp, viewz);
|
|
}
|
|
|
|
//#define UK_VERSION 1
|
|
|
|
//#define DART_REPEAT 6
|
|
//#define DART_PIC 2233
|
|
if (useDarts)
|
|
if (tu->ID == 1793 || tsp->picnum == 1793)
|
|
{
|
|
tsp->picnum = 2519;
|
|
tsp->xrepeat = 27;
|
|
tsp->yrepeat = 29;
|
|
}
|
|
|
|
#define DART_PIC 2526
|
|
#define DART_REPEAT 16
|
|
if (tu->ID == STAR1)
|
|
{
|
|
if (useDarts)
|
|
{
|
|
tsp->picnum = DART_PIC;
|
|
tsp->ang = NORM_ANGLE(tsp->ang - 512 - 24);
|
|
tsp->xrepeat = tsp->yrepeat = DART_REPEAT;
|
|
SET(tsp->cstat, CSTAT_SPRITE_ALIGNMENT_WALL);
|
|
}
|
|
else
|
|
DoStarView(tsp, tu, viewz);
|
|
}
|
|
|
|
// rotation
|
|
if (tu->RotNum > 0)
|
|
SetActorRotation(tSpriteNum, viewx, viewy);
|
|
|
|
if (tu->motion_blur_num)
|
|
{
|
|
DoMotionBlur(tsp);
|
|
}
|
|
|
|
// set palette lookup correctly
|
|
if (tsp->pal != sector[tsp->sectnum].floorpal)
|
|
{
|
|
if (sector[tsp->sectnum].floorpal == PALETTE_DEFAULT)
|
|
{
|
|
// default pal for sprite is stored in tu->spal
|
|
// mostly for players and other monster types
|
|
tsp->pal = tu->spal;
|
|
}
|
|
else
|
|
{
|
|
// if sector pal is something other than default
|
|
SECT_USERp sectu = SectUser[tsp->sectnum];
|
|
uint8_t pal = sector[tsp->sectnum].floorpal;
|
|
SWBOOL nosectpal=FALSE;
|
|
|
|
// sprite does not take on the new pal if sector flag is set
|
|
if (sectu && TEST(sectu->flags, SECTFU_DONT_COPY_PALETTE))
|
|
{
|
|
pal = PALETTE_DEFAULT;
|
|
nosectpal = TRUE;
|
|
}
|
|
|
|
//if(tu->spal == PALETTE_DEFAULT)
|
|
if (tsp->hitag != SECTFU_DONT_COPY_PALETTE && tsp->hitag != LUMINOUS
|
|
&& !nosectpal
|
|
&& pal != PALETTE_FOG && pal != PALETTE_DIVE &&
|
|
pal != PALETTE_DIVE_LAVA)
|
|
tsp->pal = pal;
|
|
else
|
|
tsp->pal = tu->spal;
|
|
|
|
}
|
|
}
|
|
|
|
// Sprite debug information mode
|
|
if (tsp->hitag == 9997)
|
|
{
|
|
tsp->pal = PALETTE_RED_LIGHTING;
|
|
// Turn it off, it gets reset by PrintSpriteInfo
|
|
sprite[tu->SpriteNum].hitag = 0;
|
|
}
|
|
}
|
|
|
|
if (useDarts)
|
|
if (tsp->statnum == STAT_STAR_QUEUE)
|
|
{
|
|
tsp->picnum = DART_PIC;
|
|
tsp->ang = NORM_ANGLE(tsp->ang - 512);
|
|
tsp->xrepeat = tsp->yrepeat = DART_REPEAT;
|
|
SET(tsp->cstat, CSTAT_SPRITE_ALIGNMENT_WALL);
|
|
}
|
|
|
|
// Call my sprite handler
|
|
// Does autosizing and voxel handling
|
|
JAnalyzeSprites(tsp);
|
|
|
|
// only do this of you are a player sprite
|
|
//if (tsp->statnum >= STAT_PLAYER0 && tsp->statnum < STAT_PLAYER0 + MAX_SW_PLAYERS)
|
|
if (tu && tu->PlayerP)
|
|
{
|
|
// Shadow spell
|
|
if (!TEST(tsp->cstat, CSTAT_SPRITE_TRANSLUCENT))
|
|
ShadeSprite(tsp);
|
|
|
|
// sw if its your playersprite
|
|
//if ((Player + screenpeek)->PlayerSprite == SpriteNum)
|
|
if ((Player + screenpeek)->PlayerSprite == tu->SpriteNum)
|
|
{
|
|
PLAYERp pp = Player + screenpeek;
|
|
if (mirror || TEST(pp->Flags, PF_VIEW_FROM_OUTSIDE|PF_VIEW_FROM_CAMERA))
|
|
{
|
|
if (TEST(pp->Flags, PF_VIEW_FROM_OUTSIDE))
|
|
SET(tsp->cstat, CSTAT_SPRITE_TRANSLUCENT);
|
|
|
|
if (TEST(pp->Flags, PF_CLIMBING))
|
|
{
|
|
// move sprite forward some so he looks like he's
|
|
// climbing
|
|
tsp->x = pp->six + MOVEx(128 + 80, tsp->ang);
|
|
tsp->y = pp->siy + MOVEy(128 + 80, tsp->ang);
|
|
}
|
|
else
|
|
{
|
|
tsp->x = pp->six;
|
|
tsp->y = pp->siy;
|
|
}
|
|
|
|
tsp->z = tsp->z + pp->siz;
|
|
tsp->ang = pp->siang;
|
|
//continue;
|
|
}
|
|
else
|
|
{
|
|
// dont draw your sprite
|
|
tsp->owner = -1;
|
|
//SET(tsp->cstat, CSTAT_SPRITE_INVISIBLE);
|
|
}
|
|
}
|
|
}
|
|
|
|
if (OverlapDraw && FAF_ConnectArea(tsp->sectnum) && tsp->owner >= 0)
|
|
{
|
|
ConnectCopySprite(tsp);
|
|
}
|
|
|
|
//
|
|
// kens original sprite shade code he moved out of the engine
|
|
//
|
|
|
|
switch (tsp->statnum)
|
|
{
|
|
case STAT_ENEMY:
|
|
case STAT_DEAD_ACTOR:
|
|
case STAT_FAF_COPY:
|
|
break;
|
|
default:
|
|
newshade = tsp->shade;
|
|
newshade += 6;
|
|
if (newshade > 127) newshade = 127;
|
|
tsp->shade = newshade;
|
|
}
|
|
|
|
if (TEST(sector[tsp->sectnum].ceilingstat, CEILING_STAT_PLAX))
|
|
{
|
|
newshade = tsp->shade;
|
|
newshade += sector[tsp->sectnum].ceilingshade;
|
|
if (newshade > 127) newshade = 127;
|
|
if (newshade < -128) newshade = -128;
|
|
tsp->shade = newshade;
|
|
}
|
|
else
|
|
{
|
|
newshade = tsp->shade;
|
|
newshade += sector[tsp->sectnum].floorshade;
|
|
if (newshade > 127) newshade = 127;
|
|
if (newshade < -128) newshade = -128;
|
|
tsp->shade = newshade;
|
|
}
|
|
|
|
if (tsp->hitag == 9998)
|
|
tsp->shade = 127; // Invisible enemy ninjas
|
|
|
|
// Correct shades for luminous sprites
|
|
if (tsp->hitag == LUMINOUS)
|
|
{
|
|
tsp->shade = -128;
|
|
}
|
|
|
|
if (pp->NightVision && TEST(tsp->extra, SPRX_PLAYER_OR_ENEMY))
|
|
{
|
|
if (tu && tu->ID == TRASHCAN) continue; // Don't light up trashcan
|
|
|
|
tsp->pal = PALETTE_ILLUMINATE; // Make sprites REALLY bright green.
|
|
tsp->shade = -128;
|
|
}
|
|
|
|
if (tu && tu->PlayerP)
|
|
{
|
|
if (TEST(tu->Flags2, SPR2_VIS_SHADING))
|
|
{
|
|
if ((Player + screenpeek)->PlayerSprite != tu->SpriteNum)
|
|
{
|
|
if (!TEST(tu->PlayerP->Flags, PF_VIEW_FROM_OUTSIDE))
|
|
{
|
|
RESET(tsp->cstat, CSTAT_SPRITE_TRANSLUCENT);
|
|
}
|
|
}
|
|
|
|
tsp->shade = 12 - STD_RANDOM_RANGE(30);
|
|
}
|
|
}
|
|
}
|
|
|
|
WarpCopySprite();
|
|
|
|
}
|
|
|
|
#if 1
|
|
uspritetype *
|
|
get_tsprite(short SpriteNum)
|
|
{
|
|
int tSpriteNum;
|
|
|
|
for (tSpriteNum = spritesortcnt - 1; tSpriteNum >= 0; tSpriteNum--)
|
|
{
|
|
if (tsprite[tSpriteNum].owner == SpriteNum)
|
|
return &tsprite[tSpriteNum];
|
|
}
|
|
|
|
return NULL;
|
|
}
|
|
|
|
void
|
|
post_analyzesprites(void)
|
|
{
|
|
int tSpriteNum;
|
|
short SpriteNum;
|
|
uspritetype * tsp;
|
|
USERp tu;
|
|
|
|
for (tSpriteNum = spritesortcnt - 1; tSpriteNum >= 0; tSpriteNum--)
|
|
{
|
|
SpriteNum = tsprite[tSpriteNum].owner;
|
|
if (SpriteNum < 0) continue; // JBF: verify this is safe
|
|
tsp = &tsprite[tSpriteNum];
|
|
tu = User[SpriteNum];
|
|
|
|
if (tu)
|
|
{
|
|
if (tu->ID == FIREBALL_FLAMES && tu->Attach >= 0)
|
|
{
|
|
//uspritetype * const atsp = &sprite[tu->Attach];
|
|
uspritetype * const atsp = get_tsprite(tu->Attach);
|
|
|
|
if (!atsp)
|
|
{
|
|
//DSPRINTF(ds,"Attach not found");
|
|
MONO_PRINT(ds);
|
|
continue;
|
|
}
|
|
|
|
tsp->x = atsp->x;
|
|
tsp->y = atsp->y;
|
|
// statnum is priority - draw this ALWAYS first at 0
|
|
// statnum is priority - draw this ALWAYS last at MAXSTATUS
|
|
if (TEST(atsp->extra, SPRX_BURNABLE))
|
|
{
|
|
atsp->statnum = 1;
|
|
tsp->statnum = 0;
|
|
}
|
|
else
|
|
tsp->statnum = MAXSTATUS;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
#endif
|
|
|
|
void
|
|
ResizeView(PLAYERp pp)
|
|
{
|
|
if (MenuInputMode || InputMode || HelpInputMode || ConPanel || ConInputMode || PauseKeySet)
|
|
return;
|
|
|
|
if (dimensionmode == 2 || dimensionmode == 5 || dimensionmode == 6)
|
|
{
|
|
if (PKEY_PRESSED(KEYSC_DASH)||PKEY_PRESSED(KEYSC_GMINUS))
|
|
{
|
|
if ((zoom -= (zoom >> 4)) < 48) zoom = 48;
|
|
}
|
|
|
|
if (PKEY_PRESSED(KEYSC_EQUAL)||PKEY_PRESSED(KEYSC_GPLUS))
|
|
{
|
|
if ((zoom += (zoom >> 4)) > 4096) zoom = 4096;
|
|
}
|
|
|
|
if (KEY_PRESSED(KEYSC_ESC))
|
|
{
|
|
extern SWBOOL ScrollMode2D;
|
|
|
|
KEY_PRESSED(KEYSC_ESC) = 0;
|
|
dimensionmode = 3;
|
|
ScrollMode2D = FALSE;
|
|
SetRedrawScreen(pp);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (BUTTON(gamefunc_Shrink_Screen)) // &&
|
|
// !BUTTONHELD(gamefunc_SizeVi
|
|
// ewDown))
|
|
{
|
|
CONTROL_ClearButton(gamefunc_Shrink_Screen);
|
|
SetBorder(pp, gs.BorderNum + 1);
|
|
SetRedrawScreen(pp);
|
|
}
|
|
|
|
if (BUTTON(gamefunc_Enlarge_Screen)) // &&
|
|
// !BUTTONHELD(gamefunc_SizeViewUp))
|
|
{
|
|
CONTROL_ClearButton(gamefunc_Enlarge_Screen);
|
|
SetBorder(pp, gs.BorderNum - 1);
|
|
SetRedrawScreen(pp);
|
|
}
|
|
}
|
|
}
|
|
|
|
// !JIM! 08/06
|
|
extern SWBOOL UsingMenus;
|
|
|
|
#if 0
|
|
void
|
|
ViewOutsidePlayerRecurse(PLAYERp pp, int32_t* vx, int32_t* vy, int32_t* vz, int16_t* ang, int16_t* vsectnum)
|
|
{
|
|
int nx, ny;
|
|
int ret;
|
|
|
|
*vx = pp->posx;
|
|
*vy = pp->posy;
|
|
*vz = pp->posz;
|
|
*vsectnum = pp->cursectnum;
|
|
|
|
*ang = pp->pang + pp->view_outside_dang;
|
|
|
|
nx = sintable[NORM_ANGLE(*ang + 512 + 1024)] << 11;
|
|
ny = sintable[NORM_ANGLE(*ang + 1024)] << 11;
|
|
|
|
ret = clipmove_old(vx, vy, vz, vsectnum, nx, ny, 64L, 4 << 8, 4 << 8, CLIPMASK_PLAYER);
|
|
|
|
switch (TEST(ret, HIT_MASK))
|
|
{
|
|
case HIT_SPRITE:
|
|
{
|
|
short hit_sprite;
|
|
SPRITEp sp;
|
|
|
|
hit_sprite = NORM_SPRITE(ret);
|
|
sp = &sprite[hit_sprite];
|
|
|
|
// if you hit a sprite that's not a wall sprite - try again
|
|
if (!TEST(sp->cstat, CSTAT_SPRITE_ALIGNMENT_WALL))
|
|
{
|
|
FLIP(sp->cstat, CSTAT_SPRITE_BLOCK);
|
|
ViewOutsidePlayerRecurse(pp, vx, vy, vz, ang, vsectnum);
|
|
FLIP(sp->cstat, CSTAT_SPRITE_BLOCK);
|
|
}
|
|
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (TEST(sector[*vsectnum].floorstat, FLOOR_STAT_SLOPE)|TEST(sector[*vsectnum].ceilingstat, CEILING_STAT_SLOPE))
|
|
{
|
|
int cz, fz;
|
|
|
|
getzsofslope(*vsectnum, *vx, *vy, &cz, &fz);
|
|
|
|
if (*vz > fz - Z(12))
|
|
*vz = fz - Z(12);
|
|
|
|
if (*vz < cz + Z(12))
|
|
*vz = cz + Z(12);
|
|
|
|
}
|
|
}
|
|
#endif
|
|
|
|
|
|
|
|
void
|
|
BackView(int *nx, int *ny, int *nz, short *vsect, short *nang, short horiz)
|
|
{
|
|
vec3_t n = { *nx, *ny, *nz };
|
|
SPRITEp sp;
|
|
hitdata_t hitinfo;
|
|
int i, vx, vy, vz, hx, hy, hz;
|
|
short bakcstat, daang;
|
|
PLAYERp pp = &Player[screenpeek];
|
|
short ang;
|
|
|
|
ASSERT(*vsect >= 0 && *vsect < MAXSECTORS);
|
|
|
|
ang = *nang + pp->view_outside_dang;
|
|
|
|
// Calculate the vector (nx,ny,nz) to shoot backwards
|
|
vx = (sintable[NORM_ANGLE(ang + 1536)] >> 3);
|
|
vy = (sintable[NORM_ANGLE(ang + 1024)] >> 3);
|
|
vz = (horiz - 100) * 256L;
|
|
|
|
// Player sprite of current view
|
|
sp = &sprite[pp->PlayerSprite];
|
|
|
|
bakcstat = sp->cstat;
|
|
RESET(sp->cstat, CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN);
|
|
|
|
// Make sure sector passed to FAFhitscan is correct
|
|
//COVERupdatesector(*nx, *ny, vsect);
|
|
|
|
hitscan(&n, *vsect, vx, vy, vz,
|
|
&hitinfo, CLIPMASK_PLAYER);
|
|
|
|
ASSERT(*vsect >= 0 && *vsect < MAXSECTORS);
|
|
|
|
sp->cstat = bakcstat; // Restore cstat
|
|
|
|
hx = hitinfo.pos.x - (*nx);
|
|
hy = hitinfo.pos.y - (*ny);
|
|
|
|
// If something is in the way, make pp->camera_dist lower if necessary
|
|
if (klabs(vx) + klabs(vy) > klabs(hx) + klabs(hy))
|
|
{
|
|
if (hitinfo.wall >= 0) // Push you a little bit off the wall
|
|
{
|
|
*vsect = hitinfo.sect;
|
|
|
|
daang = getangle(wall[wall[hitinfo.wall].point2].x - wall[hitinfo.wall].x,
|
|
wall[wall[hitinfo.wall].point2].y - wall[hitinfo.wall].y);
|
|
|
|
i = vx * sintable[daang] + vy * sintable[NORM_ANGLE(daang + 1536)];
|
|
if (klabs(vx) > klabs(vy))
|
|
hx -= mulscale28(vx, i);
|
|
else
|
|
hy -= mulscale28(vy, i);
|
|
}
|
|
else if (hitinfo.sprite < 0) // Push you off the ceiling/floor
|
|
{
|
|
*vsect = hitinfo.sect;
|
|
|
|
if (klabs(vx) > klabs(vy))
|
|
hx -= (vx >> 5);
|
|
else
|
|
hy -= (vy >> 5);
|
|
}
|
|
else
|
|
{
|
|
SPRITEp hsp = &sprite[hitinfo.sprite];
|
|
int flag_backup;
|
|
|
|
// if you hit a sprite that's not a wall sprite - try again
|
|
if (!TEST(hsp->cstat, CSTAT_SPRITE_ALIGNMENT_WALL))
|
|
{
|
|
flag_backup = hsp->cstat;
|
|
RESET(hsp->cstat, CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN);
|
|
ASSERT(*vsect >= 0 && *vsect < MAXSECTORS);
|
|
BackView(nx, ny, nz, vsect, nang, horiz);
|
|
hsp->cstat = flag_backup;
|
|
return;
|
|
}
|
|
else
|
|
{
|
|
// same as wall calculation
|
|
daang = NORM_ANGLE(sp->ang-512);
|
|
|
|
i = vx * sintable[daang] + vy * sintable[NORM_ANGLE(daang + 1536)];
|
|
if (klabs(vx) > klabs(vy))
|
|
hx -= mulscale28(vx, i);
|
|
else
|
|
hy -= mulscale28(vy, i);
|
|
}
|
|
|
|
}
|
|
|
|
if (klabs(vx) > klabs(vy))
|
|
i = (hx << 16) / vx;
|
|
else
|
|
i = (hy << 16) / vy;
|
|
|
|
if (i < pp->camera_dist)
|
|
pp->camera_dist = i;
|
|
}
|
|
|
|
// Actually move you! (Camerdist is 65536 if nothing is in the way)
|
|
*nx = (*nx) + mulscale16(vx, pp->camera_dist);
|
|
*ny = (*ny) + mulscale16(vy, pp->camera_dist);
|
|
*nz = (*nz) + mulscale16(vz, pp->camera_dist);
|
|
|
|
// Slowly increase pp->camera_dist until it reaches 65536
|
|
// Synctics is a timer variable so it increases the same rate
|
|
// on all speed computers
|
|
pp->camera_dist = min(pp->camera_dist + (3 << 10), 65536);
|
|
//pp->camera_dist = min(pp->camera_dist + (synctics << 10), 65536);
|
|
|
|
// Make sure vsect is correct
|
|
updatesectorz(*nx, *ny, *nz, vsect);
|
|
|
|
*nang = ang;
|
|
}
|
|
|
|
void
|
|
CircleCamera(int *nx, int *ny, int *nz, short *vsect, short *nang, short horiz)
|
|
{
|
|
vec3_t n = { *nx, *ny, *nz };
|
|
SPRITEp sp;
|
|
hitdata_t hitinfo;
|
|
int i, vx, vy, vz, hx, hy, hz;
|
|
short bakcstat, daang;
|
|
PLAYERp pp = &Player[screenpeek];
|
|
short ang;
|
|
|
|
ang = *nang + pp->circle_camera_ang;
|
|
|
|
// Calculate the vector (nx,ny,nz) to shoot backwards
|
|
vx = (sintable[NORM_ANGLE(ang + 1536)] >> 4);
|
|
vy = (sintable[NORM_ANGLE(ang + 1024)] >> 4);
|
|
|
|
// lengthen the vector some
|
|
vx += DIV2(vx);
|
|
vy += DIV2(vy);
|
|
|
|
vz = (horiz - 100) * 256;
|
|
|
|
// Player sprite of current view
|
|
sp = &sprite[pp->PlayerSprite];
|
|
|
|
bakcstat = sp->cstat;
|
|
RESET(sp->cstat, CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN);
|
|
|
|
// Make sure sector passed to hitscan is correct
|
|
//COVERupdatesector(*nx, *ny, vsect);
|
|
|
|
hitscan(&n, *vsect, vx, vy, vz,
|
|
&hitinfo, CLIPMASK_MISSILE);
|
|
|
|
sp->cstat = bakcstat; // Restore cstat
|
|
//ASSERT(hitinfo.sect >= 0);
|
|
|
|
hx = hitinfo.pos.x - (*nx);
|
|
hy = hitinfo.pos.y - (*ny);
|
|
|
|
// If something is in the way, make pp->circle_camera_dist lower if necessary
|
|
if (klabs(vx) + klabs(vy) > klabs(hx) + klabs(hy))
|
|
{
|
|
if (hitinfo.wall >= 0) // Push you a little bit off the wall
|
|
{
|
|
*vsect = hitinfo.sect;
|
|
|
|
daang = getangle(wall[wall[hitinfo.wall].point2].x - wall[hitinfo.wall].x,
|
|
wall[wall[hitinfo.wall].point2].y - wall[hitinfo.wall].y);
|
|
|
|
i = vx * sintable[daang] + vy * sintable[NORM_ANGLE(daang + 1536)];
|
|
if (klabs(vx) > klabs(vy))
|
|
hx -= mulscale28(vx, i);
|
|
else
|
|
hy -= mulscale28(vy, i);
|
|
}
|
|
else if (hitinfo.sprite < 0) // Push you off the ceiling/floor
|
|
{
|
|
*vsect = hitinfo.sect;
|
|
|
|
if (klabs(vx) > klabs(vy))
|
|
hx -= (vx >> 5);
|
|
else
|
|
hy -= (vy >> 5);
|
|
}
|
|
else
|
|
{
|
|
SPRITEp hsp = &sprite[hitinfo.sprite];
|
|
int flag_backup;
|
|
|
|
// if you hit a sprite that's not a wall sprite - try again
|
|
if (!TEST(hsp->cstat, CSTAT_SPRITE_ALIGNMENT_WALL))
|
|
{
|
|
flag_backup = hsp->cstat;
|
|
RESET(hsp->cstat, CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN);
|
|
|
|
CircleCamera(nx, ny, nz, vsect, nang, horiz);
|
|
hsp->cstat = flag_backup;
|
|
return;
|
|
}
|
|
}
|
|
|
|
if (klabs(vx) > klabs(vy))
|
|
i = (hx << 16) / vx;
|
|
else
|
|
i = (hy << 16) / vy;
|
|
|
|
if (i < pp->circle_camera_dist)
|
|
pp->circle_camera_dist = i;
|
|
}
|
|
|
|
// Actually move you! (Camerdist is 65536 if nothing is in the way)
|
|
*nx = (*nx) + ((vx * pp->circle_camera_dist) >> 16);
|
|
*ny = (*ny) + ((vy * pp->circle_camera_dist) >> 16);
|
|
*nz = (*nz) + ((vz * pp->circle_camera_dist) >> 16);
|
|
|
|
// Slowly increase pp->circle_camera_dist until it reaches 65536
|
|
// Synctics is a timer variable so it increases the same rate
|
|
// on all speed computers
|
|
pp->circle_camera_dist = min(pp->circle_camera_dist + (3 << 8), 65536);
|
|
//pp->circle_camera_dist = min(pp->circle_camera_dist + (synctics << 10), 65536);
|
|
|
|
// Make sure vsect is correct
|
|
updatesectorz(*nx, *ny, *nz, vsect);
|
|
|
|
*nang = ang;
|
|
}
|
|
|
|
void PrintLocationInfo(PLAYERp pp)
|
|
{
|
|
#define Y_STEP 7
|
|
#define AVERAGEFRAMES 16
|
|
int x = windowxy1.x+2;
|
|
int y = windowxy1.y+2;
|
|
static int frameval[AVERAGEFRAMES], framecnt = 0;
|
|
int i;
|
|
|
|
if (LocationInfo)
|
|
{
|
|
|
|
i = (int32_t) totalclock;
|
|
if (i != frameval[framecnt])
|
|
{
|
|
sprintf(buffer, "FPS: %d", ((120 * AVERAGEFRAMES) / (i - frameval[framecnt])) + f_c);
|
|
printext256(x, y, 1, -1, buffer, 1);
|
|
frameval[framecnt] = i;
|
|
}
|
|
|
|
framecnt = ((framecnt + 1) & (AVERAGEFRAMES - 1));
|
|
|
|
if (LocationInfo > 1)
|
|
{
|
|
y += Y_STEP;
|
|
|
|
sprintf(buffer, "POSX:%d", pp->posx);
|
|
printext256(x, y, 1, -1, buffer, 1);
|
|
y += Y_STEP;
|
|
sprintf(buffer, "POSY:%d", pp->posy);
|
|
printext256(x, y, 1, -1, buffer, 1);
|
|
y += Y_STEP;
|
|
sprintf(buffer, "POSZ:%d", pp->posz);
|
|
printext256(x, y, 1, -1, buffer, 1);
|
|
y += Y_STEP;
|
|
sprintf(buffer, "ANG:%d", (int32_t) pp->pang);
|
|
printext256(x, y, 1, -1, buffer, 1);
|
|
y += Y_STEP;
|
|
}
|
|
}
|
|
}
|
|
|
|
SWBOOL DebugSecret = FALSE;
|
|
void SecretInfo(PLAYERp pp)
|
|
{
|
|
#define Y_STEP 7
|
|
#define AVERAGEFRAMES 16
|
|
int x = windowxy1.x+2;
|
|
int y = windowxy1.y+2+8;
|
|
extern short LevelSecrets,TotalKillable;
|
|
|
|
if (CommEnabled || numplayers > 1)
|
|
return;
|
|
|
|
x = x / (xdim/320.0);
|
|
y = y / (ydim/200.0);
|
|
|
|
if (gs.Stats)
|
|
{
|
|
sprintf(ds, "Kills %d/%d", Player->Kills, TotalKillable);
|
|
DisplayMiniBarSmString(pp, x, y, PAL_XLAT_BROWN, ds);
|
|
|
|
sprintf(ds, "Secrets %d/%d", Player->SecretsFound, LevelSecrets);
|
|
DisplayMiniBarSmString(pp, x, y+10, PAL_XLAT_BROWN, ds);
|
|
}
|
|
}
|
|
|
|
void PrintSpriteInfo(PLAYERp pp)
|
|
{
|
|
#define Y_STEP 7
|
|
int x = windowxy1.x+2;
|
|
int y = windowxy1.y+2;
|
|
SPRITEp sp;
|
|
USERp u;
|
|
|
|
if (SpriteInfo && !LocationInfo)
|
|
{
|
|
short hit_sprite = DoPickTarget(pp->SpriteP, 32, 2);
|
|
|
|
sp = &sprite[hit_sprite];
|
|
u = User[hit_sprite];
|
|
|
|
sp->hitag = 9997; // Special tag to make the actor glow red for one frame
|
|
|
|
y += Y_STEP;
|
|
|
|
if (hit_sprite == -1)
|
|
{
|
|
sprintf(buffer, "SPRITENUM: NONE TARGETED");
|
|
printext256(x, y, 1, -1, buffer, 1);
|
|
return;
|
|
}
|
|
else
|
|
sprintf(buffer, "SPRITENUM:%d", hit_sprite);
|
|
|
|
printext256(x, y, 1, -1, buffer, 1);
|
|
y += Y_STEP;
|
|
if (u)
|
|
{
|
|
sprintf(buffer, "ID:%d", u->ID);
|
|
printext256(x, y, 1, -1, buffer, 1);
|
|
y += Y_STEP;
|
|
sprintf(buffer, "PALETTE:%d", u->spal);
|
|
printext256(x, y, 1, -1, buffer, 1);
|
|
y += Y_STEP;
|
|
sprintf(buffer, "HEALTH:%d", u->Health);
|
|
printext256(x, y, 1, -1, buffer, 1);
|
|
y += Y_STEP;
|
|
sprintf(buffer, "WAITTICS:%d", u->WaitTics);
|
|
printext256(x, y, 1, -1, buffer, 1);
|
|
y += Y_STEP;
|
|
sprintf(buffer, "COUNTER:%d", u->Counter);
|
|
printext256(x, y, 1, -1, buffer, 1);
|
|
y += Y_STEP;
|
|
sprintf(buffer, "COUNTER2:%d", u->Counter);
|
|
printext256(x, y, 1, -1, buffer, 1);
|
|
y += Y_STEP;
|
|
}
|
|
if (SpriteInfo > 1)
|
|
{
|
|
sprintf(buffer, "POSX:%d", TrackerCast(sp->x));
|
|
printext256(x, y, 1, -1, buffer, 1);
|
|
y += Y_STEP;
|
|
sprintf(buffer, "POSY:%d", TrackerCast(sp->y));
|
|
printext256(x, y, 1, -1, buffer, 1);
|
|
y += Y_STEP;
|
|
sprintf(buffer, "POSZ:%d", TrackerCast(sp->z));
|
|
printext256(x, y, 1, -1, buffer, 1);
|
|
y += Y_STEP;
|
|
sprintf(buffer, "ANG:%d", TrackerCast(sp->ang));
|
|
printext256(x, y, 1, -1, buffer, 1);
|
|
y += Y_STEP;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
void SpriteSortList2D(int tx, int ty)
|
|
{
|
|
SPRITEp sp;
|
|
int i;
|
|
int dist,a,b,c;
|
|
|
|
spritesortcnt = 0;
|
|
for (i = 0; i < MAXSPRITES; i++)
|
|
{
|
|
if (sprite[i].statnum < MAXSTATUS)
|
|
{
|
|
sp = &sprite[i];
|
|
|
|
if (!TEST(sp->cstat, CSTAT_SPRITE_INVISIBLE) &&
|
|
(sp->xrepeat > 0) && (sp->yrepeat > 0) &&
|
|
(spritesortcnt < MAXSPRITESONSCREEN))
|
|
{
|
|
DISTANCE(tx,ty,sp->x,sp->y,dist,a,b,c);
|
|
|
|
if (dist < 22000)
|
|
{
|
|
memcpy(&tsprite[spritesortcnt], sp, sizeof(SPRITE));
|
|
tsprite[spritesortcnt++].owner = i;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
int COVERsetgamemode(int mode, int xdim, int ydim, int bpp)
|
|
{
|
|
ScreenHeight = ydim;
|
|
ScreenWidth = xdim;
|
|
ScreenMode = mode;
|
|
ScreenBPP = bpp;
|
|
|
|
// [JM] Should I be using upscalefactor here, or some SW equivalent to Duke's ud.detail? !CHECKME!
|
|
return (int)videoSetGameMode(mode,xdim,ydim,bpp,upscalefactor);
|
|
}
|
|
|
|
void CheatResChange(void)
|
|
{
|
|
/*
|
|
extern char permanentupdate;
|
|
int i;
|
|
|
|
// needs to be called from drawscreen - crashes otherwise
|
|
|
|
//cycle through all vesa modes, then screen-buffer mode
|
|
if (vidoption == 1)
|
|
{
|
|
for(i=0;i < validmodecnt;i++)
|
|
{
|
|
if ((validmodexdim[i] == xdim) && (validmodeydim[i] == ydim))
|
|
{
|
|
if (i == validmodecnt-1)
|
|
COVERsetgamemode(2,320L,200L);
|
|
else
|
|
COVERsetgamemode(1,validmodexdim[i+1],validmodeydim[i+1]);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (validmodecnt > 0)
|
|
COVERsetgamemode(1,validmodexdim[0],validmodeydim[0]);
|
|
}
|
|
|
|
permanentupdate = 0;
|
|
|
|
SetupAspectRatio();
|
|
SetRedrawScreen(Player + myconnectindex);
|
|
|
|
sprintf(ds,"%d x %d mode selected.", xdim, ydim);
|
|
PutStringInfo(Player + myconnectindex, ds);
|
|
*/
|
|
PutStringInfo(Player + myconnectindex, "JonoF: Not now");
|
|
}
|
|
|
|
#if 0
|
|
void ResChange(void)
|
|
{
|
|
extern char permanentupdate;
|
|
int i;
|
|
|
|
static short sw_res[5];
|
|
static short res_ndx=0;
|
|
|
|
// clear pages before and after res set for good measure
|
|
for (i = 0; i < numpages; i++)
|
|
{
|
|
clearview(0);
|
|
nextpage();
|
|
}
|
|
|
|
// needs to be called from drawscreen - crashes otherwise
|
|
|
|
if (res_ndx == 0)
|
|
{
|
|
// choose resolutions for shadow warrior
|
|
for (i=0; i < validmodecnt; i++)
|
|
{
|
|
if (validmodexdim[i] + validmodeydim[i] == 320 + 200)
|
|
sw_res[res_ndx++] = i;
|
|
else if (validmodexdim[i] + validmodeydim[i] == 640 + 400)
|
|
sw_res[res_ndx++] = i;
|
|
else if (validmodexdim[i] + validmodeydim[i] == 640 + 480)
|
|
sw_res[res_ndx++] = i;
|
|
else if (validmodexdim[i] + validmodeydim[i] == 800 + 600)
|
|
sw_res[res_ndx++] = i;
|
|
}
|
|
}
|
|
|
|
//cycle through all sw modes, then screen-buffer mode
|
|
if (vidoption == 1)
|
|
{
|
|
for (i = 0; i < res_ndx; i++)
|
|
{
|
|
if ((validmodexdim[sw_res[i]] == xdim) && (validmodeydim[sw_res[i]] == ydim))
|
|
{
|
|
if (i >= res_ndx-1)
|
|
COVERsetgamemode(2, 320L, 200L);
|
|
else
|
|
COVERsetgamemode(1, validmodexdim[sw_res[i+1]], validmodeydim[sw_res[i+1]]);
|
|
break;
|
|
}
|
|
}
|
|
|
|
|
|
// if did not find current res then reset to 320x200
|
|
if (i >= res_ndx)
|
|
COVERsetgamemode(2, 320L, 200L);
|
|
}
|
|
else
|
|
{
|
|
if (validmodecnt > 0)
|
|
COVERsetgamemode(1, validmodexdim[0], validmodeydim[0]);
|
|
}
|
|
|
|
permanentupdate = 0;
|
|
|
|
for (i = 0; i < numpages; i++)
|
|
{
|
|
clearview(0);
|
|
nextpage();
|
|
}
|
|
|
|
SetupAspectRatio();
|
|
SetRedrawScreen(Player + myconnectindex);
|
|
|
|
sprintf(ds,"%d x %d mode selected.", xdim, ydim);
|
|
PutStringInfo(Player + myconnectindex, ds);
|
|
}
|
|
#endif
|
|
|
|
void ScreenCaptureKeys(void)
|
|
{
|
|
if (ConPanel)
|
|
return;
|
|
|
|
// screen capture
|
|
if (KEY_PRESSED(KEYSC_F12))
|
|
{
|
|
KEY_PRESSED(KEYSC_F12) = 0;
|
|
PauseAction();
|
|
videoCaptureScreenTGA("swcpxxxx.tga", KEY_PRESSED(KEYSC_LSHIFT) | KEY_PRESSED(KEYSC_RSHIFT));
|
|
ResumeAction();
|
|
PutStringInfo(Player + myconnectindex, "Screen Captured");
|
|
}
|
|
}
|
|
|
|
void DrawCheckKeys(PLAYERp pp)
|
|
{
|
|
extern SWBOOL ResCheat;
|
|
extern SWBOOL PauseKeySet;
|
|
|
|
/* JonoF: Who really needs this now?
|
|
if (KEY_PRESSED(KEYSC_F5) && !(KEY_PRESSED(KEYSC_RSHIFT) || KEY_PRESSED(KEYSC_LSHIFT) || KEY_PRESSED(KEYSC_ALT) || KEY_PRESSED(KEYSC_RALT)) && !PauseKeySet)
|
|
{
|
|
KEY_PRESSED(KEYSC_F5) = 0;
|
|
ResChange();
|
|
}
|
|
*/
|
|
|
|
if (ResCheat)
|
|
{
|
|
ResCheat = FALSE;
|
|
CheatResChange(); // allow all modes when cheating
|
|
}
|
|
|
|
if (ConPanel) return;
|
|
|
|
if (!InputMode)
|
|
ResizeView(pp);
|
|
|
|
ScreenCaptureKeys();
|
|
}
|
|
|
|
#if 0
|
|
void DrawMessageInput(PLAYERp pp)
|
|
{
|
|
short w,h;
|
|
static SWBOOL cur_show;
|
|
short c;
|
|
|
|
// Used to make cursor fade in and out
|
|
c = 4-(sintable[(totalclock<<4)&2047]>>11);
|
|
|
|
if (MessageInputMode)
|
|
{
|
|
MNU_MeasureString(MessageInputString, &w, &h);
|
|
|
|
cur_show ^= 1;
|
|
if (cur_show)
|
|
{
|
|
MNU_DrawString(TEXT_XCENTER(w), MESSAGE_LINE, MessageInputString,1,ROTATE_SPRITE_SCREEN_CLIP);
|
|
rotatesprite((TEXT_XCENTER(w)+w+7)<<16,(MESSAGE_LINE+3)<<16,64<<9,0,COINCURSOR+((totalclock>>3)%7),c,0,
|
|
(ROTATE_SPRITE_SCREEN_CLIP),0,0,xdim-1,ydim-1);
|
|
}
|
|
else
|
|
{
|
|
MNU_DrawString(TEXT_XCENTER(w), MESSAGE_LINE, MessageInputString,1,ROTATE_SPRITE_SCREEN_CLIP);
|
|
rotatesprite((TEXT_XCENTER(w)+w+7)<<16,(MESSAGE_LINE+3)<<16,64<<9,0,COINCURSOR+((totalclock>>3)%7),c,0,
|
|
(ROTATE_SPRITE_SCREEN_CLIP),0,0,xdim-1,ydim-1);
|
|
}
|
|
}
|
|
}
|
|
#else
|
|
void DrawMessageInput(PLAYERp pp)
|
|
{
|
|
short w,h;
|
|
static SWBOOL cur_show;
|
|
short c;
|
|
|
|
// Used to make cursor fade in and out
|
|
c = 4-(sintable[((int32_t) totalclock<<4)&2047]>>11);
|
|
|
|
if (MessageInputMode)
|
|
{
|
|
MNU_MeasureSmallString(MessageInputString, &w, &h);
|
|
|
|
cur_show ^= 1;
|
|
if (cur_show)
|
|
{
|
|
minigametext(TEXT_XCENTER(w), MESSAGE_LINE, MessageInputString,0,ROTATE_SPRITE_SCREEN_CLIP);
|
|
rotatesprite((TEXT_XCENTER(w)+w+2)<<16,(MESSAGE_LINE+1)<<16,20000,0,COINCURSOR+(((int32_t) totalclock>>3)%7),c,0,ROTATE_SPRITE_SCREEN_CLIP,0,0,xdim-1,ydim-1);
|
|
}
|
|
else
|
|
{
|
|
minigametext(TEXT_XCENTER(w), MESSAGE_LINE, MessageInputString,0,ROTATE_SPRITE_SCREEN_CLIP);
|
|
rotatesprite((TEXT_XCENTER(w)+w+2)<<16,(MESSAGE_LINE+1)<<16,20000,0,COINCURSOR+(((int32_t) totalclock>>3)%7),c,0,ROTATE_SPRITE_SCREEN_CLIP,0,0,xdim-1,ydim-1);
|
|
}
|
|
}
|
|
}
|
|
#endif
|
|
|
|
void DrawConInput(PLAYERp pp)
|
|
{
|
|
#define PANELINPUTX 30
|
|
#define PANELINPUTY 100
|
|
short w,h;
|
|
static SWBOOL cur_show;
|
|
short c;
|
|
|
|
// Used to make cursor fade in and out
|
|
c = 4-(sintable[((int32_t) totalclock<<4)&2047]>>11);
|
|
|
|
if (ConInputMode)
|
|
{
|
|
MNU_MeasureSmallString(MessageInputString, &w, &h);
|
|
|
|
cur_show ^= 1;
|
|
if (cur_show)
|
|
{
|
|
MNU_DrawSmallString(PANELINPUTX, PANELINPUTY, MessageInputString,1,17);
|
|
rotatesprite((PANELINPUTX+w+1)<<16,(PANELINPUTY)<<16,65536L,0,2992,c,0,ROTATE_SPRITE_SCREEN_CLIP,0,0,xdim-1,ydim-1);
|
|
//rotatesprite((PANELINPUTX+w+3)<<16,(PANELINPUTY)<<16,64<<8,0,COINCURSOR+((totalclock>>3)%7),c,0,ROTATE_SPRITE_SCREEN_CLIP,0,0,xdim-1,ydim-1);
|
|
}
|
|
else
|
|
{
|
|
MNU_DrawSmallString(PANELINPUTX, PANELINPUTY, MessageInputString,1,17);
|
|
rotatesprite((PANELINPUTX+w+1)<<16,(PANELINPUTY)<<16,65536L,0,2992,c,0,ROTATE_SPRITE_SCREEN_CLIP,0,0,xdim-1,ydim-1);
|
|
//rotatesprite((PANELINPUTX+w+3)<<16,(PANELINPUTY)<<16,64<<8,0,COINCURSOR+((totalclock>>3)%7),c,0,ROTATE_SPRITE_SCREEN_CLIP,0,0,xdim-1,ydim-1);
|
|
}
|
|
}
|
|
}
|
|
|
|
void DrawCrosshair(PLAYERp pp)
|
|
{
|
|
extern int CrosshairX, CrosshairY;
|
|
extern SWBOOL DemoMode,CameraTestMode;
|
|
|
|
if (!gs.Crosshair)
|
|
return;
|
|
|
|
if (DemoMode || CameraTestMode)
|
|
return;
|
|
|
|
if (TEST(pp->Flags, PF_VIEW_FROM_OUTSIDE))
|
|
return;
|
|
|
|
if (dimensionmode == 6)
|
|
return;
|
|
|
|
// wdx = 160;
|
|
// wdy = 100;
|
|
#if 0
|
|
if (gs.AutoAim)
|
|
{
|
|
int daz;
|
|
short hit_sprite, daang;
|
|
static int handle=-1;
|
|
|
|
daz = pp->posz + pp->bob_z;
|
|
daang = 32;
|
|
if ((hit_sprite = WeaponAutoAimHitscan(pp->SpriteP, &daz, &daang, FALSE)) != -1)
|
|
{
|
|
SPRITEp hp = &sprite[hit_sprite];
|
|
USERp hu = User[hit_sprite];
|
|
vec2_t const zero = { 0, 0 };
|
|
|
|
// Find the delta coordinates from player to monster that is targeted
|
|
vec2_t dxy = { hp->x - pp->posx, hp->y - pp->posy };
|
|
int dz = ((hp->z - (SPRITE_SIZE_Z(hit_sprite)/2)) - pp->posz) >> 4;
|
|
|
|
rotatepoint(zero, dxy, (-pp->pang)&2047, &dxy);
|
|
|
|
if (dxy.x == 0) return;
|
|
|
|
wdx = windowxy1.x + ((windowxy2.x-windowxy1.x)/2);
|
|
wdy = windowxy1.y + ((windowxy2.y-windowxy1.y)/2);
|
|
|
|
x = (dxy.y * wdx << 8) / dxy.x + (wdx << 8);
|
|
y = (dz * wdx << 8) / dxy.x + (wdy << 8);
|
|
|
|
y -= 100;
|
|
y += (pp->horiz*wdx)/160;
|
|
|
|
if (pp->CurWpn == pp->Wpn[WPN_RAIL])
|
|
{
|
|
if (!FX_SoundActive(handle))
|
|
handle = PlaySound(DIGI_RAILLOCKED, &pp->posx, &pp->posy, &pp->posz, v3df_follow|v3df_dontpan);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// It didn't target anything.
|
|
if (pp->CurWpn == pp->Wpn[WPN_RAIL])
|
|
{
|
|
if (FX_SoundActive(handle))
|
|
FX_StopSound(handle);
|
|
}
|
|
goto NORMALXHAIR;
|
|
}
|
|
|
|
rotatesprite(x << 8, y << 8, (1 << 16), 0,
|
|
2326, 10, 0,
|
|
ROTATE_SPRITE_VIEW_CLIP|ROTATE_SPRITE_CORNER, 0, 0, xdim - 1, ydim - 1);
|
|
}
|
|
else
|
|
#endif
|
|
{
|
|
//NORMALXHAIR:
|
|
rotatesprite(CrosshairX, CrosshairY, (1 << 16), 0,
|
|
2326, 10, 0,
|
|
//ROTATE_SPRITE_VIEW_CLIP|ROTATE_SPRITE_CORNER, 0, 0, xdim - 1, ydim - 1);
|
|
ROTATE_SPRITE_SCREEN_CLIP|ROTATE_SPRITE_CORNER, 0, 0, xdim - 1, ydim - 1);
|
|
}
|
|
|
|
//#define TITLE_ROT_FLAGS (ROTATE_SPRITE_CORNER|ROTATE_SPRITE_SCREEN_CLIP|ROTATE_SPRITE_NON_MASK)
|
|
|
|
}
|
|
|
|
void CameraView(PLAYERp pp, int *tx, int *ty, int *tz, short *tsectnum, short *tang, int *thoriz)
|
|
{
|
|
int i,nexti;
|
|
short ang;
|
|
SPRITEp sp;
|
|
SWBOOL found_camera = FALSE;
|
|
SWBOOL player_in_camera = FALSE;
|
|
SWBOOL FAFcansee_test;
|
|
SWBOOL ang_test;
|
|
|
|
if (pp == &Player[screenpeek])
|
|
{
|
|
TRAVERSE_SPRITE_STAT(headspritestat[STAT_DEMO_CAMERA], i, nexti)
|
|
{
|
|
sp = &sprite[i];
|
|
|
|
ang = getangle(*tx - sp->x, *ty - sp->y);
|
|
ang_test = GetDeltaAngle(sp->ang, ang) < sp->lotag;
|
|
|
|
FAFcansee_test =
|
|
(FAFcansee(sp->x, sp->y, sp->z, sp->sectnum, *tx, *ty, *tz, pp->cursectnum) ||
|
|
FAFcansee(sp->x, sp->y, sp->z, sp->sectnum, *tx, *ty, *tz + SPRITEp_SIZE_Z(pp->SpriteP), pp->cursectnum));
|
|
|
|
player_in_camera = ang_test && FAFcansee_test;
|
|
|
|
if (player_in_camera || pp->camera_check_time_delay > 0)
|
|
{
|
|
|
|
// if your not in the camera but are still looking
|
|
// make sure that only the last camera shows you
|
|
|
|
if (!player_in_camera && pp->camera_check_time_delay > 0)
|
|
{
|
|
if (pp->last_camera_sp != sp)
|
|
continue;
|
|
}
|
|
|
|
switch (sp->clipdist)
|
|
{
|
|
case 1:
|
|
pp->last_camera_sp = sp;
|
|
CircleCamera(tx, ty, tz, tsectnum, tang, 100);
|
|
found_camera = TRUE;
|
|
break;
|
|
|
|
default:
|
|
{
|
|
int xvect,yvect,zvect,zdiff;
|
|
|
|
pp->last_camera_sp = sp;
|
|
|
|
xvect = sintable[NORM_ANGLE(ang + 512)] >> 3;
|
|
yvect = sintable[NORM_ANGLE(ang)] >> 3;
|
|
|
|
zdiff = sp->z - *tz;
|
|
if (labs(sp->x - *tx) > 1000)
|
|
zvect = scale(xvect, zdiff, sp->x - *tx);
|
|
else if (labs(sp->y - *ty) > 1000)
|
|
zvect = scale(yvect, zdiff, sp->y - *ty);
|
|
else if (sp->x - *tx != 0)
|
|
zvect = scale(xvect, zdiff, sp->x - *tx);
|
|
else if (sp->y - *ty != 0)
|
|
zvect = scale(yvect, zdiff, sp->y - *ty);
|
|
else
|
|
zvect = 0;
|
|
|
|
// new horiz to player
|
|
*thoriz = 100 - (zvect/256);
|
|
*thoriz = max(*thoriz, PLAYER_HORIZ_MIN);
|
|
*thoriz = min(*thoriz, PLAYER_HORIZ_MAX);
|
|
|
|
//DSPRINTF(ds,"xvect %d,yvect %d,zvect %d,thoriz %d",xvect,yvect,zvect,*thoriz);
|
|
MONO_PRINT(ds);
|
|
|
|
*tang = ang;
|
|
*tx = sp->x;
|
|
*ty = sp->y;
|
|
*tz = sp->z;
|
|
*tsectnum = sp->sectnum;
|
|
|
|
found_camera = TRUE;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (found_camera)
|
|
break;
|
|
}
|
|
}
|
|
|
|
// if you player_in_camera you definately have a camera
|
|
if (player_in_camera)
|
|
{
|
|
pp->camera_check_time_delay = 120/2;
|
|
SET(pp->Flags, PF_VIEW_FROM_CAMERA);
|
|
|
|
ASSERT(found_camera);
|
|
}
|
|
else
|
|
// if you !player_in_camera you still might have a camera
|
|
// for a split second
|
|
{
|
|
if (found_camera)
|
|
{
|
|
SET(pp->Flags, PF_VIEW_FROM_CAMERA);
|
|
}
|
|
else
|
|
{
|
|
pp->circle_camera_ang = 0;
|
|
pp->circle_camera_dist = CIRCLE_CAMERA_DIST_MIN;
|
|
RESET(pp->Flags, PF_VIEW_FROM_CAMERA);
|
|
}
|
|
}
|
|
}
|
|
|
|
void
|
|
PreDraw(void)
|
|
{
|
|
short i, nexti;
|
|
|
|
PreDrawStackedWater();
|
|
|
|
TRAVERSE_SPRITE_STAT(headspritestat[STAT_FLOOR_SLOPE_DONT_DRAW], i, nexti)
|
|
{
|
|
RESET(sector[sprite[i].sectnum].floorstat, FLOOR_STAT_SLOPE);
|
|
}
|
|
}
|
|
|
|
void
|
|
PostDraw(void)
|
|
{
|
|
short i, nexti;
|
|
short sectnum,statnum;
|
|
SPRITEp sp;
|
|
|
|
TRAVERSE_SPRITE_STAT(headspritestat[STAT_FLOOR_SLOPE_DONT_DRAW], i, nexti)
|
|
{
|
|
SET(sector[sprite[i].sectnum].floorstat, FLOOR_STAT_SLOPE);
|
|
}
|
|
|
|
TRAVERSE_SPRITE_STAT(headspritestat[STAT_FAF_COPY], i, nexti)
|
|
{
|
|
if (User[i])
|
|
{
|
|
FreeMem(User[i]);
|
|
User[i] = NULL;
|
|
}
|
|
|
|
#if DEBUG
|
|
sp = &sprite[i];
|
|
statnum = sp->statnum;
|
|
sectnum = sp->sectnum;
|
|
memset(sp, 0xCC, sizeof(SPRITE));
|
|
sp->statnum = statnum;
|
|
sp->sectnum = sectnum;
|
|
#endif
|
|
|
|
deletesprite(i);
|
|
}
|
|
}
|
|
|
|
int CopySprite(uspritetype const * tsp, short newsector)
|
|
{
|
|
short New;
|
|
SPRITEp sp;
|
|
|
|
New = COVERinsertsprite(newsector, STAT_FAF_COPY);
|
|
sp = &sprite[New];
|
|
|
|
sp->x = tsp->x;
|
|
sp->y = tsp->y;
|
|
sp->z = tsp->z;
|
|
sp->cstat = tsp->cstat;
|
|
sp->picnum = tsp->picnum;
|
|
sp->pal = tsp->pal;
|
|
sp->xrepeat = tsp->xrepeat;
|
|
sp->yrepeat = tsp->yrepeat;
|
|
sp->xoffset = tsp->xoffset;
|
|
sp->yoffset = tsp->yoffset;
|
|
sp->ang = tsp->ang;
|
|
sp->xvel = tsp->xvel;
|
|
sp->yvel = tsp->yvel;
|
|
sp->zvel = tsp->zvel;
|
|
sp->shade = tsp->shade;
|
|
|
|
RESET(sp->cstat, CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN);
|
|
|
|
return New;
|
|
}
|
|
|
|
int ConnectCopySprite(uspritetype const * tsp)
|
|
{
|
|
short newsector;
|
|
int testz;
|
|
|
|
if (FAF_ConnectCeiling(tsp->sectnum))
|
|
{
|
|
newsector = tsp->sectnum;
|
|
testz = SPRITEp_TOS(tsp) - Z(10);
|
|
|
|
if (testz < sector[tsp->sectnum].ceilingz)
|
|
updatesectorz(tsp->x, tsp->y, testz, &newsector);
|
|
|
|
if (newsector >= 0 && newsector != tsp->sectnum)
|
|
{
|
|
return CopySprite(tsp, newsector);
|
|
}
|
|
}
|
|
|
|
if (FAF_ConnectFloor(tsp->sectnum))
|
|
{
|
|
newsector = tsp->sectnum;
|
|
testz = SPRITEp_BOS(tsp) + Z(10);
|
|
|
|
if (testz > sector[tsp->sectnum].floorz)
|
|
updatesectorz(tsp->x, tsp->y, testz, &newsector);
|
|
|
|
if (newsector >= 0 && newsector != tsp->sectnum)
|
|
{
|
|
return CopySprite(tsp, newsector);
|
|
}
|
|
}
|
|
|
|
return -1;
|
|
}
|
|
|
|
|
|
void PreDrawStackedWater(void)
|
|
{
|
|
short si,snexti;
|
|
short i,nexti;
|
|
SPRITEp sp,np;
|
|
USERp u,nu;
|
|
short New;
|
|
int smr4,smr2;
|
|
int x,y,z;
|
|
short ang;
|
|
PLAYERp pp = Player + screenpeek;
|
|
|
|
smr4 = smoothratio + (((int) MoveSkip4) << 16);
|
|
smr2 = smoothratio + (((int) MoveSkip2) << 16);
|
|
|
|
TRAVERSE_SPRITE_STAT(headspritestat[STAT_CEILING_FLOOR_PIC_OVERRIDE], si, snexti)
|
|
{
|
|
TRAVERSE_SPRITE_SECT(headspritesect[sprite[si].sectnum], i, nexti)
|
|
{
|
|
if (User[i])
|
|
{
|
|
if (sprite[i].statnum == STAT_ITEM)
|
|
continue;
|
|
|
|
if (sprite[i].statnum <= STAT_DEFAULT || sprite[i].statnum > STAT_PLAYER0 + MAX_SW_PLAYERS)
|
|
continue;
|
|
|
|
// code so that a copied sprite will not make another copy
|
|
if (User[i]->xchange == -989898)
|
|
continue;
|
|
|
|
sp = &sprite[i];
|
|
u = User[i];
|
|
|
|
New = ConnectCopySprite((uspritetype const *)sp);
|
|
if (New >= 0)
|
|
{
|
|
np = &sprite[New];
|
|
|
|
// spawn a user
|
|
User[New] = nu = (USERp)CallocMem(sizeof(USER), 1);
|
|
ASSERT(nu != NULL);
|
|
|
|
nu->xchange = -989898;
|
|
|
|
// copy everything reasonable from the user that
|
|
// analyzesprites() needs to draw the image
|
|
nu->State = u->State;
|
|
nu->Rot = u->Rot;
|
|
nu->StateStart = u->StateStart;
|
|
nu->StateEnd = u->StateEnd;
|
|
nu->ox = u->ox;
|
|
nu->oy = u->oy;
|
|
nu->oz = u->oz;
|
|
nu->Flags = u->Flags;
|
|
nu->Flags2 = u->Flags2;
|
|
nu->RotNum = u->RotNum;
|
|
nu->ID = u->ID;
|
|
|
|
// set these to other sprite for players draw
|
|
nu->SpriteNum = i;
|
|
nu->SpriteP = sp;
|
|
|
|
nu->PlayerP = u->PlayerP;
|
|
nu->spal = u->spal;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
void FAF_DrawRooms(int x, int y, int z, short ang, int horiz, short sectnum)
|
|
{
|
|
short i,nexti;
|
|
|
|
TRAVERSE_SPRITE_STAT(headspritestat[STAT_CEILING_FLOOR_PIC_OVERRIDE], i, nexti)
|
|
{
|
|
if (SPRITE_TAG3(i) == 0)
|
|
{
|
|
// back up ceilingpicnum and ceilingstat
|
|
SPRITE_TAG5(i) = sector[sprite[i].sectnum].ceilingpicnum;
|
|
sector[sprite[i].sectnum].ceilingpicnum = SPRITE_TAG2(i);
|
|
SPRITE_TAG4(i) = sector[sprite[i].sectnum].ceilingstat;
|
|
//SET(sector[sprite[i].sectnum].ceilingstat, ((int)SPRITE_TAG7(i))<<7);
|
|
SET(sector[sprite[i].sectnum].ceilingstat, SPRITE_TAG6(i));
|
|
RESET(sector[sprite[i].sectnum].ceilingstat, CEILING_STAT_PLAX);
|
|
}
|
|
else if (SPRITE_TAG3(i) == 1)
|
|
{
|
|
SPRITE_TAG5(i) = sector[sprite[i].sectnum].floorpicnum;
|
|
sector[sprite[i].sectnum].floorpicnum = SPRITE_TAG2(i);
|
|
SPRITE_TAG4(i) = sector[sprite[i].sectnum].floorstat;
|
|
//SET(sector[sprite[i].sectnum].floorstat, ((int)SPRITE_TAG7(i))<<7);
|
|
SET(sector[sprite[i].sectnum].floorstat, SPRITE_TAG6(i));
|
|
RESET(sector[sprite[i].sectnum].floorstat, FLOOR_STAT_PLAX);
|
|
}
|
|
}
|
|
|
|
drawrooms(x,y,z,ang,horiz,sectnum);
|
|
|
|
TRAVERSE_SPRITE_STAT(headspritestat[STAT_CEILING_FLOOR_PIC_OVERRIDE], i, nexti)
|
|
{
|
|
// manually set gotpic
|
|
if (TEST_GOTSECTOR(sprite[i].sectnum))
|
|
{
|
|
SET_GOTPIC(FAF_MIRROR_PIC);
|
|
}
|
|
|
|
if (SPRITE_TAG3(i) == 0)
|
|
{
|
|
// restore ceilingpicnum and ceilingstat
|
|
sector[sprite[i].sectnum].ceilingpicnum = SPRITE_TAG5(i);
|
|
sector[sprite[i].sectnum].ceilingstat = SPRITE_TAG4(i);
|
|
//RESET(sector[sprite[i].sectnum].ceilingstat, CEILING_STAT_TYPE_MASK);
|
|
RESET(sector[sprite[i].sectnum].ceilingstat, CEILING_STAT_PLAX);
|
|
}
|
|
else if (SPRITE_TAG3(i) == 1)
|
|
{
|
|
sector[sprite[i].sectnum].floorpicnum = SPRITE_TAG5(i);
|
|
sector[sprite[i].sectnum].floorstat = SPRITE_TAG4(i);
|
|
//RESET(sector[sprite[i].sectnum].floorstat, FLOOR_STAT_TYPE_MASK);
|
|
RESET(sector[sprite[i].sectnum].floorstat, FLOOR_STAT_PLAX);
|
|
}
|
|
}
|
|
}
|
|
|
|
short ScreenSavePic = FALSE;
|
|
|
|
void
|
|
drawscreen(PLAYERp pp)
|
|
{
|
|
extern SWBOOL DemoMode,CameraTestMode;
|
|
int tx, ty, tz,thoriz,pp_siz;
|
|
short tang,tsectnum;
|
|
short i,j;
|
|
walltype *wal;
|
|
int tiltlock;
|
|
int bob_amt = 0;
|
|
int quake_z, quake_x, quake_y;
|
|
short quake_ang;
|
|
SWBOOL PicInView(short, SWBOOL);
|
|
extern SWBOOL FAF_DebugView;
|
|
PLAYERp camerapp; // prediction player if prediction is on, else regular player
|
|
void DoPlayerDiveMeter(PLAYERp pp);
|
|
|
|
// last valid stuff
|
|
static short lv_sectnum = -1;
|
|
static int lv_x, lv_y, lv_z;
|
|
|
|
if (HelpInputMode)
|
|
{
|
|
renderFlushPerms();
|
|
// note - could put Order Info Pages at the top like this also
|
|
|
|
rotatesprite(0,0,65536L,0,HelpPagePic[HelpPage],0,0,
|
|
(ROTATE_SPRITE_CORNER|ROTATE_SPRITE_SCREEN_CLIP|ROTATE_SPRITE_NON_MASK|ROTATE_SPRITE_IGNORE_START_MOST),
|
|
0, 0, xdim-1, ydim-1);
|
|
videoNextPage();
|
|
|
|
return;
|
|
}
|
|
|
|
#if 0
|
|
if (TenScreenMode)
|
|
{
|
|
#define TEN_PIC 5109
|
|
|
|
flushperms();
|
|
// note - could put Order Info Pages at the top like this also
|
|
rotatesprite(0,0,65536L,0,TEN_PIC,0,0,
|
|
(ROTATE_SPRITE_CORNER|ROTATE_SPRITE_SCREEN_CLIP|ROTATE_SPRITE_NON_MASK|ROTATE_SPRITE_IGNORE_START_MOST),
|
|
0, 0, xdim-1, ydim-1);
|
|
|
|
nextpage();
|
|
return;
|
|
}
|
|
#endif
|
|
|
|
if (videoGetRenderMode() >= REND_POLYMOST)
|
|
RedrawScreen = TRUE;
|
|
|
|
DrawScreen = TRUE;
|
|
PreDraw();
|
|
// part of new border refresh method
|
|
if (RedrawScreen)
|
|
{
|
|
RedrawCompass = TRUE;
|
|
RedrawScreen = FALSE;
|
|
// get rid of all PERM sprites!
|
|
renderFlushPerms();
|
|
// get rid of all PANF_KILL_AFTER_SHOW sprites!
|
|
pFlushPerms(pp);
|
|
SetBorder(pp,gs.BorderNum);
|
|
}
|
|
|
|
PreUpdatePanel();
|
|
|
|
|
|
smoothratio = min(max(((int32_t) totalclock - ototalclock) * (65536 / synctics),0),65536);
|
|
|
|
if (!ScreenSavePic)
|
|
{
|
|
dointerpolations(smoothratio); // Stick at beginning of drawscreen
|
|
short_dointerpolations(smoothratio); // Stick at beginning of drawscreen
|
|
}
|
|
|
|
// TENSW: when rendering with prediction, the only thing that counts should
|
|
// be the predicted player.
|
|
if (PredictionOn && CommEnabled && pp == Player+myconnectindex)
|
|
camerapp = ppp;
|
|
else
|
|
camerapp = pp;
|
|
|
|
tx = camerapp->oposx + mulscale16(camerapp->posx - camerapp->oposx, smoothratio);
|
|
ty = camerapp->oposy + mulscale16(camerapp->posy - camerapp->oposy, smoothratio);
|
|
tz = camerapp->oposz + mulscale16(camerapp->posz - camerapp->oposz, smoothratio);
|
|
tang = camerapp->oang + mulscale16(((camerapp->pang + 1024 - camerapp->oang) & 2047) - 1024, smoothratio);
|
|
thoriz = camerapp->ohoriz + mulscale16(camerapp->horiz - camerapp->ohoriz, smoothratio);
|
|
tsectnum = camerapp->cursectnum;
|
|
|
|
//ASSERT(tsectnum >= 0 && tsectnum <= MAXSECTORS);
|
|
// if updatesectorz is to sensitive try COVERupdatesector
|
|
//updatesectorz(tx, ty, tz, &tsectnum);
|
|
|
|
COVERupdatesector(tx, ty, &tsectnum);
|
|
|
|
if (tsectnum < 0)
|
|
{
|
|
// if we hit an invalid sector move to the last valid position for drawing
|
|
tsectnum = lv_sectnum;
|
|
tx = lv_x;
|
|
ty = lv_y;
|
|
tz = lv_z;
|
|
}
|
|
else
|
|
{
|
|
// last valid stuff
|
|
lv_sectnum = tsectnum;
|
|
lv_x = tx;
|
|
lv_y = ty;
|
|
lv_z = tz;
|
|
}
|
|
|
|
// with "last valid" code this should never happen
|
|
ASSERT(tsectnum >= 0 && tsectnum <= MAXSECTORS);
|
|
|
|
pp->six = tx;
|
|
pp->siy = ty;
|
|
pp->siz = tz - pp->posz;
|
|
pp_siz = tz;
|
|
pp->siang = tang;
|
|
|
|
if (pp->sop_riding || pp->sop_control)
|
|
{
|
|
tx = pp->posx;
|
|
ty = pp->posy;
|
|
tz = pp->posz;
|
|
tang = pp->pang;
|
|
tsectnum = pp->cursectnum;
|
|
updatesectorz(tx, ty, tz, &tsectnum);
|
|
|
|
pp->six = tx;
|
|
pp->siy = ty;
|
|
pp->siz = tz - pp->posz;
|
|
pp->siang = tang;
|
|
}
|
|
|
|
QuakeViewChange(camerapp, &quake_z, &quake_x, &quake_y, &quake_ang);
|
|
VisViewChange(camerapp, &g_visibility);
|
|
tz = tz + quake_z;
|
|
tx = tx + quake_x;
|
|
ty = ty + quake_y;
|
|
//thoriz = thoriz + quake_x;
|
|
tang = NORM_ANGLE(tang + quake_ang);
|
|
|
|
if (pp->sop_remote)
|
|
{
|
|
if (TEST_BOOL1(pp->remote_sprite))
|
|
tang = pp->remote_sprite->ang;
|
|
else
|
|
tang = getangle(pp->sop_remote->xmid - tx, pp->sop_remote->ymid - ty);
|
|
}
|
|
|
|
//if (TEST(camerapp->Flags, PF_VIEW_FROM_OUTSIDE))
|
|
if (TEST(pp->Flags, PF_VIEW_FROM_OUTSIDE))
|
|
{
|
|
BackView(&tx, &ty, &tz, &tsectnum, &tang, thoriz);
|
|
}
|
|
else
|
|
{
|
|
bob_amt = camerapp->bob_amt;
|
|
|
|
if (DemoMode || CameraTestMode)
|
|
CameraView(camerapp, &tx, &ty, &tz, &tsectnum, &tang, &thoriz);
|
|
}
|
|
|
|
if (!TEST(pp->Flags, PF_VIEW_FROM_CAMERA|PF_VIEW_FROM_OUTSIDE))
|
|
{
|
|
tz += bob_amt;
|
|
tz += camerapp->bob_z;
|
|
|
|
// recoil only when not in camera
|
|
//thoriz = thoriz + camerapp->recoil_horizoff;
|
|
thoriz = thoriz + pp->recoil_horizoff;
|
|
thoriz = max(thoriz, PLAYER_HORIZ_MIN);
|
|
thoriz = min(thoriz, PLAYER_HORIZ_MAX);
|
|
}
|
|
|
|
if (FAF_DebugView)
|
|
videoClearViewableArea(255L);
|
|
|
|
OverlapDraw = TRUE;
|
|
DrawOverlapRoom(tx, ty, tz, tang, thoriz, tsectnum);
|
|
OverlapDraw = FALSE;
|
|
|
|
if (dimensionmode != 6 && !ScreenSavePic)
|
|
{
|
|
// TEST this! Changed to camerapp
|
|
//JS_DrawMirrors(camerapp, tx, ty, tz, tang, thoriz);
|
|
JS_DrawMirrors(pp, tx, ty, tz, tang, thoriz);
|
|
}
|
|
|
|
if (!FAF_DebugView)
|
|
{
|
|
FAF_DrawRooms(tx, ty, tz, tang, thoriz, tsectnum);
|
|
PicInView(FAF_MIRROR_PIC, FALSE);
|
|
}
|
|
|
|
analyzesprites(tx, ty, tz, FALSE);
|
|
post_analyzesprites();
|
|
renderDrawMasks();
|
|
|
|
UpdatePanel();
|
|
|
|
#define SLIME 2305
|
|
// Only animate lava if its picnum is on screen
|
|
// gotpic is a bit array where the tile number's bit is set
|
|
// whenever it is drawn (ceilings, walls, sprites, etc.)
|
|
if ((gotpic[SLIME >> 3] & (1 << (SLIME & 7))) > 0)
|
|
{
|
|
gotpic[SLIME >> 3] &= ~(1 << (SLIME & 7));
|
|
|
|
if (waloff[SLIME])
|
|
movelava((char *) waloff[SLIME]);
|
|
}
|
|
|
|
|
|
i = pp->cursectnum;
|
|
|
|
show2dsector[i>>3] |= (1<<(i&7));
|
|
wal = &wall[sector[i].wallptr];
|
|
for (j=sector[i].wallnum; j>0; j--,wal++)
|
|
{
|
|
i = wal->nextsector;
|
|
if (i < 0) continue;
|
|
if (wal->cstat&0x0071) continue;
|
|
if (wall[wal->nextwall].cstat&0x0071) continue;
|
|
if (sector[i].lotag == 32767) continue;
|
|
if (sector[i].ceilingz >= sector[i].floorz) continue;
|
|
show2dsector[i>>3] |= (1<<(i&7));
|
|
}
|
|
|
|
if ((dimensionmode == 5 || dimensionmode == 6) && pp == Player+myconnectindex)
|
|
{
|
|
void MoveScrollMode2D(PLAYERp pp);
|
|
extern SWBOOL ScrollMode2D;
|
|
|
|
if (ScrollMode2D)
|
|
{
|
|
tx = Follow_posx;
|
|
ty = Follow_posy;
|
|
}
|
|
|
|
for (j = 0; j < MAXSPRITES; j++)
|
|
{
|
|
// Don't show sprites tagged with 257
|
|
if (sprite[j].lotag == 257)
|
|
{
|
|
if (TEST(sprite[j].cstat, CSTAT_SPRITE_ALIGNMENT_FLOOR))
|
|
{
|
|
RESET(sprite[j].cstat, CSTAT_SPRITE_ALIGNMENT_FLOOR);
|
|
sprite[j].owner = -2;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (dimensionmode == 6)
|
|
{
|
|
videoClearViewableArea(0L);
|
|
renderDrawMapView(tx, ty, zoom, tang);
|
|
}
|
|
|
|
// Draw the line map on top of texture 2d map or just stand alone
|
|
drawoverheadmap(tx, ty, zoom, tang);
|
|
}
|
|
|
|
for (j = 0; j < MAXSPRITES; j++)
|
|
{
|
|
// Don't show sprites tagged with 257
|
|
if (sprite[j].lotag == 257 && sprite[j].owner == -2)
|
|
SET(sprite[j].cstat, CSTAT_SPRITE_ALIGNMENT_FLOOR);
|
|
}
|
|
|
|
// if doing a screen save don't need to process the rest
|
|
if (ScreenSavePic)
|
|
{
|
|
DrawScreen = FALSE;
|
|
return;
|
|
}
|
|
|
|
PrintLocationInfo(pp);
|
|
PrintSpriteInfo(pp);
|
|
|
|
#if SYNC_TEST
|
|
SyncStatMessage();
|
|
#endif
|
|
|
|
DrawCrosshair(pp);
|
|
|
|
|
|
operatefta(); // Draw all the user quotes in the quote array
|
|
|
|
operateconfta(); // Draw messages in the console
|
|
|
|
DoPlayerDiveMeter(pp); // Do the underwater breathing bar
|
|
|
|
// Boss Health Meter, if Boss present
|
|
BossHealthMeter();
|
|
|
|
if (ConInputMode)
|
|
{
|
|
DrawConInput(pp); // Console panel input mode
|
|
}
|
|
else
|
|
DrawMessageInput(pp); // This is only used for non-multiplayer input now
|
|
|
|
DrawCompass(pp);
|
|
UpdateMiniBar(pp);
|
|
|
|
if (UsingMenus)
|
|
MNU_DrawMenu();
|
|
else
|
|
SecretInfo(pp);
|
|
|
|
videoNextPage();
|
|
|
|
#if SYNC_TEST
|
|
SyncStatMessage();
|
|
#endif
|
|
|
|
// certain input is done here - probably shouldn't be
|
|
DrawCheckKeys(pp);
|
|
|
|
restoreinterpolations(); // Stick at end of drawscreen
|
|
short_restoreinterpolations(); // Stick at end of drawscreen
|
|
|
|
PostDraw();
|
|
DrawScreen = FALSE;
|
|
}
|
|
|
|
void
|
|
DrawCompass(PLAYERp pp)
|
|
{
|
|
#define COMPASS_TIC 2380
|
|
#define COMPASS_TIC2 2381
|
|
|
|
#define COMPASS_NORTH 2382
|
|
#define COMPASS_NORTH2 2383
|
|
|
|
#define COMPASS_SOUTH 2384
|
|
#define COMPASS_SOUTH2 2385
|
|
|
|
#define COMPASS_EAST 2386
|
|
#define COMPASS_EAST2 2387
|
|
|
|
#define COMPASS_WEST 2388
|
|
#define COMPASS_WEST2 2389
|
|
|
|
#define COMPASS_MID_TIC 2390
|
|
#define COMPASS_MID_TIC2 2391
|
|
|
|
#define COMPASS_X 140
|
|
#define COMPASS_Y (162-5)
|
|
|
|
#define NORM_CANG(ang) (((ang) + 32) & 31)
|
|
|
|
short start_ang,ang;
|
|
short x_size = tilesiz[COMPASS_NORTH].x;
|
|
short x;
|
|
short i;
|
|
int flags;
|
|
PANEL_SPRITEp psp;
|
|
|
|
static short CompassPic[32] =
|
|
{
|
|
COMPASS_EAST, COMPASS_EAST2,
|
|
COMPASS_TIC, COMPASS_TIC2,
|
|
COMPASS_MID_TIC, COMPASS_MID_TIC2,
|
|
COMPASS_TIC, COMPASS_TIC2,
|
|
|
|
COMPASS_SOUTH, COMPASS_SOUTH2,
|
|
COMPASS_TIC, COMPASS_TIC2,
|
|
COMPASS_MID_TIC, COMPASS_MID_TIC2,
|
|
COMPASS_TIC, COMPASS_TIC2,
|
|
|
|
COMPASS_WEST, COMPASS_WEST2,
|
|
COMPASS_TIC, COMPASS_TIC2,
|
|
COMPASS_MID_TIC, COMPASS_MID_TIC2,
|
|
COMPASS_TIC, COMPASS_TIC2,
|
|
|
|
COMPASS_NORTH, COMPASS_NORTH2,
|
|
COMPASS_TIC, COMPASS_TIC2,
|
|
COMPASS_MID_TIC, COMPASS_MID_TIC2,
|
|
COMPASS_TIC, COMPASS_TIC2,
|
|
};
|
|
|
|
static short CompassShade[10] =
|
|
{
|
|
//20, 16, 11, 6, 1, 1, 6, 11, 16, 20
|
|
25, 19, 15, 9, 1, 1, 9, 15, 19, 25
|
|
};
|
|
|
|
extern SWBOOL PanelUpdateMode;
|
|
|
|
if (!PanelUpdateMode)
|
|
return;
|
|
|
|
if (gs.BorderNum < BORDER_BAR || pp - Player != screenpeek)
|
|
return;
|
|
|
|
ang = pp->pang;
|
|
|
|
if (pp->sop_remote)
|
|
ang = 0;
|
|
|
|
start_ang = (ang + 32) >> 6;
|
|
|
|
start_ang = NORM_CANG(start_ang - 4);
|
|
|
|
flags = ROTATE_SPRITE_SCREEN_CLIP | ROTATE_SPRITE_CORNER;
|
|
if (RedrawCompass)
|
|
{
|
|
RedrawCompass = FALSE;
|
|
SET(flags, ROTATE_SPRITE_ALL_PAGES);
|
|
}
|
|
|
|
for (i = 0, x = COMPASS_X; i < 10; i++)
|
|
{
|
|
rotatesprite(x << 16, COMPASS_Y << 16, (1 << 16), 0,
|
|
CompassPic[NORM_CANG(start_ang + i)], CompassShade[i], 0,
|
|
flags, 0, 0, xdim - 1, ydim - 1);
|
|
x += x_size;
|
|
}
|
|
}
|
|
|
|
|
|
void ScreenTileLock(void)
|
|
{
|
|
walock[SAVE_SCREEN_TILE] = CACHE_LOCK_MAX;
|
|
}
|
|
|
|
void ScreenTileUnLock(void)
|
|
{
|
|
walock[SAVE_SCREEN_TILE] = CACHE_UNLOCK_MAX;
|
|
}
|
|
|
|
int
|
|
ScreenLoadSaveSetup(PLAYERp pp)
|
|
{
|
|
int tx, ty, tz,thoriz,pp_siz;
|
|
short tang,tsectnum;
|
|
short i;
|
|
|
|
// lock and allocate memory
|
|
|
|
ScreenTileLock();
|
|
|
|
if (!waloff[SAVE_SCREEN_TILE])
|
|
cacheAllocateBlock((intptr_t*)&waloff[SAVE_SCREEN_TILE], SAVE_SCREEN_XSIZE * SAVE_SCREEN_YSIZE, &walock[SAVE_SCREEN_TILE]);
|
|
|
|
tilesiz[SAVE_SCREEN_TILE].x = SAVE_SCREEN_XSIZE;
|
|
tilesiz[SAVE_SCREEN_TILE].x = SAVE_SCREEN_YSIZE;
|
|
|
|
return SAVE_SCREEN_TILE;
|
|
}
|
|
|
|
int
|
|
ScreenSaveSetup(PLAYERp pp)
|
|
{
|
|
short i;
|
|
|
|
ScreenLoadSaveSetup(Player + myconnectindex);
|
|
|
|
renderSetTarget(SAVE_SCREEN_TILE, SAVE_SCREEN_YSIZE, SAVE_SCREEN_XSIZE);
|
|
|
|
ScreenSavePic = TRUE;
|
|
drawscreen(Player + myconnectindex);
|
|
ScreenSavePic = FALSE;
|
|
|
|
renderRestoreTarget();
|
|
|
|
return SAVE_SCREEN_TILE;
|
|
}
|
|
|
|
|
|
|
|
|