mirror of
https://github.com/ZDoom/raze-gles.git
synced 2024-11-10 23:02:03 +00:00
- got rid of all remaining rotatesprite calls in SW.
Also removed some dead code from player.cpp.
This commit is contained in:
parent
67b3a38fa3
commit
deb9b74ce2
7 changed files with 34 additions and 248 deletions
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@ -1443,23 +1443,16 @@ void DrawCrosshair(PLAYERp pp)
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{
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extern SWBOOL DemoMode,CameraTestMode;
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if (!cl_crosshair)
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return;
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if (DemoMode || CameraTestMode)
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return;
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if (TEST(pp->Flags, PF_VIEW_FROM_OUTSIDE))
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return;
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if (dimensionmode == 6)
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return;
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if (cl_crosshair && !(DemoMode || CameraTestMode) && !TEST(pp->Flags, PF_VIEW_FROM_OUTSIDE) && dimensionmode != 6)
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{
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//NORMALXHAIR:
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rotatesprite(160<<16, 100<<16, (1 << 16), 0,
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2326, 10, 0,
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0, windowxy1.x, windowxy1.y, windowxy2.x, windowxy2.y);
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int32_t a = 2326;
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double crosshair_scale = cl_crosshairscale * .01;
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if (isRR()) crosshair_scale *= .5;
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DrawTexture(twod, tileGetTexture(a), 160, 100, DTA_Color, shadeToLight(10),
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DTA_FullscreenScale, FSMode_ScaleToFit43, DTA_VirtualWidth, 320, DTA_VirtualHeight, 200, DTA_ScaleX, crosshair_scale, DTA_ScaleY, crosshair_scale, DTA_CenterOffsetRel, true,
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DTA_ViewportX, windowxy1.x, DTA_ViewportY, windowxy1.y, DTA_ViewportWidth, windowxy2.x - windowxy1.x + 1, DTA_ViewportHeight, windowxy2.y - windowxy1.y + 1, TAG_DONE);
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}
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}
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@ -108,7 +108,6 @@ extern int sw_snd_scratch;
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#define BETA 0
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#endif
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#define TITLE_ROT_FLAGS (RS_TOPLEFT|ROTATE_SPRITE_SCREEN_CLIP|ROTATE_SPRITE_NON_MASK)
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#define PAL_SIZE (256*3)
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char DemoName[15][16];
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@ -937,7 +936,8 @@ void DrawMenuLevelScreen(void)
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{
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const int TITLE_PIC = 2324;
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twod->ClearScreen();
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rotatesprite(0, 0, RS_SCALE, 0, TITLE_PIC, 20, 0, TITLE_ROT_FLAGS, 0, 0, xdim - 1, ydim - 1);
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DrawTexture(twod, tileGetTexture(TITLE_PIC), 0, 0, DTA_FullscreenEx, FSMode_ScaleToFit43, DTA_LegacyRenderStyle, STYLE_Normal,
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DTA_Color, shadeToLight(20), TAG_DONE);
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}
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short PlayerQuitMenuLevel = -1;
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@ -2392,13 +2392,23 @@ SHOWSPRITE:
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// Special case tiles
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if (spr->picnum == 3123) break;
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int spnum = -1;
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if (sprisplayer)
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{
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if (gNet.MultiGameType != MULTI_GAME_COMMBAT || j == Player[screenpeek].PlayerSprite)
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rotatesprite((x1 << 4) + (xdim << 15), (y1 << 4) + (ydim << 15), mulscale16(czoom * (spr->yrepeat), yxaspect), daang, 1196+pspr_ndx[myconnectindex], spr->shade, spr->pal, (spr->cstat & 2) >> 1, windowxy1.x, windowxy1.y, windowxy2.x, windowxy2.y);
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spnum = 1196 + pspr_ndx[myconnectindex];
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}
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else spnum = spr->picnum;
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double xd = ((x1 << 4) + (xdim << 15)) / 65536.;
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double yd = ((y1 << 4) + (ydim << 15)) / 65536.;
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double sc = mulscale16(czoom * (spr->yrepeat), yxaspect) / 65536.;
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if (spnum >= 0)
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{
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DrawTexture(twod, tileGetTexture(5407, true), xd, yd, DTA_FullscreenScale, FSMode_ScaleToFit43, DTA_VirtualWidth, 320, DTA_VirtualHeight, 200,
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DTA_CenterOffsetRel, true, DTA_TranslationIndex, TRANSLATION(Translation_Remap, spr->pal), DTA_Color, shadeToLight(spr->shade),
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DTA_Alpha, (spr->cstat & 2) ? 0.33 : 1., TAG_DONE);
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}
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else
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rotatesprite((x1 << 4) + (xdim << 15), (y1 << 4) + (ydim << 15), mulscale16(czoom * (spr->yrepeat), yxaspect), daang, spr->picnum, spr->shade, spr->pal, (spr->cstat & 2) >> 1, windowxy1.x, windowxy1.y, windowxy2.x, windowxy2.y);
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}
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}
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}
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@ -544,10 +544,6 @@ int StdRandomRange(int range);
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#define NORM_WALL(val) ((val) & (MAXWALLS - 1))
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#define NORM_SECTOR(val) ((val) & (MAXSECTORS - 1))
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EDUKE32_STATIC_ASSERT(isPow2(MAXSPRITES));
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EDUKE32_STATIC_ASSERT(isPow2(MAXWALLS));
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EDUKE32_STATIC_ASSERT(isPow2(MAXSECTORS));
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// overwritesprite flags
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#define OVER_SPRITE_MIDDLE (BIT(0))
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#define OVER_SPRITE_VIEW_CLIP (BIT(1))
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@ -555,12 +551,6 @@ EDUKE32_STATIC_ASSERT(isPow2(MAXSECTORS));
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#define OVER_SPRITE_XFLIP (BIT(3))
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#define OVER_SPRITE_YFLIP (BIT(4))
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// rotatesprite flags
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#define ROTATE_SPRITE_SCREEN_CLIP (BIT(1)|BIT(3)) // use window
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#define ROTATE_SPRITE_NON_MASK (BIT(6)) // non masked sprites
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#define RS_SCALE BIT(16)
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// system defines for status bits
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#define CEILING_STAT_PLAX BIT(0)
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#define CEILING_STAT_SLOPE BIT(1)
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@ -89,7 +89,6 @@ void MNU_DrawStringLarge(int x, int y, const char* string, int shade = 0, int al
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#define pic_shadow_warrior 2366
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#define m_defshade 2
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#define MenuDrawFlags (ROTATE_SPRITE_SCREEN_CLIP)
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extern SWBOOL LoadGameOutsideMoveLoop;
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@ -121,7 +121,6 @@ struct PANEL_SPRITEstruct
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// list
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short picndx; // for pip stuff in conpic.h
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short picnum; // bypass pip stuff in conpic.h
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short x1, y1, x2, y2; // for rotatesprites box cliping
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short vel, vel_adj;
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short numpages;
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int xorig, yorig, flags, priority;
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@ -2425,46 +2425,12 @@ DoPlayerSlide(PLAYERp pp)
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}
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}
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void PlayerMoveHitDebug(short ret)
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{
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SPRITEp sp;
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switch (TEST(ret, HIT_MASK))
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{
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case HIT_SPRITE:
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sp = &sprite[NORM_SPRITE(ret)];
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//DSPRINTF(ds, "Hit a Sprite %d, stat %d ", sp-sprite, (short)sp->statnum);
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if (sp->statnum == STAT_MISSILE)
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{
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//DSPRINTF(ds, "Monster hit bullet %d, stat %d ", sp-sprite, (short)sp->statnum);
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}
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else
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{
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//DSPRINTF(ds, "Hit a Sprite %d, stat %d ", sp-sprite, (short)sp->statnum);
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}
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break;
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case HIT_WALL:
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//DSPRINTF(ds, "Hit a Wall %d ", NORM_WALL(ret));
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break;
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case HIT_SECTOR:
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//DSPRINTF(ds, "Hit a Sector %d ", NORM_SECTOR(ret));
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break;
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}
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MONO_PRINT(ds);
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}
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void PlayerCheckValidMove(PLAYERp pp)
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{
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if (pp->cursectnum == -1)
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{
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static int count = 0;
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#if DEBUG
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//DSPRINTF(ds,"PROBLEM!!!!! Player %d is not in a sector", pp - Player);
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MONO_PRINT(ds);
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#endif
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pp->posx = pp->oldposx;
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pp->posy = pp->oldposy;
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pp->posz = pp->oldposz;
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@ -2985,19 +2951,6 @@ DoPlayerMoveBoat(PLAYERp pp)
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DoPlayerHorizon(pp, &pp->q16horiz, pp->input.q16aimvel);
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}
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#if 0
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STATE s_TankTreadMove[] =
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{
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{755, 6|SF_WALL_ANIM, NULL, s_TankTreadMove[1]},
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{756, 6|SF_WALL_ANIM, NULL, s_TankTreadMove[0]},
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};
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STATE s_TankTreadStill[] =
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{
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{755, 6|SF_WALL_ANIM, NULL, s_TankTreadMove[0]},
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};
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#endif
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void DoTankTreads(PLAYERp pp)
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{
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SPRITEp sp;
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@ -3026,25 +2979,6 @@ void DoTankTreads(PLAYERp pp)
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if (!TEST_BOOL1(sp))
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continue;
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#if 0
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if (sp->statnum == STAT_WALL_ANIM)
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{
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if (SP_TAG3(sp) == TANK_TREAD_WALL_ANIM)
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{
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if (vel)
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{
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if (u->StateStart != s_TankTreadMove)
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ChangeState(i, s_TankTreadMove);
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}
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else
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{
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if (u->StateStart != s_TankTreadStill)
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ChangeState(i, s_TankTreadStill);
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}
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}
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}
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else
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#endif
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if (sp->statnum == STAT_WALL_PAN)
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{
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if (reverse)
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@ -3761,9 +3695,6 @@ DoPlayerFall(PLAYERp pp)
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// adjust player height by jump speed
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pp->posz += pp->jump_speed;
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////DSPRINTF(ds,"Fall velocity = %d",pp->jump_speed);
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//MONO_PRINT(ds);
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if (pp->jump_speed > 2000)
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{
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PlayerSound(DIGI_FALLSCREAM, v3df_dontpan|v3df_doppler|v3df_follow,pp);
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@ -4196,83 +4127,6 @@ SWBOOL PlayerFlyKey(void)
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return key;
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}
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#if 0
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void
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DoPlayerBeginSwim(PLAYERp pp)
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{
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USERp u = User[pp->PlayerSprite];
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SPRITEp sp = &sprite[pp->PlayerSprite];
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RESET(pp->Flags, PF_FALLING | PF_JUMPING);
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SET(pp->Flags, PF_SWIMMING);
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// reset because of bobbing when wading
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pp->SpriteP->z = pp->posz + PLAYER_SWIM_HEIGHT;
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pp->friction = PLAYER_SWIM_FRICTION;
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pp->floor_dist = PLAYER_SWIM_FLOOR_DIST;
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pp->ceiling_dist = PLAYER_SWIM_CEILING_DIST;
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pp->DoPlayerAction = DoPlayerSwim;
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//DamageData[u->WeaponNum].Init(pp);
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NewStateGroup(pp->PlayerSprite, u->ActorActionSet->Swim);
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SET(sp->cstat, CSTAT_SPRITE_YCENTER);
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}
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void
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DoPlayerSwim(PLAYERp pp)
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{
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USERp u = User[pp->PlayerSprite];
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SPRITEp sp = &sprite[pp->PlayerSprite];
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// Jump to get up
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if (TEST_SYNC_KEY(pp, SK_JUMP))
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{
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if (FLAG_KEY_PRESSED(pp, SK_JUMP))
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{
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FLAG_KEY_RELEASE(pp, SK_JUMP);
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RESET(sp->cstat, CSTAT_SPRITE_YCENTER);
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RESET(pp->Flags, PF_SWIMMING);
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DoPlayerBeginJump(pp);
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// return;
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}
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}
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else
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{
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FLAG_KEY_RESET(pp, SK_JUMP);
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}
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// If too shallow to swim or stopped the "RUN" key
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if (pp->WadeDepth < MIN_SWIM_DEPTH || !(TEST_SYNC_KEY(pp, SK_RUN) || TEST(pp->Flags, PF_LOCK_RUN)))
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{
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RESET(sp->cstat, CSTAT_SPRITE_YCENTER);
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RESET(pp->Flags, PF_SWIMMING);
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DoPlayerBeginRun(pp);
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// smooth the transition by updating the sprite now
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//UpdatePlayerSprite(pp);
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return;
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}
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// Move around
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DoPlayerMove(pp);
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if (PlayerCanDive(pp))
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return;
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if (!TEST(pp->Flags, PF_PLAYER_MOVED))
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{
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RESET(sp->cstat, CSTAT_SPRITE_YCENTER);
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RESET(pp->Flags, PF_SWIMMING);
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DoPlayerBeginWade(pp);
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DoPlayerWade(pp);
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return;
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}
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}
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#endif
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void
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DoPlayerBeginCrawl(PLAYERp pp)
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{
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@ -5302,11 +5156,11 @@ DoPlayerDiveMeter(PLAYERp pp)
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else
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color = 22;
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rotatesprite((200+8)<<16,y<<16,65536L,0,5408,1,1,
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(ROTATE_SPRITE_SCREEN_CLIP),0,0,xdim-1,ydim-1);
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DrawTexture(twod, tileGetTexture(5408, true), 208, y, DTA_FullscreenScale, FSMode_ScaleToFit43, DTA_VirtualWidth, 320, DTA_VirtualHeight, 200,
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DTA_CenterOffsetRel, true, DTA_TranslationIndex, TRANSLATION(Translation_Remap, 1), TAG_DONE);
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rotatesprite((218+47)<<16,y<<16,65536L,0,5406-metertics,1,color,
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(ROTATE_SPRITE_SCREEN_CLIP),0,0,xdim-1,ydim-1);
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DrawTexture(twod, tileGetTexture(5406 - metertics, true), 265, y, DTA_FullscreenScale, FSMode_ScaleToFit43, DTA_VirtualWidth, 320, DTA_VirtualHeight, 200,
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DTA_CenterOffsetRel, true, DTA_TranslationIndex, TRANSLATION(Translation_Remap, color), TAG_DONE);
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}
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void
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@ -5751,16 +5605,6 @@ DoPlayerWade(PLAYERp pp)
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// Adjust height moving up and down sectors
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DoPlayerHeight(pp);
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#if 0
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if ((TEST_SYNC_KEY(pp, SK_RUN) || TEST(pp->Flags, PF_LOCK_RUN)) && PlayerInDiveArea(pp))
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{
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DoPlayerBeginSwim(pp);
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pp->bob_amt = 0;
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pp->bob_ndx = 0;
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return;
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}
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#endif
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if (!pp->WadeDepth)
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{
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DoPlayerBeginRun(pp);
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@ -6332,21 +6176,12 @@ DoPlayerDeathFall(PLAYERp pp)
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// adjust player height by jump speed
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pp->posz += pp->jump_speed;
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#if 0
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if (pp->lo_sectp && TEST(pp->lo_sectp->extra, SECTFX_SINK))
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{
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loz = pp->lo_sectp->floorz - Z(SectUser[pp->lo_sectp - sector]->depth);
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}
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else
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loz = pp->loz;
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#else
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if (pp->lo_sectp && TEST(pp->lo_sectp->extra, SECTFX_SINK))
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{
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loz = pp->lo_sectp->floorz;
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}
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else
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loz = pp->loz;
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#endif
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if (PlayerFloorHit(pp, loz - PLAYER_DEATH_HEIGHT))
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//if (pp->posz > loz - PLAYER_DEATH_HEIGHT)
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@ -6524,16 +6359,7 @@ DoPlayerBeginDie(PLAYERp pp)
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PlayerSound(PlayerLowHealthPainVocs[choosesnd],v3df_dontpan|v3df_doppler|v3df_follow,pp);
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#if 0
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if (!CommEnabled && numplayers <= 1 && QuickLoadNum >= 0)
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{
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ReloadPrompt = TRUE;
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}
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else
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#endif
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{
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PutStringInfo(pp, GStrings("TXTS_PRESSSPACE"));
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}
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PutStringInfo(pp, GStrings("TXTS_PRESSSPACE"));
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if (pp->sop_control)
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DoPlayerStopOperate(pp);
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@ -6544,20 +6370,7 @@ DoPlayerBeginDie(PLAYERp pp)
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RESET(pp->Flags, PF_JUMPING|PF_FALLING|PF_DIVING|PF_FLYING|PF_CLIMBING|PF_CRAWLING|PF_LOCK_CRAWL);
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#if 0
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short random;
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// get tilt value
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random = RANDOM_P2(1024);
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if (random < 128)
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pp->tilt_dest = 0;
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else if (random < 512+64)
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pp->tilt_dest = PLAYER_DEATH_TILT_VALUE;
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else
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pp->tilt_dest = -PLAYER_DEATH_TILT_VALUE;
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#else
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pp->tilt_dest = 0;
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#endif
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ActorCoughItem(pp->PlayerSprite);
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@ -7702,17 +7515,8 @@ void PlayerGlobal(PLAYERp pp)
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{
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int min_height;
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#if 0
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if (TEST(pp->Flags, PF_JUMPING))
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// this is a special case for jumping. Jumps have a very small
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// z height for the box so players can jump into small areas.
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min_height = PLAYER_MIN_HEIGHT_JUMP;
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else
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min_height = PLAYER_MIN_HEIGHT;
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#else
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// just adjusted min height to something small to take care of all cases
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min_height = PLAYER_MIN_HEIGHT;
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#endif
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if (labs(pp->loz - pp->hiz) < min_height)
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{
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@ -7966,15 +7770,8 @@ domovethings(void)
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if (!TEST(pp->Flags, PF_DEAD))
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{
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#if DEBUG
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if (!DebugPanel)
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WeaponOperate(pp);
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if (!DebugSector)
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PlayerOperateEnv(pp);
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#else
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WeaponOperate(pp);
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PlayerOperateEnv(pp);
|
||||
#endif
|
||||
}
|
||||
|
||||
// do for moving sectors
|
||||
|
@ -8003,9 +7800,6 @@ domovethings(void)
|
|||
}
|
||||
UpdatePlayerSprite(pp);
|
||||
|
||||
#if DEBUG
|
||||
if (!DebugPanel)
|
||||
#endif
|
||||
pSpriteControl(pp);
|
||||
|
||||
PlayerStateControl(pp->PlayerSprite);
|
||||
|
|
|
@ -37,6 +37,7 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
|
|||
#include "sector.h"
|
||||
#include "gamecontrol.h"
|
||||
#include "mapinfo.h"
|
||||
#include "v_draw.h"
|
||||
|
||||
BEGIN_SW_NS
|
||||
|
||||
|
@ -974,11 +975,11 @@ BossHealthMeter(void)
|
|||
else
|
||||
color = 22;
|
||||
|
||||
rotatesprite((73+12)<<16,y<<16,65536L,0,5407,1,1,
|
||||
(ROTATE_SPRITE_SCREEN_CLIP),0,0,xdim-1,ydim-1);
|
||||
DrawTexture(twod, tileGetTexture(5407, true), 85, y, DTA_FullscreenScale, FSMode_ScaleToFit43, DTA_VirtualWidth, 320, DTA_VirtualHeight, 200,
|
||||
DTA_CenterOffsetRel, true, DTA_TranslationIndex, TRANSLATION(Translation_Remap, 1), TAG_DONE);
|
||||
|
||||
rotatesprite((100+47)<<16,y<<16,65536L,0,5406-metertics,1,color,
|
||||
(ROTATE_SPRITE_SCREEN_CLIP),0,0,xdim-1,ydim-1);
|
||||
DrawTexture(twod, tileGetTexture(5406 - metertics, true), 147, y, DTA_FullscreenScale, FSMode_ScaleToFit43, DTA_VirtualWidth, 320, DTA_VirtualHeight, 200,
|
||||
DTA_CenterOffsetRel, true, DTA_TranslationIndex, TRANSLATION(Translation_Remap, color), TAG_DONE);
|
||||
}
|
||||
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue