mirror of
https://github.com/ZDoom/raze-gles.git
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570696fc09
Not tested yet.
2710 lines
74 KiB
C++
2710 lines
74 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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#include "ns.h"
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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 "gamecontrol.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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BEGIN_SW_NS
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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;
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yrepeat = tsp->yrepeat;
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switch (TEST(tu->Flags2, SPR2_BLUR_TAPER))
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{
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case 0:
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repeat_adj = 0;
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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 (adult_lockout || 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 (r_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 (inputState.GetKeyStatus(KEYSC_DASH)||inputState.GetKeyStatus(KEYSC_GMINUS))
|
|
{
|
|
if ((zoom -= (zoom >> 4)) < 48) zoom = 48;
|
|
}
|
|
|
|
if (inputState.GetKeyStatus(KEYSC_EQUAL)||inputState.GetKeyStatus(KEYSC_GPLUS))
|
|
{
|
|
if ((zoom += (zoom >> 4)) > 4096) zoom = 4096;
|
|
}
|
|
|
|
if (inputState.GetKeyStatus(KEYSC_ESC))
|
|
{
|
|
extern SWBOOL ScrollMode2D;
|
|
|
|
inputState.ClearKeyStatus(sc_Escape);
|
|
dimensionmode = 3;
|
|
ScrollMode2D = FALSE;
|
|
SetRedrawScreen(pp);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (buttonMap.ButtonDown(gamefunc_Shrink_Screen)) // &&
|
|
{
|
|
buttonMap.ClearButton(gamefunc_Shrink_Screen);
|
|
SetBorder(pp, gs.BorderNum + 1);
|
|
SetRedrawScreen(pp);
|
|
}
|
|
|
|
if (buttonMap.ButtonDown(gamefunc_Enlarge_Screen)) // &&
|
|
{
|
|
buttonMap.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 (hud_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 (inputState.GetKeyStatus(KEYSC_F12))
|
|
{
|
|
inputState.ClearKeyStatus(KEYSC_F12);
|
|
PauseAction();
|
|
videoCaptureScreen();
|
|
ResumeAction();
|
|
PutStringInfo(Player + myconnectindex, "Screen Captured");
|
|
}
|
|
}
|
|
|
|
void DrawCheckKeys(PLAYERp pp)
|
|
{
|
|
extern SWBOOL ResCheat;
|
|
extern SWBOOL PauseKeySet;
|
|
|
|
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 (!cl_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 (cl_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;
|
|
|
|
SWBOOL PicInView(short, SWBOOL);
|
|
void DoPlayerDiveMeter(PLAYERp pp);
|
|
|
|
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;
|
|
extern SWBOOL FAF_DebugView;
|
|
PLAYERp camerapp; // prediction player if prediction is on, else regular player
|
|
|
|
// 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 0 // This needs a different implementation.
|
|
if ((gotpic[SLIME >> 3] & (1 << (SLIME & 7))) > 0)
|
|
{
|
|
gotpic[SLIME >> 3] &= ~(1 << (SLIME & 7));
|
|
|
|
if (waloff[SLIME])
|
|
movelava((char *) waloff[SLIME]);
|
|
}
|
|
#endif
|
|
|
|
|
|
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
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#define COMPASS_MID_TIC 2390
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#define COMPASS_MID_TIC2 2391
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#define COMPASS_X 140
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#define COMPASS_Y (162-5)
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#define NORM_CANG(ang) (((ang) + 32) & 31)
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short start_ang,ang;
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short x_size = tilesiz[COMPASS_NORTH].x;
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short x;
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short i;
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int flags;
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PANEL_SPRITEp psp;
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static short CompassPic[32] =
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{
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COMPASS_EAST, COMPASS_EAST2,
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COMPASS_TIC, COMPASS_TIC2,
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COMPASS_MID_TIC, COMPASS_MID_TIC2,
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COMPASS_TIC, COMPASS_TIC2,
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COMPASS_SOUTH, COMPASS_SOUTH2,
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COMPASS_TIC, COMPASS_TIC2,
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COMPASS_MID_TIC, COMPASS_MID_TIC2,
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COMPASS_TIC, COMPASS_TIC2,
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COMPASS_WEST, COMPASS_WEST2,
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COMPASS_TIC, COMPASS_TIC2,
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COMPASS_MID_TIC, COMPASS_MID_TIC2,
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COMPASS_TIC, COMPASS_TIC2,
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COMPASS_NORTH, COMPASS_NORTH2,
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COMPASS_TIC, COMPASS_TIC2,
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COMPASS_MID_TIC, COMPASS_MID_TIC2,
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COMPASS_TIC, COMPASS_TIC2,
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};
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static short CompassShade[10] =
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{
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//20, 16, 11, 6, 1, 1, 6, 11, 16, 20
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25, 19, 15, 9, 1, 1, 9, 15, 19, 25
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};
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extern SWBOOL PanelUpdateMode;
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if (!PanelUpdateMode)
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return;
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if (gs.BorderNum < BORDER_BAR || pp - Player != screenpeek)
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return;
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ang = pp->pang;
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if (pp->sop_remote)
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ang = 0;
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start_ang = (ang + 32) >> 6;
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start_ang = NORM_CANG(start_ang - 4);
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flags = ROTATE_SPRITE_SCREEN_CLIP | ROTATE_SPRITE_CORNER;
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if (RedrawCompass)
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{
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RedrawCompass = FALSE;
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SET(flags, ROTATE_SPRITE_ALL_PAGES);
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}
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for (i = 0, x = COMPASS_X; i < 10; i++)
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{
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rotatesprite(x << 16, COMPASS_Y << 16, (1 << 16), 0,
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CompassPic[NORM_CANG(start_ang + i)], CompassShade[i], 0,
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flags, 0, 0, xdim - 1, ydim - 1);
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x += x_size;
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}
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}
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void ScreenTileLock(void)
|
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{
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}
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void ScreenTileUnLock(void)
|
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{
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}
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int
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ScreenLoadSaveSetup(PLAYERp pp)
|
|
{
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|
int tx, ty, tz,thoriz,pp_siz;
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short tang,tsectnum;
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short i;
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|
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// lock and allocate memory
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ScreenTileLock();
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TileFiles.tileCreate(SAVE_SCREEN_TILE, SAVE_SCREEN_XSIZE, SAVE_SCREEN_YSIZE);
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return SAVE_SCREEN_TILE;
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}
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int
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ScreenSaveSetup(PLAYERp pp)
|
|
{
|
|
short i;
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|
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ScreenLoadSaveSetup(Player + myconnectindex);
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|
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renderSetTarget(SAVE_SCREEN_TILE, SAVE_SCREEN_YSIZE, SAVE_SCREEN_XSIZE);
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ScreenSavePic = TRUE;
|
|
drawscreen(Player + myconnectindex);
|
|
ScreenSavePic = FALSE;
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|
|
renderRestoreTarget();
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|
|
return SAVE_SCREEN_TILE;
|
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}
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END_SW_NS
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