2020-07-04 21:40:54 +00:00
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//-------------------------------------------------------------------------
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/*
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Copyright (C) 1996, 2003 - 3D Realms Entertainment
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This file is part of Duke Nukem 3D version 1.5 - Atomic Edition
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Duke Nukem 3D 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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Original Source: 1996 - Todd Replogle
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Prepared for public release: 03/21/2003 - Charlie Wiederhold, 3D Realms
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Modifications for JonoF's port by Jonathon Fowler (jf@jonof.id.au)
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*/
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//-------------------------------------------------------------------------
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#include "ns.h"
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#include "duke3d.h"
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2020-07-05 14:49:00 +00:00
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#include "build.h"
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#include "v_video.h"
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2020-07-06 09:39:39 +00:00
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#include "prediction.h"
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2020-09-06 18:49:43 +00:00
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#include "automap.h"
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2020-11-04 06:01:25 +00:00
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#include "dukeactor.h"
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2020-11-26 15:03:40 +00:00
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#include "interpolate.h"
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2021-03-21 09:58:11 +00:00
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#include "render.h"
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2021-04-11 06:40:18 +00:00
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#include "glbackend/glbackend.h"
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2021-03-21 09:58:11 +00:00
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#include "_polymost.cpp"
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2020-07-04 21:40:54 +00:00
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2021-03-18 16:18:03 +00:00
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// temporary hack to pass along RRRA's global fog. Needs to be done better later.
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extern PalEntry GlobalMapFog;
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extern float GlobalFogDensity;
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2021-03-21 09:58:11 +00:00
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EXTERN_CVAR(Bool, testnewrenderer)
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2020-07-04 21:40:54 +00:00
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BEGIN_DUKE_NS
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//---------------------------------------------------------------------------
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//
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// Floor Over Floor
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// If standing in sector with SE42
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// then draw viewing to SE41 and raise all =hi SE43 cielings.
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// If standing in sector with SE43
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// then draw viewing to SE40 and lower all =hi SE42 floors.
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// If standing in sector with SE44
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// then draw viewing to SE40.
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// If standing in sector with SE45
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// then draw viewing to SE41.
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//
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//---------------------------------------------------------------------------
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2021-12-01 23:13:07 +00:00
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void renderView(spritetype* playersprite, sectortype* sect, int x, int y, int z, binangle a, fixedhoriz h, binangle rotscrnang, int smoothratio)
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2020-07-04 21:40:54 +00:00
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{
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2021-03-21 09:58:11 +00:00
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if (!testnewrenderer)
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2020-07-05 14:49:00 +00:00
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{
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2021-03-21 09:58:11 +00:00
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// do screen rotation.
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2021-05-12 15:57:36 +00:00
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renderSetRollAngle((float)rotscrnang.asbuildf());
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2020-07-05 14:49:00 +00:00
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2021-03-21 09:58:11 +00:00
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se40code(x, y, z, a, h, smoothratio);
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renderMirror(x, y, z, a, h, smoothratio);
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2021-12-01 23:13:07 +00:00
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renderDrawRoomsQ16(x, y, z, a.asq16(), h.asq16(), sect, false);
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2021-04-02 08:28:40 +00:00
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fi.animatesprites(pm_tsprite, pm_spritesortcnt, x, y, a.asbuild(), smoothratio);
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2021-03-21 09:58:11 +00:00
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renderDrawMasks();
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2020-07-05 14:49:00 +00:00
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}
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2021-03-21 09:58:11 +00:00
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else
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2020-07-05 14:49:00 +00:00
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{
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2021-12-01 23:13:07 +00:00
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render_drawrooms(playersprite, { x, y, z }, sectnum(sect), a, h, rotscrnang, smoothratio);
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2020-07-05 14:49:00 +00:00
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}
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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2021-03-28 17:22:51 +00:00
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void GameInterface::UpdateCameras(double smoothratio)
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2020-07-05 14:49:00 +00:00
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{
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2020-07-06 20:23:18 +00:00
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const int VIEWSCREEN_ACTIVE_DISTANCE = 8192;
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2020-11-04 18:25:49 +00:00
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if (camsprite == nullptr)
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2020-07-05 14:49:00 +00:00
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return;
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auto p = &ps[screenpeek];
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2021-04-15 17:21:43 +00:00
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auto sp = camsprite->s;
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2020-07-05 14:49:00 +00:00
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2020-11-04 18:25:49 +00:00
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if (p->newOwner != nullptr) camsprite->SetOwner(p->newOwner);
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2020-07-05 14:49:00 +00:00
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2020-11-04 18:25:49 +00:00
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if (camsprite->GetOwner() && dist(p->GetActor(), camsprite) < VIEWSCREEN_ACTIVE_DISTANCE)
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2020-07-05 14:49:00 +00:00
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{
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auto tex = tileGetTexture(sp->picnum);
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2021-05-12 15:57:36 +00:00
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TileFiles.MakeCanvas(TILE_VIEWSCR, (int)tex->GetDisplayWidth(), (int)tex->GetDisplayHeight());
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2020-07-05 14:49:00 +00:00
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auto canvas = renderSetTarget(TILE_VIEWSCR);
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if (!canvas) return;
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screen->RenderTextureView(canvas, [=](IntRect& rect)
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{
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2021-04-15 17:21:43 +00:00
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auto camera = camsprite->GetOwner()->s;
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2021-01-05 19:20:55 +00:00
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auto ang = buildang(camera->interpolatedang(smoothratio));
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2020-07-05 14:49:00 +00:00
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display_mirror = 1; // should really be 'display external view'.
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2021-03-21 09:58:11 +00:00
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if (!testnewrenderer)
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{
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// Note: no ROR or camera here - Polymost has no means to detect these things before rendering the scene itself.
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2021-12-01 23:13:07 +00:00
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renderDrawRoomsQ16(camera->x, camera->y, camera->z, ang.asq16(), IntToFixed(camera->shade), camera->sector(), false); // why 'shade'...?
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2021-05-12 15:57:36 +00:00
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fi.animatesprites(pm_tsprite, pm_spritesortcnt, camera->x, camera->y, ang.asbuild(), (int)smoothratio);
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2021-03-28 13:12:43 +00:00
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renderDrawMasks();
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2021-03-21 09:58:11 +00:00
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}
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else
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{
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2021-12-01 23:26:02 +00:00
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render_camtex(camera, camera->pos, camera->sector(), ang, buildhoriz(camera->shade), buildang(0), tex, rect, smoothratio);
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2021-03-21 09:58:11 +00:00
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}
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2020-07-05 14:49:00 +00:00
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display_mirror = 0;
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});
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renderRestoreTarget();
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}
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}
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2021-03-29 19:48:23 +00:00
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void GameInterface::EnterPortal(spritetype* viewer, int type)
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{
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if (type == PORTAL_WALL_MIRROR) display_mirror++;
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}
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void GameInterface::LeavePortal(spritetype* viewer, int type)
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{
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if (type == PORTAL_WALL_MIRROR) display_mirror--;
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}
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2021-11-18 18:33:32 +00:00
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bool GameInterface::GetGeoEffect(GeoEffect* eff, sectortype* viewsector)
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2021-04-02 20:52:46 +00:00
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{
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2021-11-18 18:33:32 +00:00
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if (isRR() && viewsector->lotag == 848)
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2021-04-02 20:52:46 +00:00
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{
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eff->geocnt = geocnt;
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eff->geosector = geosector;
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eff->geosectorwarp = geosectorwarp;
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eff->geosectorwarp2 = geosectorwarp2;
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eff->geox = geox;
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eff->geoy = geoy;
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eff->geox2 = geox2;
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eff->geoy2 = geoy2;
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return true;
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}
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return false;
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}
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2020-07-05 14:49:00 +00:00
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//---------------------------------------------------------------------------
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//
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2020-07-05 19:21:39 +00:00
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// RRRA's drug distortion effect
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2020-07-05 14:49:00 +00:00
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//
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//---------------------------------------------------------------------------
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2020-11-05 06:25:44 +00:00
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int DrugTimer;
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2020-07-05 14:49:00 +00:00
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2020-11-06 09:52:43 +00:00
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static int getdrugmode(player_struct *p, int oyrepeat)
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2020-07-05 14:49:00 +00:00
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{
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2020-11-05 06:25:44 +00:00
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int now = I_GetBuildTime() >> 1; // this function works on a 60 fps setup.
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if (playrunning() && p->DrugMode > 0)
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2020-07-05 14:49:00 +00:00
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{
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2020-11-05 06:25:44 +00:00
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if (now - DrugTimer > 4 || now - DrugTimer < 0) DrugTimer = now - 1;
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while (DrugTimer < now)
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2020-07-05 14:49:00 +00:00
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{
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2020-11-05 06:25:44 +00:00
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DrugTimer++;
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2020-07-05 14:49:00 +00:00
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int var_8c;
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if (p->drug_stat[0] == 0)
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{
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p->drug_stat[1]++;
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var_8c = oyrepeat + p->drug_stat[1] * 5000;
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if (oyrepeat * 3 < var_8c)
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{
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p->drug_aspect = oyrepeat * 3;
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p->drug_stat[0] = 2;
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}
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else
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{
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p->drug_aspect = var_8c;
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}
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}
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else if (p->drug_stat[0] == 3)
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{
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p->drug_stat[1]--;
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var_8c = oyrepeat + p->drug_stat[1] * 5000;
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if (var_8c < oyrepeat)
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{
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p->DrugMode = 0;
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p->drug_stat[0] = 0;
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p->drug_stat[2] = 0;
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p->drug_stat[1] = 0;
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2020-11-06 09:52:43 +00:00
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p->drug_aspect = oyrepeat;
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2020-07-05 14:49:00 +00:00
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}
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else
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{
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p->drug_aspect = var_8c;
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}
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}
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else if (p->drug_stat[0] == 2)
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{
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if (p->drug_stat[2] > 30)
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{
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p->drug_stat[0] = 1;
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}
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else
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{
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p->drug_stat[2]++;
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p->drug_aspect = oyrepeat * 3 + p->drug_stat[2] * 500;
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}
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}
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else
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{
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if (p->drug_stat[2] < 1)
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{
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p->drug_stat[0] = 2;
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p->DrugMode--;
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if (p->DrugMode == 1)
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p->drug_stat[0] = 3;
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}
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else
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{
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p->drug_stat[2]--;
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p->drug_aspect = oyrepeat * 3 + p->drug_stat[2] * 500;
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}
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}
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}
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2020-11-06 09:52:43 +00:00
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return p->drug_aspect;
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2020-07-05 14:49:00 +00:00
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}
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2020-11-06 09:52:43 +00:00
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else
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2020-07-05 14:49:00 +00:00
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{
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2020-11-06 09:52:43 +00:00
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DrugTimer = now;
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return oyrepeat;
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2020-07-05 14:49:00 +00:00
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}
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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2020-08-25 10:04:29 +00:00
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void displayrooms(int snum, double smoothratio)
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2020-07-05 14:49:00 +00:00
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{
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2020-07-05 19:24:55 +00:00
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int cposx, cposy, cposz, fz, cz;
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2021-04-11 05:43:11 +00:00
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binangle cang, rotscrnang;
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2020-07-23 15:01:37 +00:00
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fixedhoriz choriz;
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2020-07-05 14:49:00 +00:00
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struct player_struct* p;
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p = &ps[snum];
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2021-04-04 08:33:29 +00:00
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pm_smoothratio = (int)smoothratio;
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2020-07-05 14:49:00 +00:00
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2021-11-21 07:45:07 +00:00
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if (automapMode == am_full || !p->insector())
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2020-07-05 14:49:00 +00:00
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return;
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// Do not light up the fog in RRRA's E2L1. Ideally this should apply to all foggy levels but all others use lookup table hacks for their fog.
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if (isRRRA() && fogactive)
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{
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p->visibility = ud.const_visibility;
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}
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g_visibility = p->visibility;
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2020-07-05 19:21:39 +00:00
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videoSetCorrectedAspect();
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2020-07-05 14:49:00 +00:00
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2021-11-21 07:56:39 +00:00
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auto sect = p->cursector;
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2020-07-05 14:49:00 +00:00
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2021-03-18 16:18:03 +00:00
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GlobalMapFog = fogactive ? 0x999999 : 0;
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GlobalFogDensity = fogactive ? 350.f : 0.f;
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2020-07-20 21:07:44 +00:00
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GLInterface.SetMapFog(fogactive != 0);
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2020-11-26 15:03:40 +00:00
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DoInterpolations(smoothratio / 65536.);
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2020-07-05 14:49:00 +00:00
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2020-07-07 02:54:12 +00:00
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setgamepalette(BASEPAL);
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2021-03-28 17:22:51 +00:00
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if (!testnewrenderer) gi->UpdateCameras(smoothratio); // Only Polymost does this here. The new renderer calls this internally.
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2020-07-05 14:49:00 +00:00
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2020-11-02 22:53:55 +00:00
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if (ud.cameraactor)
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2020-07-05 14:49:00 +00:00
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{
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2021-04-15 17:21:43 +00:00
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spritetype* s = ud.cameraactor->s;
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2020-07-05 14:49:00 +00:00
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if (s->yvel < 0) s->yvel = -100;
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else if (s->yvel > 199) s->yvel = 300;
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2021-04-11 06:45:19 +00:00
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cang = buildang(interpolatedangle(ud.cameraactor->tempang, s->ang, smoothratio));
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2020-07-05 14:49:00 +00:00
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2020-07-23 15:01:37 +00:00
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auto bh = buildhoriz(s->yvel);
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2021-12-01 23:13:07 +00:00
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renderView(s, s->sector(), s->x, s->y, s->z - (4 << 8), cang, bh, buildang(0), (int)smoothratio);
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2020-07-05 14:49:00 +00:00
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}
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else
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{
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2020-11-06 09:52:43 +00:00
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// Fixme: This should get the aspect ratio from the backend, not the current viewport size.
|
2021-04-15 17:21:43 +00:00
|
|
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int i = DivScale(1, isRR() ? 64 : p->GetActor()->s->yrepeat + 28, 22);
|
2020-11-06 09:52:43 +00:00
|
|
|
int viewingaspect = !isRRRA() || !p->DrugMode ? xs_CRoundToInt(double(i) * tan(r_fov * (pi::pi() / 360.))) : getdrugmode(p, i);
|
2021-01-04 11:36:54 +00:00
|
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renderSetAspect(MulScale(viewingaspect, viewingrange, 16), yxaspect);
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2020-07-05 14:49:00 +00:00
|
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2020-11-05 06:25:44 +00:00
|
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// The camera texture must be rendered with the base palette, so this is the only place where the current global palette can be set.
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|
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// The setting here will be carried over to the rendering of the weapon sprites, but other 2D content will always default to the main palette.
|
|
|
|
setgamepalette(setpal(p));
|
|
|
|
|
2020-09-23 05:34:03 +00:00
|
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|
// set screen rotation.
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2020-11-30 22:40:16 +00:00
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rotscrnang = !SyncInput() ? p->angle.rotscrnang : p->angle.interpolatedrotscrn(smoothratio);
|
2020-07-05 14:49:00 +00:00
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|
|
2021-11-18 18:33:32 +00:00
|
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|
#if 0
|
2020-07-05 14:49:00 +00:00
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|
if ((snum == myconnectindex) && (numplayers > 1))
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|
{
|
2021-04-11 06:45:19 +00:00
|
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|
cposx = interpolatedvalue(omyx, myx, smoothratio);
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|
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cposy = interpolatedvalue(omyy, myy, smoothratio);
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cposz = interpolatedvalue(omyz, myz, smoothratio);
|
2020-11-30 22:40:16 +00:00
|
|
|
if (SyncInput())
|
2020-07-16 15:59:25 +00:00
|
|
|
{
|
2021-11-06 03:00:41 +00:00
|
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|
choriz = interpolatedhorizon(omyhoriz + omyhorizoff, myhoriz + myhorizoff, smoothratio);
|
2021-04-11 06:45:19 +00:00
|
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|
cang = interpolatedangle(omyang, myang, smoothratio);
|
2020-07-16 15:59:25 +00:00
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
2020-10-07 12:13:21 +00:00
|
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|
cang = myang;
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|
choriz = myhoriz + myhorizoff;
|
2020-07-16 15:59:25 +00:00
|
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|
}
|
2020-07-05 14:49:00 +00:00
|
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|
sect = mycursectnum;
|
|
|
|
}
|
|
|
|
else
|
2021-11-18 18:33:32 +00:00
|
|
|
#endif
|
2020-07-05 14:49:00 +00:00
|
|
|
{
|
2021-10-31 06:52:52 +00:00
|
|
|
cposx = interpolatedvalue(p->oposx, p->pos.x, smoothratio);
|
|
|
|
cposy = interpolatedvalue(p->oposy, p->pos.y, smoothratio);
|
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|
|
cposz = interpolatedvalue(p->oposz, p->pos.z, smoothratio);;
|
2020-11-30 22:40:16 +00:00
|
|
|
if (SyncInput())
|
2020-07-16 15:59:25 +00:00
|
|
|
{
|
|
|
|
// Original code for when the values are passed through the sync struct
|
2020-10-07 06:12:37 +00:00
|
|
|
choriz = p->horizon.interpolatedsum(smoothratio);
|
2020-10-07 12:13:21 +00:00
|
|
|
cang = p->angle.interpolatedsum(smoothratio);
|
2020-07-16 15:59:25 +00:00
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
// This is for real time updating of the view direction.
|
2020-10-07 12:13:21 +00:00
|
|
|
cang = p->angle.sum();
|
2020-10-07 06:12:37 +00:00
|
|
|
choriz = p->horizon.sum();
|
2020-07-16 15:59:25 +00:00
|
|
|
}
|
2020-07-05 14:49:00 +00:00
|
|
|
}
|
|
|
|
|
2021-03-21 09:58:11 +00:00
|
|
|
spritetype* viewer;
|
2020-11-02 23:20:51 +00:00
|
|
|
if (p->newOwner != nullptr)
|
2020-07-05 14:49:00 +00:00
|
|
|
{
|
2021-04-15 17:21:43 +00:00
|
|
|
auto spr = p->newOwner->s;
|
2021-01-05 19:20:55 +00:00
|
|
|
cang = buildang(spr->interpolatedang(smoothratio));
|
2020-11-02 18:23:15 +00:00
|
|
|
choriz = buildhoriz(spr->shade);
|
|
|
|
cposx = spr->pos.x;
|
|
|
|
cposy = spr->pos.y;
|
|
|
|
cposz = spr->pos.z;
|
2021-11-18 18:33:32 +00:00
|
|
|
sect = spr->sector();
|
2021-04-11 05:43:11 +00:00
|
|
|
rotscrnang = buildang(0);
|
2020-07-31 00:35:24 +00:00
|
|
|
smoothratio = MaxSmoothRatio;
|
2021-03-21 09:58:11 +00:00
|
|
|
viewer = spr;
|
2020-07-05 14:49:00 +00:00
|
|
|
}
|
|
|
|
else if (p->over_shoulder_on == 0)
|
|
|
|
{
|
2021-04-11 06:45:19 +00:00
|
|
|
if (cl_viewbob) cposz += interpolatedvalue(p->opyoff, p->pyoff, smoothratio);
|
2021-04-15 17:34:03 +00:00
|
|
|
viewer = p->GetActor()->s;
|
2020-07-05 14:49:00 +00:00
|
|
|
}
|
2020-09-25 07:52:00 +00:00
|
|
|
else
|
|
|
|
{
|
|
|
|
cposz -= isRR() ? 3840 : 3072;
|
|
|
|
|
2021-04-15 17:21:43 +00:00
|
|
|
if (!calcChaseCamPos(&cposx, &cposy, &cposz, p->GetActor()->s, §, cang, choriz, smoothratio))
|
2020-09-25 07:52:00 +00:00
|
|
|
{
|
|
|
|
cposz += isRR() ? 3840 : 3072;
|
2021-04-15 17:21:43 +00:00
|
|
|
calcChaseCamPos(&cposx, &cposy, &cposz, p->GetActor()->s, §, cang, choriz, smoothratio);
|
2020-09-25 07:52:00 +00:00
|
|
|
}
|
2021-04-15 17:34:03 +00:00
|
|
|
viewer = p->GetActor()->s;
|
2020-09-25 07:52:00 +00:00
|
|
|
}
|
2020-07-05 14:49:00 +00:00
|
|
|
|
2020-11-02 19:23:05 +00:00
|
|
|
cz = p->GetActor()->ceilingz;
|
|
|
|
fz = p->GetActor()->floorz;
|
2020-07-05 14:49:00 +00:00
|
|
|
|
|
|
|
if (earthquaketime > 0 && p->on_ground == 1)
|
|
|
|
{
|
|
|
|
cposz += 256 - (((earthquaketime) & 1) << 9);
|
2020-07-23 15:01:37 +00:00
|
|
|
cang += buildang((2 - ((earthquaketime) & 2)) << 2);
|
2020-07-05 14:49:00 +00:00
|
|
|
}
|
|
|
|
|
2021-04-15 17:21:43 +00:00
|
|
|
if (p->GetActor()->s->pal == 1) cposz -= (18 << 8);
|
2020-07-05 14:49:00 +00:00
|
|
|
|
2020-11-02 23:20:51 +00:00
|
|
|
else if (p->spritebridge == 0 && p->newOwner == nullptr)
|
2020-07-05 14:49:00 +00:00
|
|
|
{
|
|
|
|
if (cposz < (p->truecz + (4 << 8))) cposz = cz + (4 << 8);
|
|
|
|
else if (cposz > (p->truefz - (4 << 8))) cposz = fz - (4 << 8);
|
|
|
|
}
|
|
|
|
|
2021-11-18 18:33:32 +00:00
|
|
|
if (sect)
|
2020-07-05 14:49:00 +00:00
|
|
|
{
|
2021-11-18 18:33:32 +00:00
|
|
|
getzsofslopeptr(sect, cposx, cposy, &cz, &fz);
|
2020-07-05 14:49:00 +00:00
|
|
|
if (cposz < cz + (4 << 8)) cposz = cz + (4 << 8);
|
|
|
|
if (cposz > fz - (4 << 8)) cposz = fz - (4 << 8);
|
|
|
|
}
|
|
|
|
|
2020-10-07 02:28:38 +00:00
|
|
|
choriz = clamp(choriz, q16horiz(gi->playerHorizMin()), q16horiz(gi->playerHorizMax()));
|
2020-07-05 14:49:00 +00:00
|
|
|
|
2021-11-18 18:33:32 +00:00
|
|
|
if (isRR() && sect->lotag == 848 && !testnewrenderer)
|
2020-07-05 14:49:00 +00:00
|
|
|
{
|
2021-05-12 15:57:36 +00:00
|
|
|
renderSetRollAngle((float)rotscrnang.asbuildf());
|
2021-11-18 18:33:32 +00:00
|
|
|
geometryEffect(cposx, cposy, cposz, cang, choriz, sectnum(sect), (int)smoothratio);
|
2020-07-05 14:49:00 +00:00
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
2021-12-01 23:13:07 +00:00
|
|
|
renderView(viewer, sect, cposx, cposy, cposz, cang, choriz, rotscrnang, (int)smoothratio);
|
2020-07-05 14:49:00 +00:00
|
|
|
}
|
|
|
|
}
|
2020-09-05 21:20:48 +00:00
|
|
|
//GLInterface.SetMapFog(false);
|
2020-11-26 15:03:40 +00:00
|
|
|
RestoreInterpolations();
|
2020-07-05 14:49:00 +00:00
|
|
|
|
|
|
|
if (!isRRRA() || !fogactive)
|
|
|
|
{
|
2021-02-18 10:46:36 +00:00
|
|
|
if (PlayClock < lastvisinc)
|
2020-07-05 14:49:00 +00:00
|
|
|
{
|
|
|
|
if (abs(p->visibility - ud.const_visibility) > 8)
|
|
|
|
p->visibility += (ud.const_visibility - p->visibility) >> 2;
|
|
|
|
}
|
|
|
|
else p->visibility = ud.const_visibility;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2020-07-05 19:21:39 +00:00
|
|
|
bool GameInterface::GenerateSavePic()
|
|
|
|
{
|
2020-07-31 00:35:24 +00:00
|
|
|
displayrooms(myconnectindex, MaxSmoothRatio);
|
2020-07-05 19:21:39 +00:00
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
2021-12-04 18:08:50 +00:00
|
|
|
void GameInterface::processSprites(tspritetype* tsprite, int& spritesortcnt, int viewx, int viewy, int viewz, binangle viewang, double smoothRatio)
|
2021-03-26 00:35:23 +00:00
|
|
|
{
|
2021-04-05 10:25:09 +00:00
|
|
|
fi.animatesprites(tsprite, spritesortcnt, viewx, viewy, viewang.asbuild(), int(smoothRatio));
|
2021-03-26 00:35:23 +00:00
|
|
|
}
|
2020-07-05 19:21:39 +00:00
|
|
|
|
|
|
|
|
2020-07-04 21:40:54 +00:00
|
|
|
END_DUKE_NS
|