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

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//-------------------------------------------------------------------------
/*
Copyright (C) 1996, 2003 - 3D Realms Entertainment
This file is part of Duke Nukem 3D version 1.5 - Atomic Edition
Duke Nukem 3D is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
Original Source: 1996 - Todd Replogle
Prepared for public release: 03/21/2003 - Charlie Wiederhold, 3D Realms
Modifications for JonoF's port by Jonathon Fowler (jf@jonof.id.au)
*/
//-------------------------------------------------------------------------
#include "ns.h"
#include "duke3d.h"
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#include "build.h"
#include "v_video.h"
#include "prediction.h"
#include "automap.h"
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#include "dukeactor.h"
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BEGIN_DUKE_NS
//---------------------------------------------------------------------------
//
// Floor Over Floor
// If standing in sector with SE42
// then draw viewing to SE41 and raise all =hi SE43 cielings.
// If standing in sector with SE43
// then draw viewing to SE40 and lower all =hi SE42 floors.
// If standing in sector with SE44
// then draw viewing to SE40.
// If standing in sector with SE45
// then draw viewing to SE41.
//
//---------------------------------------------------------------------------
static int tempsectorz[MAXSECTORS];
static int tempsectorpicnum[MAXSECTORS];
//short tempcursectnum;
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void SE40_Draw(int tag, spritetype *spr, int x, int y, int z, binangle a, fixedhoriz h, int smoothratio)
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{
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int i, j = 0, k = 0;
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int ok = 0, fofmode = 0;
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int offx, offy;
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spritetype* floor1, *floor2 = nullptr;
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if (spr->ang != 512) return;
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i = FOF; //Effect TILE
tileDelete(FOF);
if (!(gotpic[i >> 3] & (1 << (i & 7)))) return;
gotpic[i >> 3] &= ~(1 << (i & 7));
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floor1 = spr;
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if (spr->lotag == tag + 2) fofmode = tag + 0;
if (spr->lotag == tag + 3) fofmode = tag + 1;
if (spr->lotag == tag + 4) fofmode = tag + 0;
if (spr->lotag == tag + 5) fofmode = tag + 1;
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ok++;
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DukeStatIterator it(STAT_RAROR);
while (auto act = it.Next())
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{
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auto spr = &act->s;
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if (
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spr->picnum == SECTOREFFECTOR &&
spr->lotag == fofmode &&
spr->hitag == floor1->hitag
)
{
floor1 = spr;
fofmode = spr->lotag;
ok++;
break;
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}
}
// if(ok==1) { Message("no floor1",RED); return; }
if (fofmode == tag + 0) k = tag + 1; else k = tag + 0;
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it.Reset(STAT_RAROR);
while (auto act = it.Next())
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{
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auto spr = &act->s;
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if (
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spr->picnum == SECTOREFFECTOR &&
spr->lotag == k &&
spr->hitag == floor1->hitag
)
{
floor2 = spr;
ok++;
break;
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}
}
// if(ok==2) { Message("no floor2",RED); return; }
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it.Reset(STAT_RAROR);
while (auto act = it.Next())
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{
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auto spr = &act->s;
if (spr->picnum == SECTOREFFECTOR &&
spr->lotag == k + 2 &&
spr->hitag == floor1->hitag
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)
{
if (k == tag + 0)
{
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tempsectorz[spr->sectnum] = sector[spr->sectnum].floorz;
sector[spr->sectnum].floorz += (((z - sector[spr->sectnum].floorz) / 32768) + 1) * 32768;
tempsectorpicnum[spr->sectnum] = sector[spr->sectnum].floorpicnum;
sector[spr->sectnum].floorpicnum = 13;
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}
if (k == tag + 1)
{
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tempsectorz[spr->sectnum] = sector[spr->sectnum].ceilingz;
sector[spr->sectnum].ceilingz += (((z - sector[spr->sectnum].ceilingz) / 32768) - 1) * 32768;
tempsectorpicnum[spr->sectnum] = sector[spr->sectnum].ceilingpicnum;
sector[spr->sectnum].ceilingpicnum = 13;
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}
}
}
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offx = x - floor1->x;
offy = y - floor1->y;
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renderDrawRoomsQ16(floor2->x + offx, floor2->y + offy, z, a.asq16(), h.asq16(), floor2->sectnum);
fi.animatesprites(offx + floor2->x, offy + floor2->y, a.asbuild(), smoothratio);
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renderDrawMasks();
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it.Reset(STAT_RAROR);
while (auto act = it.Next())
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{
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auto spr = &act->s;
if (spr->picnum == 1 &&
spr->lotag == k + 2 &&
spr->hitag == floor1->hitag
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)
{
if (k == tag + 0)
{
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sector[spr->sectnum].floorz = tempsectorz[spr->sectnum];
sector[spr->sectnum].floorpicnum = tempsectorpicnum[spr->sectnum];
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}
if (k == tag + 1)
{
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sector[spr->sectnum].ceilingz = tempsectorz[spr->sectnum];
sector[spr->sectnum].ceilingpicnum = tempsectorpicnum[spr->sectnum];
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}
}// end if
}// end for
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} // end SE40
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void se40code(int x, int y, int z, binangle a, fixedhoriz h, int smoothratio)
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{
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int tag;
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if (!isRR()) tag = 40;
else if (isRRRA()) tag = 150;
else return;
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DukeStatIterator it(STAT_RAROR);
while (auto act = it.Next())
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{
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switch (act->s.lotag - tag + 40)
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{
// case 40:
// case 41:
// SE40_Draw(i,x,y,a,smoothratio);
// break;
case 42:
case 43:
case 44:
case 45:
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if (ps[screenpeek].cursectnum == act->s.sectnum)
SE40_Draw(tag, &act->s, x, y, z, a, h, smoothratio);
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break;
}
}
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}
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//---------------------------------------------------------------------------
//
// split out so it can also be applied to camera views
//
//---------------------------------------------------------------------------
void renderMirror(int cposx, int cposy, int cposz, binangle cang, fixedhoriz choriz, int smoothratio)
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{
if ((gotpic[TILE_MIRROR >> 3] & (1 << (TILE_MIRROR & 7))) > 0)
{
int dst = 0x7fffffff, i = 0;
for (int k = 0; k < mirrorcnt; k++)
{
int j = abs(wall[mirrorwall[k]].x - cposx) + abs(wall[mirrorwall[k]].y - cposy);
if (j < dst) dst = j, i = k;
}
if (wall[mirrorwall[i]].overpicnum == TILE_MIRROR)
{
int tposx, tposy;
fixed_t tang;
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renderPrepareMirror(cposx, cposy, cposz, cang.asq16(), choriz.asq16(), mirrorwall[i], &tposx, &tposy, &tang);
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int j = g_visibility;
g_visibility = (j >> 1) + (j >> 2);
renderDrawRoomsQ16(tposx, tposy, cposz, tang, choriz.asq16(), mirrorsector[i] + MAXSECTORS);
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display_mirror = 1;
fi.animatesprites(tposx, tposy, tang, smoothratio);
display_mirror = 0;
renderDrawMasks();
renderCompleteMirror(); //Reverse screen x-wise in this function
g_visibility = j;
}
gotpic[TILE_MIRROR >> 3] &= ~(1 << (TILE_MIRROR & 7));
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
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static inline int16_t getcamspriteang(DDukeActor* newOwner, double const smoothratio)
{
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return newOwner->tempang + xs_CRoundToInt(fmulscale16(((newOwner->s.ang - newOwner->tempang + 1024) & 2047) - 1024, smoothratio));
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void animatecamsprite(double smoothratio)
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{
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const int VIEWSCREEN_ACTIVE_DISTANCE = 8192;
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if (camsprite == nullptr)
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return;
auto p = &ps[screenpeek];
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auto sp = &camsprite->s;
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if (p->newOwner != nullptr) camsprite->SetOwner(p->newOwner);
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if (camsprite->GetOwner() && dist(p->GetActor(), camsprite) < VIEWSCREEN_ACTIVE_DISTANCE)
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{
auto tex = tileGetTexture(sp->picnum);
TileFiles.MakeCanvas(TILE_VIEWSCR, tex->GetDisplayWidth(), tex->GetDisplayHeight());
auto canvas = renderSetTarget(TILE_VIEWSCR);
if (!canvas) return;
screen->RenderTextureView(canvas, [=](IntRect& rect)
{
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auto camera = &camsprite->GetOwner()->s;
auto ang = getcamspriteang(camsprite->GetOwner(), smoothratio);
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// Note: no ROR or camera here for now - the current setup has no means to detect these things before rendering the scene itself.
drawrooms(camera->x, camera->y, camera->z, ang, 100 + camera->shade, camera->sectnum); // why 'shade'...?
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display_mirror = 1; // should really be 'display external view'.
fi.animatesprites(camera->x, camera->y, ang, smoothratio);
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display_mirror = 0;
renderDrawMasks();
});
renderRestoreTarget();
}
}
//---------------------------------------------------------------------------
//
// RRRA's drug distortion effect
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//
//---------------------------------------------------------------------------
int DrugTimer;
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void setdrugmode(player_struct *p, int oyrepeat)
{
int now = I_GetBuildTime() >> 1; // this function works on a 60 fps setup.
if (playrunning() && p->DrugMode > 0)
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{
if (now - DrugTimer > 4 || now - DrugTimer < 0) DrugTimer = now - 1;
while (DrugTimer < now)
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{
DrugTimer++;
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int var_8c;
if (p->drug_stat[0] == 0)
{
p->drug_stat[1]++;
var_8c = oyrepeat + p->drug_stat[1] * 5000;
if (oyrepeat * 3 < var_8c)
{
p->drug_aspect = oyrepeat * 3;
p->drug_stat[0] = 2;
}
else
{
p->drug_aspect = var_8c;
}
}
else if (p->drug_stat[0] == 3)
{
p->drug_stat[1]--;
var_8c = oyrepeat + p->drug_stat[1] * 5000;
if (var_8c < oyrepeat)
{
p->DrugMode = 0;
p->drug_stat[0] = 0;
p->drug_stat[2] = 0;
p->drug_stat[1] = 0;
}
else
{
p->drug_aspect = var_8c;
}
}
else if (p->drug_stat[0] == 2)
{
if (p->drug_stat[2] > 30)
{
p->drug_stat[0] = 1;
}
else
{
p->drug_stat[2]++;
p->drug_aspect = oyrepeat * 3 + p->drug_stat[2] * 500;
}
}
else
{
if (p->drug_stat[2] < 1)
{
p->drug_stat[0] = 2;
p->DrugMode--;
if (p->DrugMode == 1)
p->drug_stat[0] = 3;
}
else
{
p->drug_stat[2]--;
p->drug_aspect = oyrepeat * 3 + p->drug_stat[2] * 500;
}
}
}
}
else DrugTimer = now;
if (p->DrugMode > 0)
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{
renderSetAspect(p->drug_aspect, yxaspect);
}
}
//---------------------------------------------------------------------------
//
// used by RR to inject some external geometry into a scene.
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//
//---------------------------------------------------------------------------
static void geometryEffect(int cposx, int cposy, int cposz, binangle cang, fixedhoriz choriz, int sect, int smoothratio)
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{
short gs, tgsect, geosect, geoid = 0;
renderDrawRoomsQ16(cposx, cposy, cposz, cang.asq16(), choriz.asq16(), sect);
fi.animatesprites(cposx, cposy, cang.asbuild(), smoothratio);
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renderDrawMasks();
for (gs = 0; gs < geocnt; gs++)
{
tgsect = geosector[gs];
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DukeSectIterator it(tgsect);
while (auto act = it.Next())
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{
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changespritesect(act, geosectorwarp[gs]);
setsprite(act, act->s.x -= geox[gs], act->s.y -= geoy[gs], act->s.z);
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}
if (geosector[gs] == sect)
{
geosect = geosectorwarp[gs];
geoid = gs;
}
}
cposx -= geox[geoid];
cposy -= geoy[geoid];
renderDrawRoomsQ16(cposx, cposy, cposz, cang.asq16(), choriz.asq16(), sect);
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cposx += geox[geoid];
cposy += geoy[geoid];
for (gs = 0; gs < geocnt; gs++)
{
tgsect = geosectorwarp[gs];
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DukeSectIterator it(tgsect);
while (auto act = it.Next())
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{
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changespritesect(act, geosector[gs]);
setsprite(act, act->s.x += geox[gs], act->s.y += geoy[gs], act->s.z);
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}
}
fi.animatesprites(cposx, cposy, cang.asbuild(), smoothratio);
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renderDrawMasks();
for (gs = 0; gs < geocnt; gs++)
{
tgsect = geosector[gs];
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DukeSectIterator it(tgsect);
while (auto act = it.Next())
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{
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changespritesect(act, geosectorwarp2[gs]);
setsprite(act, act->s.x -= geox2[gs], act->s.y -= geoy2[gs], act->s.z);
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}
if (geosector[gs] == sect)
{
geosect = geosectorwarp2[gs];
geoid = gs;
}
}
cposx -= geox2[geoid];
cposy -= geoy2[geoid];
renderDrawRoomsQ16(cposx, cposy, cposz, cang.asq16(), choriz.asq16(), sect);
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cposx += geox2[geoid];
cposy += geoy2[geoid];
for (gs = 0; gs < geocnt; gs++)
{
tgsect = geosectorwarp2[gs];
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DukeSectIterator it(tgsect);
while (auto act = it.Next())
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{
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changespritesect(act, geosector[gs]);
setsprite(act, act->s.x += geox2[gs], act->s.y += geoy2[gs], act->s.z);
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}
}
fi.animatesprites(cposx, cposy, cang.asbuild(), smoothratio);
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renderDrawMasks();
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void displayrooms(int snum, double smoothratio)
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{
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int cposx, cposy, cposz, fz, cz;
short sect;
binangle cang;
lookangle rotscrnang;
fixedhoriz choriz;
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struct player_struct* p;
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int tiltcs = 0; // JBF 20030807
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p = &ps[snum];
if (automapMode == am_full || p->cursectnum == -1)
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return;
// 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.
if (isRRRA() && fogactive)
{
p->visibility = ud.const_visibility;
}
g_visibility = p->visibility;
videoSetCorrectedAspect();
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sect = p->cursectnum;
if (sect < 0 || sect >= MAXSECTORS) return;
GLInterface.SetMapFog(fogactive != 0);
if (fogactive) hw_int_useindexedcolortextures = false;
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dointerpolations(smoothratio);
setgamepalette(BASEPAL);
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animatecamsprite(smoothratio);
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if (ud.cameraactor)
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{
spritetype* s;
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s = &ud.cameraactor->s;
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if (s->yvel < 0) s->yvel = -100;
else if (s->yvel > 199) s->yvel = 300;
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cang = buildang(ud.cameraactor->tempang + xs_CRoundToInt(fmulscale16(((s->ang + 1024 - ud.cameraactor->tempang) & 2047) - 1024, smoothratio)));
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auto bh = buildhoriz(s->yvel);
se40code(s->x, s->y, s->z, cang, bh, smoothratio);
renderMirror(s->x, s->y, s->z, cang, bh, smoothratio);
renderDrawRoomsQ16(s->x, s->y, s->z - (4 << 8), cang.asq16(), bh.asq16(), s->sectnum);
fi.animatesprites(s->x, s->y, cang.asbuild(), smoothratio);
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renderDrawMasks();
}
else
{
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int i = divscale22(1, isRR() ? 64 : p->GetActor()->s.yrepeat + 28);
fixed_t dang = IntToFixed(1024);
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if (!isRRRA() || !p->DrugMode)
{
// Fixme: This should get the aspect ratio from the backend, not the current viewport size.
int viewingRange = xs_CRoundToInt(double(i) * tan(r_fov * (pi::pi() / 360.)));
renderSetAspect(mulscale16(viewingRange, viewingrange), yxaspect);
}
else
{
setdrugmode(p, i);
}
// The camera texture must be rendered with the base palette, so this is the only place where the current global palette can be set.
// 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));
// set screen rotation.
rotscrnang = !cl_syncinput ? p->angle.rotscrnang : p->angle.interpolatedrotscrn(smoothratio);
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if ((snum == myconnectindex) && (numplayers > 1))
{
cposx = omyx + xs_CRoundToInt(fmulscale16(myx - omyx, smoothratio));
cposy = omyy + xs_CRoundToInt(fmulscale16(myy - omyy, smoothratio));
cposz = omyz + xs_CRoundToInt(fmulscale16(myz - omyz, smoothratio));
if (cl_syncinput)
{
fixed_t ohorz = (omyhoriz.asq16() + omyhorizoff.asq16());
fixed_t horz = (myhoriz.asq16() + myhorizoff.asq16());
choriz = q16horiz(ohorz + xs_CRoundToInt(fmulscale16(horz - ohorz, smoothratio)));
cang = bamang(xs_CRoundToUInt(omyang.asbam() + fmulscale16(myang.asbam() - omyang.asbam(), smoothratio)));
}
else
{
cang = myang;
choriz = myhoriz + myhorizoff;
}
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sect = mycursectnum;
}
else
{
cposx = p->oposx + xs_CRoundToInt(fmulscale16(p->posx - p->oposx, smoothratio));
cposy = p->oposy + xs_CRoundToInt(fmulscale16(p->posy - p->oposy, smoothratio));
cposz = p->oposz + xs_CRoundToInt(fmulscale16(p->posz - p->oposz, smoothratio));
if (cl_syncinput)
{
// Original code for when the values are passed through the sync struct
choriz = p->horizon.interpolatedsum(smoothratio);
cang = p->angle.interpolatedsum(smoothratio);
}
else
{
// This is for real time updating of the view direction.
cang = p->angle.sum();
choriz = p->horizon.sum();
}
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}
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if (p->newOwner != nullptr)
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{
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auto spr = &p->newOwner->s;
cang = buildang(getcamspriteang(p->newOwner, smoothratio));
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choriz = buildhoriz(spr->shade);
cposx = spr->pos.x;
cposy = spr->pos.y;
cposz = spr->pos.z;
sect = spr->sectnum;
rotscrnang = buildlook(0);
smoothratio = MaxSmoothRatio;
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}
else if (p->over_shoulder_on == 0)
{
if (cl_viewbob) cposz += p->opyoff + xs_CRoundToInt(fmulscale16(p->pyoff - p->opyoff, smoothratio));
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}
else
{
cposz -= isRR() ? 3840 : 3072;
if (!view(p, &cposx, &cposy, &cposz, &sect, cang.asbuild(), choriz.asq16(), smoothratio))
{
cposz += isRR() ? 3840 : 3072;
view(p, &cposx, &cposy, &cposz, &sect, cang.asbuild(), choriz.asq16(), smoothratio);
}
}
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// do screen rotation.
renderSetRollAngle(rotscrnang.asbam() / (double)(BAMUNIT));
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cz = p->GetActor()->ceilingz;
fz = p->GetActor()->floorz;
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if (earthquaketime > 0 && p->on_ground == 1)
{
cposz += 256 - (((earthquaketime) & 1) << 9);
cang += buildang((2 - ((earthquaketime) & 2)) << 2);
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}
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if (p->GetActor()->s.pal == 1) cposz -= (18 << 8);
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else if (p->spritebridge == 0 && p->newOwner == nullptr)
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{
if (cposz < (p->truecz + (4 << 8))) cposz = cz + (4 << 8);
else if (cposz > (p->truefz - (4 << 8))) cposz = fz - (4 << 8);
}
if (sect >= 0)
{
getzsofslope(sect, cposx, cposy, &cz, &fz);
if (cposz < cz + (4 << 8)) cposz = cz + (4 << 8);
if (cposz > fz - (4 << 8)) cposz = fz - (4 << 8);
}
choriz = clamp(choriz, q16horiz(gi->playerHorizMin()), q16horiz(gi->playerHorizMax()));
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if (isRR() && sector[sect].lotag == 848)
{
geometryEffect(cposx, cposy, cposz, cang, choriz, sect, smoothratio);
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}
else
{
se40code(cposx, cposy, cposz, cang, choriz, smoothratio);
renderMirror(cposx, cposy, cposz, cang, choriz, smoothratio);
renderDrawRoomsQ16(cposx, cposy, cposz, cang.asq16(), choriz.asq16(), sect);
fi.animatesprites(cposx, cposy, cang.asbuild(), smoothratio);
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renderDrawMasks();
}
}
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//GLInterface.SetMapFog(false);
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restoreinterpolations();
if (!isRRRA() || !fogactive)
{
if (ud.levelclock < lastvisinc)
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{
if (abs(p->visibility - ud.const_visibility) > 8)
p->visibility += (ud.const_visibility - p->visibility) >> 2;
}
else p->visibility = ud.const_visibility;
}
if (fogactive) hw_int_useindexedcolortextures = hw_useindexedcolortextures;
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}
bool GameInterface::GenerateSavePic()
{
displayrooms(myconnectindex, MaxSmoothRatio);
return true;
}
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END_DUKE_NS