2020-05-21 20:40:46 +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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Copyright (C) 2017-2019 Nuke.YKT
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2020-06-28 07:03:31 +00:00
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Copyright (C) 2020 - Christoph Oelckers
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2020-05-21 20:40:46 +00:00
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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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2020-10-13 19:44:05 +00:00
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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2020-05-21 20:40:46 +00:00
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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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*/
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//-------------------------------------------------------------------------
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#include "ns.h"
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#include "global.h"
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2020-07-03 21:56:14 +00:00
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#include "names_r.h"
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2020-07-06 09:39:39 +00:00
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#include "prediction.h"
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2020-11-04 06:01:25 +00:00
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#include "dukeactor.h"
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2021-05-30 21:00:06 +00:00
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#include "gamefuncs.h"
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2022-09-30 14:25:21 +00:00
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#include "models/modeldata.h"
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2020-05-21 20:40:46 +00:00
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2020-10-13 19:44:05 +00:00
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BEGIN_DUKE_NS
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2020-05-21 20:40:46 +00:00
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2022-09-15 17:06:41 +00:00
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void animatesprites_r(tspriteArray& tsprites, const DVector2& viewVec, DAngle viewang, double interpfrac)
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2020-05-21 20:40:46 +00:00
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{
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2022-08-07 08:25:15 +00:00
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int k, p;
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2020-10-13 19:44:05 +00:00
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tspritetype* t;
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2021-08-30 06:12:39 +00:00
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DDukeActor* h;
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2020-10-13 19:44:05 +00:00
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int bg = 0;
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2022-08-07 08:25:15 +00:00
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for (unsigned j = 0; j < tsprites.Size(); j++)
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2020-10-13 19:44:05 +00:00
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{
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2022-08-07 08:25:15 +00:00
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t = tsprites.get(j);
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2021-12-04 18:08:50 +00:00
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h = static_cast<DDukeActor*>(t->ownerActor);
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2020-10-13 19:44:05 +00:00
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2022-12-20 21:25:48 +00:00
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if (!(h->flags2 & SFLAG2_FORCESECTORSHADE) && ((t->cstat & CSTAT_SPRITE_ALIGNMENT_WALL)) || badguy(static_cast<DDukeActor*>(t->ownerActor)) || t->statnum == STAT_PLAYER)
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2020-10-13 19:44:05 +00:00
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{
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2022-12-03 12:57:54 +00:00
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if (h->sector()->shadedsector == 1 && h->spr.statnum != 1)
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2020-10-13 19:44:05 +00:00
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{
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2022-12-03 12:57:54 +00:00
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t->shade = 16;
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2020-10-13 19:44:05 +00:00
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}
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2022-12-03 12:57:54 +00:00
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continue;
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2020-10-13 19:44:05 +00:00
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}
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2021-12-30 15:24:51 +00:00
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if (t->sectp != nullptr)
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t->shade = clamp<int>(t->sectp->ceilingstat & CSTAT_SECTOR_SKY ? h->spr.shade : t->sectp->floorshade, -127, 127);
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2020-10-13 19:44:05 +00:00
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}
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2022-08-07 08:25:15 +00:00
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for (unsigned j = 0; j < tsprites.Size(); j++)
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2021-11-09 23:05:42 +00:00
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{
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2022-08-07 08:25:15 +00:00
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t = tsprites.get(j);
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2021-12-04 18:08:50 +00:00
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h = static_cast<DDukeActor*>(t->ownerActor);
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2020-10-23 15:37:19 +00:00
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auto OwnerAc = h->GetOwner();
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2020-10-13 19:44:05 +00:00
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2022-12-05 10:27:25 +00:00
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if (iseffector(h))
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2020-10-13 19:44:05 +00:00
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{
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2022-09-03 15:51:35 +00:00
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if (t->lotag == SE_27_DEMO_CAM && ud.recstat == 1)
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2020-10-13 19:44:05 +00:00
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{
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2021-02-18 10:46:36 +00:00
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t->picnum = 11 + ((PlayClock >> 3) & 1);
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2021-12-18 16:00:22 +00:00
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t->cstat |= CSTAT_SPRITE_YCENTER;
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2020-10-13 19:44:05 +00:00
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}
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else
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2022-10-07 21:52:29 +00:00
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t->scale = DVector2(0, 0);
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2020-10-13 19:44:05 +00:00
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}
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2022-12-05 10:27:25 +00:00
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if (t->statnum == STAT_TEMP) continue;
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2022-02-06 20:26:17 +00:00
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auto pp = &ps[h->PlayerIndex()];
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2022-11-26 13:48:51 +00:00
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if (h->spr.statnum != STAT_ACTOR && h->isPlayer() && pp->newOwner == nullptr && h->GetOwner())
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2020-10-13 19:44:05 +00:00
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{
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2022-11-21 04:08:33 +00:00
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t->pos = h->interpolatedpos(interpfrac);
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2022-12-09 22:41:21 +00:00
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t->Angles.Yaw = h->interpolatedyaw(interpfrac);
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2022-10-07 21:52:29 +00:00
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h->spr.scale = DVector2(0.375, 0.265625);
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2020-10-13 19:44:05 +00:00
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}
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2022-12-20 21:25:48 +00:00
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else if (!(h->flags1 & SFLAG_NOINTERPOLATE))
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2020-10-13 19:44:05 +00:00
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{
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2022-09-07 05:34:55 +00:00
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t->pos = h->interpolatedpos(interpfrac);
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2022-11-25 10:21:14 +00:00
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t->Angles.Yaw = h->interpolatedyaw(interpfrac);
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2022-10-24 08:40:11 +00:00
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}
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2022-01-21 00:04:08 +00:00
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2022-11-14 20:04:07 +00:00
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auto sectp = h->sector();
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2022-12-05 10:27:25 +00:00
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bool res = CallAnimate(h, t);
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// some actors have 4, some 6 rotation frames - in true Build fashion there's no pointers what to do here without flagging it.
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2022-12-20 21:25:48 +00:00
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if ((h->flags2 & SFLAG2_ALWAYSROTATE1) || (t->clipdist & TSPR_ROTATE8FRAMES))
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2022-12-05 10:27:25 +00:00
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applyRotation1(h, t, viewang);
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2022-12-20 21:25:48 +00:00
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else if ((h->flags2 & SFLAG2_ALWAYSROTATE2) || (t->clipdist & TSPR_ROTATE12FRAMES))
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2022-12-05 10:27:25 +00:00
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applyRotation2(h, t, viewang);
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2022-12-20 21:25:48 +00:00
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if (sectp->floorpal && !(h->flags2 & SFLAG2_NOFLOORPAL) && !(t->clipdist & TSPR_NOFLOORPAL))
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2022-12-05 10:27:25 +00:00
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copyfloorpal(t, sectp);
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if (res)
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2022-01-19 17:52:52 +00:00
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{
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2023-04-23 08:32:58 +00:00
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if (h->dispictex.isValid())
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h->dispictex = t->spritetexture();
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2022-12-05 10:27:25 +00:00
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continue;
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2022-01-19 17:52:52 +00:00
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}
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2022-12-29 21:48:43 +00:00
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if (h->isPlayer())
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2020-10-13 19:44:05 +00:00
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{
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2022-09-01 15:26:46 +00:00
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p = h->PlayerIndex();
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2020-10-13 19:44:05 +00:00
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2022-08-20 15:59:15 +00:00
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if (t->pal == 1) t->pos.Z -= 18;
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2020-10-13 19:44:05 +00:00
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2020-11-02 23:20:51 +00:00
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if (ps[p].over_shoulder_on > 0 && ps[p].newOwner == nullptr)
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2020-10-13 19:44:05 +00:00
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{
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2021-12-18 15:02:15 +00:00
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t->cstat |= CSTAT_SPRITE_TRANSLUCENT;
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2021-11-21 07:50:04 +00:00
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#if 0 // multiplayer only
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2020-10-13 19:44:05 +00:00
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if (screenpeek == myconnectindex && numplayers >= 2)
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{
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2022-09-08 10:47:21 +00:00
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t->pos = interpolatedvalue(omypos, mypos, interpfrac).plusZ(gs_playerheight);
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2022-09-27 03:28:03 +00:00
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t->angle = interpolatedvalue(omyang, myang, interpfrac);
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2021-11-21 08:05:58 +00:00
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t->sector = mycursectnum;
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2020-10-13 19:44:05 +00:00
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}
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2021-11-21 07:50:04 +00:00
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#endif
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2020-10-13 19:44:05 +00:00
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}
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2021-12-21 17:19:45 +00:00
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if ((display_mirror == 1 || screenpeek != p || !h->GetOwner()) && ud.multimode > 1 && cl_showweapon && ps[p].GetActor()->spr.extra > 0 && ps[p].curr_weapon > 0)
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2020-10-13 19:44:05 +00:00
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{
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2022-08-07 08:25:15 +00:00
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auto newtspr = tsprites.newTSprite();
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*newtspr = *t;
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2020-10-13 19:44:05 +00:00
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newtspr->statnum = 99;
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2022-10-07 21:46:28 +00:00
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newtspr->scale.Y = (max(t->scale.Y * 0.125, 0.0625));
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2020-10-13 19:44:05 +00:00
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newtspr->shade = t->shade;
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newtspr->cstat = 0;
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switch (ps[p].curr_weapon)
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{
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2022-12-04 13:16:44 +00:00
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case PISTOL_WEAPON: newtspr->picnum = RTILE_FIRSTGUNSPRITE; break;
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case SHOTGUN_WEAPON: newtspr->picnum = RTILE_SHOTGUNSPRITE; break;
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case RIFLEGUN_WEAPON: newtspr->picnum = RTILE_RIFLEGUNSPRITE; break;
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case CROSSBOW_WEAPON: newtspr->picnum = RTILE_CROSSBOWSPRITE; break;
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case CHICKEN_WEAPON: newtspr->picnum = RTILE_CROSSBOWSPRITE; break;
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2020-10-13 19:44:05 +00:00
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case THROWINGDYNAMITE_WEAPON:
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2022-12-04 13:16:44 +00:00
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case DYNAMITE_WEAPON: newtspr->picnum = RTILE_DYNAMITE; break;
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case POWDERKEG_WEAPON: newtspr->picnum = RTILE_POWDERKEG; break;
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case BOWLING_WEAPON: newtspr->picnum = RTILE_BOWLINGBALLSPRITE; break;
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case THROWSAW_WEAPON: newtspr->picnum = RTILE_RIPSAWSPRITE; break;
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case BUZZSAW_WEAPON: newtspr->picnum = RTILE_RIPSAWSPRITE; break;
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case ALIENBLASTER_WEAPON: newtspr->picnum = RTILE_ALIENBLASTERSPRITE; break;
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case TIT_WEAPON: newtspr->picnum = RTILE_TITSPRITE; break;
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2020-10-13 19:44:05 +00:00
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}
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2022-11-21 04:20:08 +00:00
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if (h->GetOwner()) newtspr->pos.Z = ps[p].GetActor()->getOffsetZ() - 12;
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2022-02-06 20:26:17 +00:00
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else newtspr->pos.Z = h->spr.pos.Z - 51;
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2020-10-13 19:44:05 +00:00
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if (ps[p].curr_weapon == HANDBOMB_WEAPON)
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{
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2022-10-07 21:52:29 +00:00
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newtspr->scale = DVector2(0.15625, 0.15625);
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2020-10-13 19:44:05 +00:00
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}
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else if (ps[p].OnMotorcycle || ps[p].OnBoat)
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{
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2022-10-07 21:52:29 +00:00
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newtspr->scale = DVector2(0, 0);
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2020-10-13 19:44:05 +00:00
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}
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else
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{
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2022-10-07 21:52:29 +00:00
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newtspr->scale = DVector2(0.25, 0.25);
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2020-10-13 19:44:05 +00:00
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}
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newtspr->pal = 0;
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}
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2021-12-30 15:51:56 +00:00
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if (ps[p].on_crane == nullptr && (h->sector()->lotag & 0x7ff) != 1)
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2020-10-13 19:44:05 +00:00
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{
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2022-02-04 00:00:28 +00:00
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double v = h->spr.pos.Z - ps[p].GetActor()->floorz + 3;
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2022-10-07 21:33:37 +00:00
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if (v > 4 && h->spr.scale.Y > 0.5 && h->spr.extra > 0)
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h->spr.yoffset = (int8_t)(v / h->spr.scale.Y);
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2021-12-21 19:04:37 +00:00
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else h->spr.yoffset = 0;
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2020-10-13 19:44:05 +00:00
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}
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2020-11-02 23:20:51 +00:00
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if (ud.cameraactor == nullptr && ps[p].newOwner == nullptr)
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2020-11-02 23:01:35 +00:00
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if (h->GetOwner() && display_mirror == 0 && ps[p].over_shoulder_on == 0)
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2020-10-13 19:44:05 +00:00
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if (ud.multimode < 2 || (ud.multimode > 1 && p == screenpeek))
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{
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2021-12-04 18:08:50 +00:00
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t->ownerActor = nullptr;
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2022-10-07 21:52:29 +00:00
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t->scale = DVector2(0, 0);
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2020-10-13 19:44:05 +00:00
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continue;
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2020-05-21 20:40:46 +00:00
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}
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2022-10-07 21:33:37 +00:00
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if (t->pos.Z > h->floorz && t->scale.X < 0.5)
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2022-02-04 00:00:28 +00:00
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t->pos.Z = h->floorz;
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2020-10-13 19:44:05 +00:00
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if (ps[p].OnMotorcycle && p == screenpeek)
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{
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2022-12-14 20:03:29 +00:00
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t->picnum = RTILE_PLAYERONBIKEBACK;
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2022-10-07 21:52:29 +00:00
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t->scale = DVector2(0.28125, 0.28125);
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2022-12-14 20:03:29 +00:00
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drawshadows(tsprites, t, h);
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continue;
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2020-10-13 19:44:05 +00:00
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}
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else if (ps[p].OnMotorcycle)
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{
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2022-12-14 20:03:29 +00:00
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t->picnum = RTILE_PLAYERONBIKE;
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applyRotation2(h, t, viewang);
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2022-10-07 21:52:29 +00:00
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t->scale = DVector2(0.28125, 0.28125);
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2022-12-14 20:03:29 +00:00
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drawshadows(tsprites, t, h);
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continue;
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2020-10-13 19:44:05 +00:00
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}
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else if (ps[p].OnBoat && p == screenpeek)
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{
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2022-12-14 20:03:29 +00:00
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t->picnum = RTILE_PLAYERONBOATBACK;
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2022-10-07 21:52:29 +00:00
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t->scale = DVector2(0.5, 0.5);
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2022-12-14 20:03:29 +00:00
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drawshadows(tsprites, t, h);
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continue;
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2020-10-13 19:44:05 +00:00
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}
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else if (ps[p].OnBoat)
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{
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2022-12-14 20:03:29 +00:00
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t->picnum = RTILE_PLAYERONBOAT;
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2022-11-25 12:13:50 +00:00
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k = angletorotation2(h->spr.Angles.Yaw, viewang);
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2022-12-14 20:03:29 +00:00
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applyRotation2(h, t, viewang);
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2022-10-07 21:52:29 +00:00
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t->scale = DVector2(0.5, 0.5);
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2022-12-14 20:03:29 +00:00
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drawshadows(tsprites, t, h);
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continue;
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2020-10-13 19:44:05 +00:00
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}
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}
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2022-12-03 18:33:13 +00:00
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applyanimations(t, h, viewVec, viewang);
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2020-10-13 19:44:05 +00:00
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2022-11-26 13:48:51 +00:00
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if (h->spr.statnum == STAT_DUMMYPLAYER || badguy(h) || (h->isPlayer() && h->GetOwner()))
|
2022-01-12 23:42:34 +00:00
|
|
|
{
|
2022-12-03 18:10:10 +00:00
|
|
|
drawshadows(tsprites, t, h);
|
2022-01-12 23:42:34 +00:00
|
|
|
}
|
|
|
|
|
2023-04-23 08:32:58 +00:00
|
|
|
h->dispictex = t->spritetexture();
|
2022-12-09 09:48:47 +00:00
|
|
|
if (t->sectp->floortexture == mirrortex)
|
2022-10-07 21:52:29 +00:00
|
|
|
t->scale = DVector2(0, 0);
|
2020-10-13 19:44:05 +00:00
|
|
|
}
|
2020-05-21 20:40:46 +00:00
|
|
|
}
|
|
|
|
END_DUKE_NS
|