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

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//-------------------------------------------------------------------------
/*
Copyright (C) 1996, 2003 - 3D Realms Entertainment
Copyright (C) 2017-2019 Nuke.YKT
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Copyright (C) 2020 - Christoph Oelckers
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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.
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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
*/
//-------------------------------------------------------------------------
#include "ns.h"
#include "global.h"
#include "names_r.h"
#include "prediction.h"
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#include "dukeactor.h"
#include "gamefuncs.h"
#include "models/modeldata.h"
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BEGIN_DUKE_NS
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void animatesprites_r(tspriteArray& tsprites, const DVector2& viewVec, DAngle viewang, double interpfrac)
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{
int k, p;
tspritetype* t;
DDukeActor* h;
int bg = 0;
for (unsigned j = 0; j < tsprites.Size(); j++)
{
t = tsprites.get(j);
h = static_cast<DDukeActor*>(t->ownerActor);
if (!(h->flags2 & SFLAG2_FORCESECTORSHADE) && ((t->cstat & CSTAT_SPRITE_ALIGNMENT_WALL)) || badguy(static_cast<DDukeActor*>(t->ownerActor)) || t->statnum == STAT_PLAYER)
{
if (h->sector()->shadedsector == 1 && h->spr.statnum != 1)
{
t->shade = 16;
}
continue;
}
if (t->sectp != nullptr)
t->shade = clamp<int>(t->sectp->ceilingstat & CSTAT_SECTOR_SKY ? h->spr.shade : t->sectp->floorshade, -127, 127);
}
for (unsigned j = 0; j < tsprites.Size(); j++)
{
t = tsprites.get(j);
h = static_cast<DDukeActor*>(t->ownerActor);
auto OwnerAc = h->GetOwner();
if (iseffector(h))
{
if (t->lotag == SE_27_DEMO_CAM && ud.recstat == 1)
{
t->picnum = 11 + ((PlayClock >> 3) & 1);
t->cstat |= CSTAT_SPRITE_YCENTER;
}
else
t->scale = DVector2(0, 0);
}
if (t->statnum == STAT_TEMP) continue;
auto pp = &ps[h->PlayerIndex()];
if (h->spr.statnum != STAT_ACTOR && h->isPlayer() && pp->newOwner == nullptr && h->GetOwner())
{
t->pos = h->interpolatedpos(interpfrac);
t->Angles.Yaw = h->interpolatedyaw(interpfrac);
h->spr.scale = DVector2(0.375, 0.265625);
}
else if (!(h->flags1 & SFLAG_NOINTERPOLATE))
{
t->pos = h->interpolatedpos(interpfrac);
t->Angles.Yaw = h->interpolatedyaw(interpfrac);
}
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auto sectp = h->sector();
bool res = CallAnimate(h, t);
// some actors have 4, some 6 rotation frames - in true Build fashion there's no pointers what to do here without flagging it.
if ((h->flags2 & SFLAG2_ALWAYSROTATE1) || (t->clipdist & TSPR_ROTATE8FRAMES))
applyRotation1(h, t, viewang);
else if ((h->flags2 & SFLAG2_ALWAYSROTATE2) || (t->clipdist & TSPR_ROTATE12FRAMES))
applyRotation2(h, t, viewang);
if (sectp->floorpal && !(h->flags2 & SFLAG2_NOFLOORPAL) && !(t->clipdist & TSPR_NOFLOORPAL))
copyfloorpal(t, sectp);
if (res)
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{
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if (h->dispictex.isValid())
h->dispictex = t->spritetexture();
continue;
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}
if (h->isPlayer())
{
p = h->PlayerIndex();
if (t->pal == 1) t->pos.Z -= 18;
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if (ps[p].over_shoulder_on > 0 && ps[p].newOwner == nullptr)
{
t->cstat |= CSTAT_SPRITE_TRANSLUCENT;
#if 0 // multiplayer only
if (screenpeek == myconnectindex && numplayers >= 2)
{
t->pos = interpolatedvalue(omypos, mypos, interpfrac).plusZ(gs_playerheight);
t->angle = interpolatedvalue(omyang, myang, interpfrac);
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t->sector = mycursectnum;
}
#endif
}
if ((display_mirror == 1 || screenpeek != p || !h->GetOwner()) && ud.multimode > 1 && cl_showweapon && ps[p].GetActor()->spr.extra > 0 && ps[p].curr_weapon > 0)
{
auto newtspr = tsprites.newTSprite();
*newtspr = *t;
newtspr->statnum = 99;
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newtspr->scale.Y = (max(t->scale.Y * 0.125, 0.0625));
newtspr->shade = t->shade;
newtspr->cstat = 0;
switch (ps[p].curr_weapon)
{
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case PISTOL_WEAPON: newtspr->picnum = RTILE_FIRSTGUNSPRITE; break;
case SHOTGUN_WEAPON: newtspr->picnum = RTILE_SHOTGUNSPRITE; break;
case RIFLEGUN_WEAPON: newtspr->picnum = RTILE_RIFLEGUNSPRITE; break;
case CROSSBOW_WEAPON: newtspr->picnum = RTILE_CROSSBOWSPRITE; break;
case CHICKEN_WEAPON: newtspr->picnum = RTILE_CROSSBOWSPRITE; break;
case THROWINGDYNAMITE_WEAPON:
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case DYNAMITE_WEAPON: newtspr->picnum = RTILE_DYNAMITE; break;
case POWDERKEG_WEAPON: newtspr->picnum = RTILE_POWDERKEG; break;
case BOWLING_WEAPON: newtspr->picnum = RTILE_BOWLINGBALLSPRITE; break;
case THROWSAW_WEAPON: newtspr->picnum = RTILE_RIPSAWSPRITE; break;
case BUZZSAW_WEAPON: newtspr->picnum = RTILE_RIPSAWSPRITE; break;
case ALIENBLASTER_WEAPON: newtspr->picnum = RTILE_ALIENBLASTERSPRITE; break;
case TIT_WEAPON: newtspr->picnum = RTILE_TITSPRITE; break;
}
if (h->GetOwner()) newtspr->pos.Z = ps[p].GetActor()->getOffsetZ() - 12;
else newtspr->pos.Z = h->spr.pos.Z - 51;
if (ps[p].curr_weapon == HANDBOMB_WEAPON)
{
newtspr->scale = DVector2(0.15625, 0.15625);
}
else if (ps[p].OnMotorcycle || ps[p].OnBoat)
{
newtspr->scale = DVector2(0, 0);
}
else
{
newtspr->scale = DVector2(0.25, 0.25);
}
newtspr->pal = 0;
}
if (ps[p].on_crane == nullptr && (h->sector()->lotag & 0x7ff) != 1)
{
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double v = h->spr.pos.Z - ps[p].GetActor()->floorz + 3;
if (v > 4 && h->spr.scale.Y > 0.5 && h->spr.extra > 0)
h->spr.yoffset = (int8_t)(v / h->spr.scale.Y);
else h->spr.yoffset = 0;
}
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if (ud.cameraactor == nullptr && ps[p].newOwner == nullptr)
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if (h->GetOwner() && display_mirror == 0 && ps[p].over_shoulder_on == 0)
if (ud.multimode < 2 || (ud.multimode > 1 && p == screenpeek))
{
t->ownerActor = nullptr;
t->scale = DVector2(0, 0);
continue;
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}
if (t->pos.Z > h->floorz && t->scale.X < 0.5)
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t->pos.Z = h->floorz;
if (ps[p].OnMotorcycle && p == screenpeek)
{
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t->picnum = RTILE_PLAYERONBIKEBACK;
t->scale = DVector2(0.28125, 0.28125);
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drawshadows(tsprites, t, h);
continue;
}
else if (ps[p].OnMotorcycle)
{
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t->picnum = RTILE_PLAYERONBIKE;
applyRotation2(h, t, viewang);
t->scale = DVector2(0.28125, 0.28125);
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drawshadows(tsprites, t, h);
continue;
}
else if (ps[p].OnBoat && p == screenpeek)
{
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t->picnum = RTILE_PLAYERONBOATBACK;
t->scale = DVector2(0.5, 0.5);
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drawshadows(tsprites, t, h);
continue;
}
else if (ps[p].OnBoat)
{
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t->picnum = RTILE_PLAYERONBOAT;
k = angletorotation2(h->spr.Angles.Yaw, viewang);
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applyRotation2(h, t, viewang);
t->scale = DVector2(0.5, 0.5);
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drawshadows(tsprites, t, h);
continue;
}
}
applyanimations(t, h, viewVec, viewang);
if (h->spr.statnum == STAT_DUMMYPLAYER || badguy(h) || (h->isPlayer() && h->GetOwner()))
{
drawshadows(tsprites, t, h);
}
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h->dispictex = t->spritetexture();
if (t->sectp->floortexture == mirrortex)
t->scale = DVector2(0, 0);
}
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}
END_DUKE_NS