//------------------------------------------------------------------------- /* Copyright (C) 1997, 2005 - 3D Realms Entertainment This file is part of Shadow Warrior version 1.2 Shadow Warrior 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. Original Source: 1997 - Frank Maddin and Jim Norwood Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms */ //------------------------------------------------------------------------- #include "ns.h" #define QUIET #include "build.h" #include "automap.h" #include "names2.h" #include "panel.h" #include "game.h" #include "jsector.h" #include "gamecontrol.h" #include "gamefuncs.h" #include "network.h" #include "pal.h" #include "player.h" #include "jtags.h" #include "parent.h" #include "misc.h" #include "menus.h" #include "interpolate.h" #include "interpso.h" #include "sector.h" #include "razemenu.h" #include "v_2ddrawer.h" #include "v_video.h" #include "v_draw.h" #include "render.h" #include "razefont.h" extern DCoreActor* wall_to_sprite_actors[8]; BEGIN_SW_NS int display_mirror; static int OverlapDraw = false; extern bool QuitFlag, SpriteInfo; extern bool Voxel; bool DrawScreen; extern int f_c; extern TILE_INFO_TYPE aVoxelArray[MAXTILES]; void PreDrawStackedWater(void); #if 1 void ShadeSprite(tspritetype* tsp) { // set shade of sprite tsp->shade = tsp->sectp->floorshade - 25; if (tsp->shade > -3) tsp->shade = -3; if (tsp->shade < -30) tsp->shade = -30; } #else #endif int GetRotation(tspriteArray& tsprites, int tSpriteNum, int viewx, int viewy) { static const uint8_t RotTable8[] = {0, 7, 6, 5, 4, 3, 2, 1}; static const uint8_t RotTable5[] = {0, 1, 2, 3, 4, 3, 2, 1}; int rotation; tspritetype* tsp = tsprites.get(tSpriteNum); auto ownerActor = static_cast(tsp->ownerActor); int angle2; if (!ownerActor->hasU() || ownerActor->user.RotNum == 0) return 0; // Get which of the 8 angles of the sprite to draw (0-7) // rotation ranges from 0-7 angle2 = getangle(tsp->int_pos().X - viewx, tsp->int_pos().Y - viewy); rotation = ((tsp->int_ang() + 3072 + 128 - angle2) & 2047); rotation = (rotation >> 8) & 7; if (ownerActor->user.RotNum == 5) { if ((ownerActor->user.Flags & SPR_XFLIP_TOGGLE)) { if (rotation <= 4) { // leave rotation alone tsp->cstat &= ~(CSTAT_SPRITE_XFLIP); } else { rotation = (8 - rotation); tsp->cstat |= (CSTAT_SPRITE_XFLIP); // clear x-flipping bit } } else { if (rotation > 3 || rotation == 0) { // leave rotation alone tsp->cstat &= ~(CSTAT_SPRITE_XFLIP); // clear x-flipping bit } else { rotation = (8 - rotation); tsp->cstat |= (CSTAT_SPRITE_XFLIP); // set } } // Special case bunk int ID = ownerActor->user.ID; if (ID == TOILETGIRL_R0 || ID == WASHGIRL_R0 || ID == TRASHCAN || ID == CARGIRL_R0 || ID == MECHANICGIRL_R0 || ID == PRUNEGIRL_R0 || ID == SAILORGIRL_R0) tsp->cstat &= ~(CSTAT_SPRITE_XFLIP); // clear x-flipping bit return RotTable5[rotation]; } return RotTable8[rotation]; } /* !AIC - At draw time this is called for actor rotation. GetRotation() is more complex than needs to be in part because importing of actor rotations and x-flip directions was not standardized. */ int SetActorRotation(tspriteArray& tsprites, int tSpriteNum, int viewx, int viewy) { tspritetype* tsp = tsprites.get(tSpriteNum); auto ownerActor = static_cast(tsp->ownerActor); int StateOffset, Rotation; if (!ownerActor->hasU()) return 0; // don't modify ANY tu vars - back them up! STATE* State = ownerActor->user.State; STATE* StateStart = ownerActor->user.StateStart; if (ownerActor->user.RotNum == 0) return 0; // Get the offset into the State animation StateOffset = int(State - StateStart); // Get the rotation angle Rotation = GetRotation(tsprites, tSpriteNum, viewx, viewy); ASSERT(Rotation < 5); // Reset the State animation start based on the Rotation StateStart = ownerActor->user.Rot[Rotation]; // Set the sprites state State = StateStart + StateOffset; // set the picnum here - may be redundant, but we just changed states and // thats a big deal tsp->picnum = State->Pic; return 0; } double DoShadowFindGroundPoint(tspritetype* tspr) { // USES TSPRITE !!!!! auto ownerActor = static_cast(tspr->ownerActor); Collision ceilhit, florhit; double hiz, loz = ownerActor->user.loz; ESpriteFlags save_cstat, bak_cstat; // recursive routine to find the ground - either sector or floor sprite // skips over enemy and other types of sprites // IMPORTANT!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! // This will return invalid FAF ceiling and floor heights inside of analyzesprite // because the ceiling and floors get moved out of the way for drawing. save_cstat = tspr->cstat; tspr->cstat &= ~(CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN); FAFgetzrangepoint(tspr->pos, tspr->sectp, &hiz, &ceilhit, &loz, &florhit); tspr->cstat = save_cstat; switch (florhit.type) { case kHitSprite: { auto hitactor = florhit.actor(); if ((hitactor->spr.cstat & CSTAT_SPRITE_ALIGNMENT_FLOOR)) { // found a sprite floor return loz; } else { // reset the blocking bit of what you hit and try again - // recursive bak_cstat = hitactor->spr.cstat; hitactor->spr.cstat &= ~(CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN); loz = DoShadowFindGroundPoint(tspr); hitactor->spr.cstat = bak_cstat; } break; } case kHitSector: break; default: ASSERT(true == false); break; } return loz; } void DoShadows(tspriteArray& tsprites, tspritetype* tsp, int viewz, int camang) { auto ownerActor = static_cast(tsp->ownerActor); int ground_dist = 0; int view_dist = 0; double loz; int xrepeat; int yrepeat; if (!ownerActor->hasU()) return; auto sect = tsp->sectp; // make sure its the correct sector // DoShadowFindGroundPoint calls FAFgetzrangepoint and this is sensitive updatesector(tsp->int_pos().X, tsp->int_pos().Y, §); if (sect == nullptr) { return; } tsp->sectp = sect; if ((tsp->yrepeat >> 2) > 4) { yrepeat = (tsp->yrepeat >> 2) - (GetSpriteSizeY(tsp) / 64) * 2; xrepeat = tsp->xrepeat; } else { yrepeat = tsp->yrepeat; xrepeat = tsp->xrepeat; } loz = ownerActor->user.loz; if (ownerActor->user.lowActor) { if (!(ownerActor->user.lowActor->spr.cstat & (CSTAT_SPRITE_ALIGNMENT_WALL | CSTAT_SPRITE_ALIGNMENT_FLOOR))) { loz = DoShadowFindGroundPoint(tsp); } } // need to find the ground here int iloz = loz * zworldtoint; // if below or close to sprites z don't bother to draw it if ((viewz - iloz) > -Z(8)) { return; } tspritetype* tSpr = tsprites.newTSprite(); *tSpr = *tsp; // shadow is ALWAYS draw last - status is priority tSpr->statnum = MAXSTATUS; tSpr->shade = 127; tSpr->cstat |= CSTAT_SPRITE_TRANSLUCENT; tSpr->pos.Z = loz; // if close to shadows z shrink it view_dist = abs(iloz - viewz) >> 8; if (view_dist < 32) view_dist = 256/view_dist; else view_dist = 0; // make shadow smaller depending on height from ground ground_dist = abs(iloz - GetSpriteZOfBottom(tsp)) >> 12; xrepeat = max(xrepeat - ground_dist - view_dist, 4); yrepeat = max(yrepeat - ground_dist - view_dist, 4); xrepeat = min(xrepeat, 255); yrepeat = min(yrepeat, 255); tSpr->xrepeat = uint8_t(xrepeat); tSpr->yrepeat = uint8_t(yrepeat); if (tilehasmodelorvoxel(tsp->picnum,tsp->pal)) { tSpr->yrepeat = 0; // cstat: trans reverse // clipdist: tell mdsprite.cpp to use Z-buffer hacks to hide overdraw issues tSpr->clipdist |= TSPR_FLAGS_MDHACK; tSpr->cstat |= CSTAT_SPRITE_TRANS_FLIP; } else { // Alter the shadow's position so that it appears behind the sprite itself. int look = getangle(tSpr->int_pos().X - Player[screenpeek].si.X, tSpr->int_pos().Y - Player[screenpeek].si.Y); tSpr->add_int_x(bcos(look, -9)); tSpr->add_int_y(bsin(look, -9)); } // Check for voxel items and use a round generic pic if so //DoVoxelShadow(New); } void DoMotionBlur(tspriteArray& tsprites, tspritetype const * const tsp) { auto ownerActor = static_cast(tsp->ownerActor); int nx,ny,nz = 0,dx,dy,dz; int i, ang; int xrepeat, yrepeat, repeat_adj = 0; int z_amt_per_pixel; ang = NORM_ANGLE(tsp->int_ang() + 1024); if (!ownerActor->hasU() || tsp->xvel == 0) { return; } if ((tsp->extra & SPRX_PLAYER_OR_ENEMY)) { z_amt_per_pixel = IntToFixed((int)-ownerActor->user.jump_speed * ACTORMOVETICS)/tsp->xvel; } else { z_amt_per_pixel = IntToFixed((int)-tsp->zvel)/tsp->xvel; } switch (ownerActor->user.motion_blur_dist) { case 64: case 128: case 256: case 512: nz = FixedToInt(z_amt_per_pixel * ownerActor->user.motion_blur_dist); [[fallthrough]]; default: dx = nx = MOVEx(ownerActor->user.motion_blur_dist, ang); dy = ny = MOVEy(ownerActor->user.motion_blur_dist, ang); break; } dz = nz; xrepeat = tsp->xrepeat; yrepeat = tsp->yrepeat; switch ((ownerActor->user.Flags2 & SPR2_BLUR_TAPER)) { case 0: repeat_adj = 0; break; case SPR2_BLUR_TAPER_SLOW: repeat_adj = xrepeat / (ownerActor->user.motion_blur_num*2); break; case SPR2_BLUR_TAPER_FAST: repeat_adj = xrepeat / ownerActor->user.motion_blur_num; break; } for (i = 0; i < ownerActor->user.motion_blur_num; i++) { tspritetype* tSpr = tsprites.newTSprite(); *tSpr = *tsp; tSpr->cstat |= CSTAT_SPRITE_TRANSLUCENT|CSTAT_SPRITE_TRANS_FLIP; tSpr->add_int_x(dx); tSpr->add_int_y(dy); dx += nx; dy += ny; tSpr->add_int_z(dz); dz += nz; tSpr->xrepeat = uint8_t(xrepeat); tSpr->yrepeat = uint8_t(yrepeat); xrepeat -= repeat_adj; yrepeat -= repeat_adj; } } void WarpCopySprite(tspriteArray& tsprites) { int spnum; int match; // look for the first one SWStatIterator it(STAT_WARP_COPY_SPRITE1); while (auto itActor = it.Next()) { match = itActor->spr.lotag; // look for the second one SWStatIterator it1(STAT_WARP_COPY_SPRITE2); while (auto itActor1 = it.Next()) { if (itActor1->spr.lotag == match) { auto sect1 = itActor->sector(); auto sect2 = itActor1->sector(); SWSectIterator it2(sect1); while (auto itActor2 = it.Next()) { if (itActor2 == itActor) continue; if (itActor2->spr.picnum == ST1) continue; tspritetype* newTSpr = renderAddTsprite(tsprites, itActor2); newTSpr->statnum = 0; newTSpr->pos += itActor1->spr.pos - itActor->spr.pos; newTSpr->sectp = itActor1->sector(); } it2.Reset(sect2); while (auto itActor2 = it2.Next()) { if (itActor2 == itActor1) continue; if (itActor2->spr.picnum == ST1) continue; tspritetype* newTSpr = renderAddTsprite(tsprites, itActor2); newTSpr->statnum = 0; auto off = itActor1->int_pos() - newTSpr->int_pos(); newTSpr->pos += itActor->spr.pos - itActor1->spr.pos; newTSpr->sectp = itActor->sector(); } } } } } void DoStarView(tspritetype* tsp, DSWActor* tActor, int viewz) { extern STATE s_Star[], s_StarDown[]; extern STATE s_StarStuck[], s_StarDownStuck[]; int zdiff = viewz - tsp->int_pos().Z; if (labs(zdiff) > Z(24)) { if (tActor->user.StateStart == s_StarStuck) tsp->picnum = s_StarDownStuck[tActor->user.State - s_StarStuck].Pic; else tsp->picnum = s_StarDown[tActor->user.State - s_Star].Pic; if (zdiff > 0) tsp->cstat |= (CSTAT_SPRITE_YFLIP); } else { if (zdiff > 0) tsp->cstat |= (CSTAT_SPRITE_YFLIP); } } template DSWActor* CopySprite(sprt const* tsp, sectortype* newsector) { auto actorNew = insertActor(newsector, STAT_FAF_COPY); actorNew->spr.pos = tsp->pos; actorNew->spr.cstat = tsp->cstat; actorNew->spr.picnum = tsp->picnum; actorNew->spr.pal = tsp->pal; actorNew->spr.xrepeat = tsp->xrepeat; actorNew->spr.yrepeat = tsp->yrepeat; actorNew->spr.xoffset = tsp->xoffset; actorNew->spr.yoffset = tsp->yoffset; actorNew->spr.angle = tsp->angle; actorNew->spr.xvel = tsp->xvel; actorNew->spr.yvel = tsp->yvel; actorNew->spr.zvel = tsp->zvel; actorNew->spr.shade = tsp->shade; actorNew->spr.cstat &= ~(CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN); return actorNew; } DSWActor* ConnectCopySprite(spritetypebase const* tsp) { sectortype* newsector; int testz; if (FAF_ConnectCeiling(tsp->sectp)) { newsector = tsp->sectp; testz = GetSpriteZOfTop(tsp) - Z(10); if (testz < tsp->sectp->int_ceilingz()) updatesectorz(tsp->int_pos().X, tsp->int_pos().Y, testz, &newsector); if (newsector != nullptr && newsector != tsp->sectp) { return CopySprite(tsp, newsector); } } if (FAF_ConnectFloor(tsp->sectp)) { newsector = tsp->sectp; testz = GetSpriteZOfBottom(tsp) + Z(10); if (testz > tsp->sectp->int_floorz()) updatesectorz(tsp->int_pos().X, tsp->int_pos().Y, testz, &newsector); if (newsector != nullptr && newsector != tsp->sectp) { return CopySprite(tsp, newsector); } } return nullptr; } void analyzesprites(tspriteArray& tsprites, int viewx, int viewy, int viewz, int camang) { int tSpriteNum; int smr4, smr2; static int ang = 0; PLAYER* pp = Player + screenpeek; int newshade=0; const int DART_PIC = 2526; const int DART_REPEAT = 16; ang = NORM_ANGLE(ang + 12); smr4 = int(smoothratio) + IntToFixed(MoveSkip4); smr2 = int(smoothratio) + IntToFixed(MoveSkip2); for (tSpriteNum = (int)tsprites.Size() - 1; tSpriteNum >= 0; tSpriteNum--) { tspritetype* tsp = tsprites.get(tSpriteNum); auto tActor = static_cast(tsp->ownerActor); auto tsectp = tsp->sectp; #if 0 // Brighten up the sprite if set somewhere else to do so if (tu && tActor->user.Vis > 0) { int tmpshade; // Having this prevent overflow tmpshade = tsp->shade - tActor->user.Vis; if (tmpshade < -128) tmpshade = -128; tsp->shade = tmpshade; tActor->user.Vis -= 8; } #endif // don't draw these if (tsp->statnum >= STAT_DONT_DRAW) { tsp->ownerActor = nullptr; continue; } if (tActor->hasU()) { if (tsp->statnum != STAT_DEFAULT) { if ((tActor->user.Flags & SPR_SKIP4)) { if (tsp->statnum <= STAT_SKIP4_INTERP_END) { tsp->pos = tActor->interpolatedvec3(smr4, 18); } } if ((tActor->user.Flags & SPR_SKIP2)) { if (tsp->statnum <= STAT_SKIP2_INTERP_END) { tsp->pos = tActor->interpolatedvec3(smr2, 17); } } } // workaround for mines and floor decals beneath the floor if (tsp->picnum == BETTY_R0 || tsp->picnum == FLOORBLOOD1) { int32_t const florz = getflorzofslopeptr(tActor->sector(), tActor->int_pos().X, tActor->int_pos().Y); if (tActor->int_pos().Z > florz) tsp->set_int_z(florz); } if (r_shadows && (tActor->user.Flags & SPR_SHADOW)) { DoShadows(tsprites, tsp, viewz, camang); } //#define UK_VERSION 1 //#define DART_REPEAT 6 //#define DART_PIC 2233 if (sw_darts) if (tActor->user.ID == 1793 || tsp->picnum == 1793) { tsp->picnum = 2519; tsp->xrepeat = 27; tsp->yrepeat = 29; } if (tActor->user.ID == STAR1) { if (sw_darts) { tsp->picnum = DART_PIC; tsp->set_int_ang(NORM_ANGLE(tsp->int_ang() - 512 - 24)); tsp->xrepeat = tsp->yrepeat = DART_REPEAT; tsp->cstat |= (CSTAT_SPRITE_ALIGNMENT_WALL); } else DoStarView(tsp, tActor, viewz); } // rotation if (tActor->user.RotNum > 0) SetActorRotation(tsprites, tSpriteNum, viewx, viewy); if (tActor->user.motion_blur_num) { DoMotionBlur(tsprites, tsp); } // set palette lookup correctly if (tsp->pal != tsectp->floorpal) { if (tsectp->floorpal == PALETTE_DEFAULT) { // default pal for sprite is stored in tActor->user.spal // mostly for players and other monster types tsp->pal = tActor->user.spal; } else { // if sector pal is something other than default uint8_t pal = tsectp->floorpal; bool nosectpal=false; // sprite does not take on the new pal if sector flag is set if (tsectp->hasU() && (tsectp->flags & SECTFU_DONT_COPY_PALETTE)) { pal = PALETTE_DEFAULT; nosectpal = true; } //if(tActor->user.spal == PALETTE_DEFAULT) if (tsp->hitag != SECTFU_DONT_COPY_PALETTE && tsp->hitag != LUMINOUS && !nosectpal && pal != PALETTE_FOG && pal != PALETTE_DIVE && pal != PALETTE_DIVE_LAVA) tsp->pal = pal; else tsp->pal = tActor->user.spal; } } // Sprite debug information mode if (tsp->hitag == 9997) { tsp->pal = PALETTE_RED_LIGHTING; // Turn it off, it gets reset by PrintSpriteInfo tActor->spr.hitag = 0; } } if (sw_darts) if (tsp->statnum == STAT_STAR_QUEUE) { tsp->picnum = DART_PIC; tsp->set_int_ang(NORM_ANGLE(tsp->int_ang() - 512)); tsp->xrepeat = tsp->yrepeat = DART_REPEAT; tsp->cstat |= (CSTAT_SPRITE_ALIGNMENT_WALL); } // Call my sprite handler // Does autosizing and voxel handling JAnalyzeSprites(tsp); // only do this of you are a player sprite //if (tsp->statnum >= STAT_PLAYER0 && tsp->statnum < STAT_PLAYER0 + MAX_SW_PLAYERS) if (tActor->hasU() && tActor->user.PlayerP) { // Shadow spell if (!(tsp->cstat & CSTAT_SPRITE_TRANSLUCENT)) ShadeSprite(tsp); // sw if its your playersprite if (Player[screenpeek].actor == tActor) { pp = Player + screenpeek; if (display_mirror || (pp->Flags & (PF_VIEW_FROM_OUTSIDE|PF_VIEW_FROM_CAMERA))) { if (pp->Flags & (PF_VIEW_FROM_OUTSIDE)) tsp->cstat |= (CSTAT_SPRITE_TRANSLUCENT); vec3_t pos; if (pp->Flags & (PF_CLIMBING)) { // move sprite forward some so he looks like he's // climbing pos.X = pp->si.X + MOVEx(128 + 80, tsp->int_ang()); pos.Y = pp->si.Y + MOVEy(128 + 80, tsp->int_ang()); } else { pos.X = pp->si.X; pos.Y = pp->si.Y; } pos.Z = tsp->int_pos().Z + pp->si.Z; tsp->set_int_pos(pos); tsp->set_int_ang(pp->siang); //continue; } else { // dont draw your sprite tsp->ownerActor = nullptr; //tsp->cstat |= (CSTAT_SPRITE_INVISIBLE); } } else // Otherwise just interpolate the player sprite { pp = tActor->user.PlayerP; double sr = 1. - smoothratio * (1. / 65536.); tsp->pos -= (pp->pos - pp->opos) * sr; tsp->angle = pp->angle.interpolatedang(sr); } } if (OverlapDraw && FAF_ConnectArea(tsp->sectp) && tsp->ownerActor) { ConnectCopySprite(tsp); } // // kens original sprite shade code he moved out of the engine // switch (tsp->statnum) { case STAT_ENEMY: case STAT_DEAD_ACTOR: case STAT_FAF_COPY: break; default: newshade = tsp->shade; newshade += 6; if (newshade > 127) newshade = 127; tsp->shade = int8_t(newshade); } if ((tsectp->ceilingstat & CSTAT_SECTOR_SKY)) { newshade = tsp->shade; newshade += tsectp->ceilingshade; if (newshade > 127) newshade = 127; if (newshade < -128) newshade = -128; tsp->shade = int8_t(newshade); } else { newshade = tsp->shade; newshade += tsectp->floorshade; if (newshade > 127) newshade = 127; if (newshade < -128) newshade = -128; tsp->shade = int8_t(newshade); } if (tsp->hitag == 9998) tsp->shade = 127; // Invisible enemy ninjas // Correct shades for luminous sprites if (tsp->hitag == LUMINOUS) { tsp->shade = -128; } if (pp->NightVision && (tsp->extra & SPRX_PLAYER_OR_ENEMY)) { if (tActor->hasU() && tActor->user.ID == TRASHCAN) continue; // Don't light up trashcan tsp->pal = PALETTE_ILLUMINATE; // Make sprites REALLY bright green. tsp->shade = -128; } if (tActor->hasU() && tActor->user.PlayerP) { if ((tActor->user.Flags2 & SPR2_VIS_SHADING)) { if (Player[screenpeek].actor != tActor) { if (!(tActor->user.PlayerP->Flags & PF_VIEW_FROM_OUTSIDE)) { tsp->cstat &= ~(CSTAT_SPRITE_TRANSLUCENT); } } tsp->shade = 12 - StdRandomRange(30); } } } WarpCopySprite(tsprites); } #if 1 tspritetype* get_tsprite(tspriteArray& tsprites, DSWActor* actor) { int tSpriteNum; for (tSpriteNum = (int)tsprites.Size() - 1; tSpriteNum >= 0; tSpriteNum--) { if (tsprites.get(tSpriteNum)->ownerActor == actor) return tsprites.get(tSpriteNum); } return nullptr; } void post_analyzesprites(tspriteArray& tsprites) { int tSpriteNum; for (tSpriteNum = (int)tsprites.Size() - 1; tSpriteNum >= 0; tSpriteNum--) { auto actor = static_cast(tsprites.get(tSpriteNum)->ownerActor); if (!actor) continue; // JBF: verify this is safe tspritetype* tsp = tsprites.get(tSpriteNum); if (actor->hasU()) { if (actor->user.ID == FIREBALL_FLAMES && actor->user.attachActor != nullptr) { tspritetype* const atsp = get_tsprite(tsprites, actor->user.attachActor); if (!atsp) { continue; } tsp->pos.X = atsp->pos.X; tsp->pos.Y = atsp->pos.Y; // statnum is priority - draw this ALWAYS first at 0 // statnum is priority - draw this ALWAYS last at MAXSTATUS if ((atsp->extra & SPRX_BURNABLE)) { atsp->statnum = 1; tsp->statnum = 0; } else tsp->statnum = MAXSTATUS; } } } } #endif void CircleCamera(int *nx, int *ny, int *nz, sectortype** vsect, DAngle *nang, fixed_t q16horiz) { HitInfo hit{}; int i, vx, vy, vz, hx, hy; int daang; PLAYER* pp = &Player[screenpeek]; DAngle ang; ang = *nang + pp->circle_camera_ang; // Calculate the vector (nx,ny,nz) to shoot backwards vx = int(-ang.Cos() * 1024.); vy = int(-ang.Sin() * 1024.); // lengthen the vector some vx += vx >> 1; vy += vy >> 1; vz = q16horiz >> 8; // Player sprite of current view DSWActor* actor = pp->actor; auto bakcstat = actor->spr.cstat; actor->spr.cstat &= ~(CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN); // Make sure sector passed to hitscan is correct //updatesector(*nx, *ny, vsect); hitscan(vec3_t( *nx, *ny, *nz ), *vsect, { vx, vy, vz }, hit, CLIPMASK_MISSILE); actor->spr.cstat = bakcstat; // Restore cstat hx = hit.int_hitpos().X - (*nx); hy = hit.int_hitpos().Y - (*ny); // If something is in the way, make pp->circle_camera_dist lower if necessary if (abs(vx) + abs(vy) > abs(hx) + abs(hy)) { if (hit.hitWall) // Push you a little bit off the wall { *vsect = hit.hitSector; daang = getangle(hit.hitWall->delta()); i = vx * bsin(daang) + vy * -bcos(daang); if (abs(vx) > abs(vy)) hx -= MulScale(vx, i, 28); else hy -= MulScale(vy, i, 28); } else if (hit.actor() == nullptr) // Push you off the ceiling/floor { *vsect = hit.hitSector; if (abs(vx) > abs(vy)) hx -= (vx >> 5); else hy -= (vy >> 5); } else { auto hitactor = hit.actor(); // if you hit a sprite that's not a wall sprite - try again if (!(hitactor->spr.cstat & CSTAT_SPRITE_ALIGNMENT_WALL)) { auto flag_backup = hitactor->spr.cstat; hitactor->spr.cstat &= ~(CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN); CircleCamera(nx, ny, nz, vsect, nang, q16horiz); hitactor->spr.cstat = flag_backup; return; } } if (abs(vx) > abs(vy)) i = IntToFixed(hx) / vx; else i = IntToFixed(hy) / vy; if (i < pp->circle_camera_dist) pp->circle_camera_dist = i; } // Actually move you! (Camerdist is 65536 if nothing is in the way) *nx = (*nx) + FixedToInt(vx * pp->circle_camera_dist); *ny = (*ny) + FixedToInt(vy * pp->circle_camera_dist); *nz = (*nz) + FixedToInt(vz * pp->circle_camera_dist); // Slowly increase pp->circle_camera_dist until it reaches 65536 // Synctics is a timer variable so it increases the same rate // on all speed computers pp->circle_camera_dist = min(pp->circle_camera_dist + (3 << 8), 65536); //pp->circle_camera_dist = min(pp->circle_camera_dist + (synctics << 10), 65536); // Make sure vsect is correct updatesectorz(*nx, *ny, *nz, vsect); *nang = ang; } std::pair GameInterface::GetCoordinates() { PLAYER* pp = Player + myconnectindex; return std::make_pair(pp->pos, pp->angle.ang); } void PrintSpriteInfo(PLAYER* pp) { const int Y_STEP = 7; //if (SpriteInfo && !LocationInfo) { auto actor = DoPickTarget(pp->actor, 32, 2); actor->spr.hitag = 9997; // Special tag to make the actor glow red for one frame if (actor == nullptr) { Printf("SPRITENUM: NONE TARGETED\n"); return; } else Printf("SPRITENUM:%d\n", actor->GetIndex()); if (actor->hasU()) { Printf("ID:%d, ", actor->user.ID); Printf("PALETTE:%d, ", actor->user.spal); Printf("HEALTH:%d, ", actor->user.Health); Printf("WAITTICS:%d, ", actor->user.WaitTics); Printf("COUNTER:%d, ", actor->user.Counter); Printf("COUNTER2:%d\n", actor->user.Counter); } { Printf("POSX:%d, ", actor->int_pos().X); Printf("POSY:%d, ", actor->int_pos().Y); Printf("POSZ:%d,", actor->int_pos().Z); Printf("ANG:%d\n", actor->int_ang()); } } } void DrawCrosshair(PLAYER* pp) { if (!(CameraTestMode)) { ::DrawCrosshair(2326, pp->actor->user.Health, -pp->angle.look_anghalf(smoothratio), (pp->Flags & PF_VIEW_FROM_OUTSIDE) ? 5 : 0, 2, shadeToLight(10)); } } void CameraView(PLAYER* pp, int *tx, int *ty, int *tz, sectortype** tsect, DAngle *tang, fixedhoriz *thoriz) { DAngle ang; bool found_camera = false; bool player_in_camera = false; bool FAFcansee_test; bool ang_test; if (pp == &Player[screenpeek]) { SWStatIterator it(STAT_DEMO_CAMERA); while (auto actor = it.Next()) { ang = VecToAngle(*tx - actor->int_pos().X, *ty - actor->int_pos().Y); ang_test = deltaangle(ang, actor->spr.angle) < DAngle::fromBuild(actor->spr.lotag); FAFcansee_test = (FAFcansee_(actor->int_pos().X, actor->int_pos().Y, actor->int_pos().Z, actor->sector(), *tx, *ty, *tz, pp->cursector) || FAFcansee_(actor->int_pos().X, actor->int_pos().Y, actor->int_pos().Z, actor->sector(), *tx, *ty, *tz + int_ActorSizeZ(pp->actor), pp->cursector)); player_in_camera = ang_test && FAFcansee_test; if (player_in_camera || pp->camera_check_time_delay > 0) { // if your not in the camera but are still looking // make sure that only the last camera shows you if (!player_in_camera && pp->camera_check_time_delay > 0) { if (pp->last_camera_act != actor) continue; } switch (actor->spr.clipdist) { case 1: pp->last_camera_act = actor; CircleCamera(tx, ty, tz, tsect, tang, 0); found_camera = true; break; default: { int xvect,yvect,zvect,zdiff; pp->last_camera_act = actor; xvect = int(ang.Cos() * 2048.); yvect = int(ang.Sin() * 2048.); zdiff = actor->int_pos().Z - *tz; if (labs(actor->int_pos().X - *tx) > 1000) zvect = Scale(xvect, zdiff, actor->int_pos().X - *tx); else if (labs(actor->int_pos().Y - *ty) > 1000) zvect = Scale(yvect, zdiff, actor->int_pos().Y - *ty); else if (actor->int_pos().X - *tx != 0) zvect = Scale(xvect, zdiff, actor->int_pos().X - *tx); else if (actor->int_pos().Y - *ty != 0) zvect = Scale(yvect, zdiff, actor->int_pos().Y - *ty); else zvect = 0; // new horiz to player *thoriz = q16horiz(clamp(-(zvect << 8), gi->playerHorizMin(), gi->playerHorizMax())); *tang = ang; *tx = actor->int_pos().X; *ty = actor->int_pos().Y; *tz = actor->int_pos().Z; *tsect = actor->sector(); found_camera = true; break; } } } if (found_camera) break; } } // if you player_in_camera you definately have a camera if (player_in_camera) { pp->camera_check_time_delay = 120/2; pp->Flags |= (PF_VIEW_FROM_CAMERA); ASSERT(found_camera); } else // if you !player_in_camera you still might have a camera // for a split second { if (found_camera) { pp->Flags |= (PF_VIEW_FROM_CAMERA); } else { pp->circle_camera_ang = nullAngle; pp->circle_camera_dist = CIRCLE_CAMERA_DIST_MIN; pp->Flags &= ~(PF_VIEW_FROM_CAMERA); } } } void PreDraw(void) { int i; PreDrawStackedWater(); SWStatIterator it(STAT_FLOOR_SLOPE_DONT_DRAW); while (auto actor = it.Next()) { actor->sector()->floorstat &= ~(CSTAT_SECTOR_SLOPE); } } void PostDraw(void) { int i; SWStatIterator it(STAT_FLOOR_SLOPE_DONT_DRAW); while (auto actor = it.Next()) { actor->sector()->floorstat |= (CSTAT_SECTOR_SLOPE); } it.Reset(STAT_FAF_COPY); while (auto actor = it.Next()) { actor->clearUser(); actor->Destroy(); } } void PreDrawStackedWater(void) { SWStatIterator it(STAT_CEILING_FLOOR_PIC_OVERRIDE); while (auto itActor = it.Next()) { SWSectIterator it2(itActor->sector()); while (auto itActor2 = it2.Next()) { if (itActor2->hasU()) { if (itActor2->spr.statnum == STAT_ITEM) continue; if (itActor2->spr.statnum <= STAT_DEFAULT || itActor2->spr.statnum > STAT_PLAYER0 + MAX_SW_PLAYERS) continue; // code so that a copied sprite will not make another copy if (itActor2->user.change.X == -989898) continue; auto actorNew = ConnectCopySprite(&itActor2->spr); if (actorNew != nullptr) { // spawn a user actorNew->allocUser(); actorNew->user.change.X = -989898; // copy everything reasonable from the user that // analyzesprites() needs to draw the image actorNew->user.State = itActor2->user.State; actorNew->user.Rot = itActor2->user.Rot; actorNew->user.StateStart = itActor2->user.StateStart; actorNew->user.StateEnd = itActor2->user.StateEnd; actorNew->user.Flags = itActor2->user.Flags; actorNew->user.Flags2 = itActor2->user.Flags2; actorNew->user.RotNum = itActor2->user.RotNum; actorNew->user.ID = itActor2->user.ID; actorNew->user.PlayerP = itActor2->user.PlayerP; actorNew->user.spal = itActor2->user.spal; } } } } } void DoPlayerDiveMeter(PLAYER* pp); void UpdateWallPortalState() { // This is too obtuse to be maintained statically, but with 8 mirrors at most easy to be kept up to date. for (int i = 0; i < mirrorcnt; i++) { if (mirror[i].mirrorWall == nullptr) { continue; } walltype* wal = mirror[i].mirrorWall; if (wal->picnum != MIRRORLABEL + i) { wal->portalflags = 0; continue; } wal->portalflags = 0; wal->portalnum = 0; if (!mirror[i].ismagic) { // a simple mirror wal->portalflags = PORTAL_WALL_MIRROR; } else { DSWActor* cam = mirror[i].cameraActor; if (cam) { if (!TEST_BOOL1(cam)) { wal->portalflags = PORTAL_WALL_TO_SPRITE; wal->portalnum = i; wall_to_sprite_actors[i] = cam; } } } } SWStatIterator it(STAT_CEILING_FLOOR_PIC_OVERRIDE); while (auto actor = it.Next()) { if (SP_TAG3(actor) == 0) { // back up ceilingpicnum and ceilingstat SP_TAG5(actor) = actor->sector()->ceilingpicnum; actor->sector()->ceilingpicnum = SP_TAG2(actor); SP_TAG4(actor) = actor->sector()->ceilingstat; actor->sector()->ceilingstat |= (ESectorFlags::FromInt(SP_TAG6(actor))); actor->sector()->ceilingstat &= ~(CSTAT_SECTOR_SKY); } else if (SP_TAG3(actor) == 1) { SP_TAG5(actor) = actor->sector()->floorpicnum; actor->sector()->floorpicnum = SP_TAG2(actor); SP_TAG4(actor) = actor->sector()->floorstat; actor->sector()->floorstat |= (ESectorFlags::FromInt(SP_TAG6(actor))); actor->sector()->floorstat &= ~(CSTAT_SECTOR_SKY); } } } void RestorePortalState() { SWStatIterator it(STAT_CEILING_FLOOR_PIC_OVERRIDE); while (auto actor = it.Next()) { if (SP_TAG3(actor) == 0) { // restore ceilingpicnum and ceilingstat actor->sector()->ceilingpicnum = SP_TAG5(actor); actor->sector()->ceilingstat = ESectorFlags::FromInt(SP_TAG4(actor)); actor->sector()->ceilingstat &= ~(CSTAT_SECTOR_SKY); } else if (SP_TAG3(actor) == 1) { actor->sector()->floorpicnum = SP_TAG5(actor); actor->sector()->floorstat = ESectorFlags::FromInt(SP_TAG4(actor)); actor->sector()->floorstat &= ~(CSTAT_SECTOR_SKY); } } } void drawscreen(PLAYER* pp, double smoothratio, bool sceneonly) { extern bool CameraTestMode; int tx, ty, tz; DAngle tang, trotscrnang; fixedhoriz thoriz; sectortype* tsect; short i,j; int bob_amt = 0; int quake_z, quake_x, quake_y; short quake_ang; extern bool FAF_DebugView; PLAYER* camerapp; // prediction player if prediction is on, else regular player DrawScreen = true; PreDraw(); PreUpdatePanel(smoothratio); int sr = (int)smoothratio; if (!sceneonly) { DoInterpolations(smoothratio / 65536.); // Stick at beginning of drawscreen if (cl_sointerpolation) so_dointerpolations(sr); // Stick at beginning of drawscreen } // TENSW: when rendering with prediction, the only thing that counts should // be the predicted player. if (PredictionOn && CommEnabled && pp == Player+myconnectindex) camerapp = ppp; else camerapp = pp; tx = int(interpolatedvaluef(camerapp->opos.X, camerapp->pos.X, smoothratio) * worldtoint); ty = int(interpolatedvaluef(camerapp->opos.Y, camerapp->pos.Y, smoothratio) * worldtoint); tz = int(interpolatedvaluef(camerapp->opos.Z, camerapp->pos.Z, smoothratio) * zworldtoint); // Interpolate the player's angle while on a sector object, just like VoidSW. // This isn't needed for the turret as it was fixable, but moving sector objects are problematic. if (SyncInput() || pp != Player+myconnectindex) { tang = camerapp->angle.interpolatedsum(smoothratio); thoriz = camerapp->horizon.interpolatedsum(smoothratio); trotscrnang = camerapp->angle.interpolatedrotscrn(smoothratio); } else { tang = pp->angle.sum(); thoriz = pp->horizon.sum(); trotscrnang = pp->angle.rotscrnang; } tsect = camerapp->cursector; updatesector(tx, ty, &tsect); if (pp->sop_riding || pp->sop_control) { if (pp->sop_control && (!cl_sointerpolation || (CommEnabled && !pp->sop_remote))) { tx = pp->int_ppos().X; ty = pp->int_ppos().Y; tz = pp->int_ppos().Z; tang = pp->angle.ang; } tsect = pp->cursector; updatesectorz(tx, ty, tz, &tsect); } pp->si.X = tx; pp->si.Y = ty; pp->si.Z = tz - pp->int_ppos().Z; pp->siang = tang.Buildang(); QuakeViewChange(camerapp, &quake_z, &quake_x, &quake_y, &quake_ang); int vis = g_visibility; VisViewChange(camerapp, &vis); g_relvisibility = vis - g_visibility; tz = tz + quake_z; tx = tx + quake_x; ty = ty + quake_y; //thoriz += buildhoriz(quake_x); tang += DAngle::fromBuild(quake_ang); if (pp->sop_remote) { DSWActor* ractor = pp->remoteActor; if (TEST_BOOL1(ractor)) tang = ractor->spr.angle; else tang = VecToAngle(pp->sop_remote->int_pmid().X - tx, pp->sop_remote->int_pmid().Y - ty); } if (pp->Flags & (PF_VIEW_FROM_OUTSIDE)) { tz -= 8448; if (!calcChaseCamPos(&tx, &ty, &tz, pp->actor, &tsect, tang, thoriz, smoothratio)) { tz += 8448; calcChaseCamPos(&tx, &ty, &tz, pp->actor, &tsect, tang, thoriz, smoothratio); } } else { bob_amt = camerapp->int_bob_amt(); if (CameraTestMode) { CameraView(camerapp, &tx, &ty, &tz, &tsect, &tang, &thoriz); } } if (!(pp->Flags & (PF_VIEW_FROM_CAMERA|PF_VIEW_FROM_OUTSIDE))) { if (cl_viewbob) { tz += bob_amt; tz += interpolatedvalue(pp->obob_z, pp->bob_z, smoothratio); } // recoil only when not in camera thoriz = q16horiz(clamp(thoriz.asq16() + interpolatedvalue(pp->recoil_ohorizoff, pp->recoil_horizoff, smoothratio), gi->playerHorizMin(), gi->playerHorizMax())); } if (automapMode != am_full) { // Cameras must be done before the main loop. JS_CameraParms(pp, tx, ty, tz); } if (!sceneonly) UpdatePanel(smoothratio); UpdateWallPortalState(); render_drawrooms(pp->actor, { tx, ty, tz }, sectnum(tsect), tang, thoriz, trotscrnang, smoothratio); RestorePortalState(); if (sceneonly) { DrawScreen = false; return; } // if doing a screen save don't need to process the rest MarkSectorSeen(pp->cursector); if ((automapMode != am_off) && pp == Player+myconnectindex) { SWSpriteIterator it; while (auto actor = it.Next()) { // Don't show sprites tagged with 257 if (actor->spr.lotag == 257) { if (actor->spr.cstat & (CSTAT_SPRITE_ALIGNMENT_FLOOR)) { actor->spr.cstat &= ~(CSTAT_SPRITE_ALIGNMENT_FLOOR); actor->spr.intowner = -2; } } } DrawOverheadMap(tx, ty, tang.Buildang(), smoothratio); } SWSpriteIterator it; while (auto actor = it.Next()) { // Don't show sprites tagged with 257 if (actor->spr.lotag == 257 && actor->spr.intowner == -2) { actor->spr.cstat |= (CSTAT_SPRITE_ALIGNMENT_FLOOR); actor->spr.intowner = -1; } } #if SYNC_TEST SyncStatMessage(); #endif UpdateStatusBar(); DrawCrosshair(pp); DoPlayerDiveMeter(pp); // Do the underwater breathing bar // Boss Health Meter, if Boss present BossHealthMeter(); #if SYNC_TEST SyncStatMessage(); #endif RestoreInterpolations(); // Stick at end of drawscreen if (cl_sointerpolation) so_restoreinterpolations(); // Stick at end of drawscreen if (paused && !M_Active()) { auto str = GStrings("Game Paused"); auto font = PickSmallFont(str); int w = font->StringWidth(str); DrawText(twod, font, CR_UNTRANSLATED, 160-w, 100, str, DTA_FullscreenScale, FSMode_Fit320x200, TAG_DONE); } if (!CommEnabled && (pp->Flags & PF_DEAD)) { if (ReloadPrompt) { ReloadPrompt = false; } } PostDraw(); DrawScreen = false; } bool GameInterface::GenerateSavePic() { drawscreen(Player + myconnectindex, 65536, true); return true; } bool GameInterface::DrawAutomapPlayer(int mx, int my, int cposx, int cposy, int czoom, int cang, double const smoothratio) { int k, l, x1, y1, x2, y2, x3, y3, x4, y4, ox, oy, xoff, yoff; int dax, day, cosang, sinang, xspan, yspan, sprx, spry; int xrepeat, yrepeat, z1, z2, startwall, endwall, tilenum, daang; int xvect, yvect; walltype* wal, * wal2; short p; static int pspr_ndx[8] = { 0,0,0,0,0,0,0,0 }; bool sprisplayer = false; short txt_x, txt_y; xvect = -bsin(cang) * czoom; yvect = -bcos(cang) * czoom; int xdim = twod->GetWidth() << 11; int ydim = twod->GetHeight() << 11; // Draw sprites auto peekActor = Player[screenpeek].actor; for (unsigned i = 0; i < sector.Size(); i++) { SWSectIterator it(i); while (auto actor = it.Next()) { for (p = connecthead; p >= 0; p = connectpoint2[p]) { if (Player[p].actor == actor) { if (actor->spr.xvel > 16) pspr_ndx[myconnectindex] = ((PlayClock >> 4) & 3); sprisplayer = true; goto SHOWSPRITE; } } if (gFullMap || (actor->spr.cstat2 & CSTAT2_SPRITE_MAPPED)) { SHOWSPRITE: PalEntry col = GPalette.BaseColors[56]; // 1=white / 31=black / 44=green / 56=pink / 128=yellow / 210=blue / 248=orange / 255=purple if ((actor->spr.cstat & CSTAT_SPRITE_BLOCK) > 0) col = GPalette.BaseColors[248]; if (actor == peekActor) col = GPalette.BaseColors[31]; sprx = actor->int_pos().X; spry = actor->int_pos().Y; k = actor->spr.statnum; if ((k >= 1) && (k <= 8) && (k != 2)) // Interpolate moving { sprx = actor->__interpolatedx(smoothratio); spry = actor->__interpolatedy(smoothratio); } switch (actor->spr.cstat & CSTAT_SPRITE_ALIGNMENT_MASK) { case 0: // Regular sprite if (Player[p].actor == actor) { ox = mx - cposx; oy = my - cposy; x1 = DMulScale(ox, xvect, -oy, yvect, 16); y1 = DMulScale(oy, xvect, ox, yvect, 16); int xx = twod->GetWidth() / 2. + x1 / 4096.; int yy = twod->GetHeight() / 2. + y1 / 4096.; if (czoom > 192) { daang = ((!SyncInput() ? actor->spr.angle : actor->interpolatedangle(smoothratio / 65536.)).Buildang() - cang) & 2047; // Special case tiles if (actor->spr.picnum == 3123) break; int spnum = -1; if (sprisplayer) { if (gNet.MultiGameType != MULTI_GAME_COMMBAT || actor == Player[screenpeek].actor) spnum = 1196 + pspr_ndx[myconnectindex]; } else spnum = actor->spr.picnum; double sc = czoom * (actor->spr.yrepeat) / 32768.; if (spnum >= 0) { DrawTexture(twod, tileGetTexture(1196 + pspr_ndx[myconnectindex], true), xx, yy, DTA_ScaleX, sc, DTA_ScaleY, sc, DTA_Rotate, daang * -BAngToDegree, DTA_CenterOffsetRel, 2, DTA_TranslationIndex, TRANSLATION(Translation_Remap, actor->spr.pal), DTA_Color, shadeToLight(actor->spr.shade), DTA_Alpha, (actor->spr.cstat & CSTAT_SPRITE_TRANSLUCENT) ? 0.33 : 1., TAG_DONE); } } } break; case 16: // Rotated sprite x1 = sprx; y1 = spry; tilenum = actor->spr.picnum; xoff = (int)tileLeftOffset(tilenum) + (int)actor->spr.xoffset; if ((actor->spr.cstat & CSTAT_SPRITE_XFLIP) > 0) xoff = -xoff; k = actor->int_ang(); l = actor->spr.xrepeat; dax = bsin(k) * l; day = -bcos(k) * l; l = tileWidth(tilenum); k = (l >> 1) + xoff; x1 -= MulScale(dax, k, 16); x2 = x1 + MulScale(dax, l, 16); y1 -= MulScale(day, k, 16); y2 = y1 + MulScale(day, l, 16); ox = x1 - cposx; oy = y1 - cposy; x1 = MulScale(ox, xvect, 16) - MulScale(oy, yvect, 16); y1 = MulScale(oy, xvect, 16) + MulScale(ox, yvect, 16); ox = x2 - cposx; oy = y2 - cposy; x2 = MulScale(ox, xvect, 16) - MulScale(oy, yvect, 16); y2 = MulScale(oy, xvect, 16) + MulScale(ox, yvect, 16); drawlinergb(x1 + xdim, y1 + ydim, x2 + xdim, y2 + ydim, col); break; case 32: // Floor sprite if (automapMode == am_overlay) { tilenum = actor->spr.picnum; xoff = (int)tileLeftOffset(tilenum) + (int)actor->spr.xoffset; yoff = (int)tileTopOffset(tilenum) + (int)actor->spr.yoffset; if ((actor->spr.cstat & CSTAT_SPRITE_XFLIP) > 0) xoff = -xoff; if ((actor->spr.cstat & CSTAT_SPRITE_YFLIP) > 0) yoff = -yoff; k = actor->int_ang(); cosang = bcos(k); sinang = bsin(k); xspan = tileWidth(tilenum); xrepeat = actor->spr.xrepeat; yspan = tileHeight(tilenum); yrepeat = actor->spr.yrepeat; dax = ((xspan >> 1) + xoff) * xrepeat; day = ((yspan >> 1) + yoff) * yrepeat; x1 = sprx + MulScale(sinang, dax, 16) + MulScale(cosang, day, 16); y1 = spry + MulScale(sinang, day, 16) - MulScale(cosang, dax, 16); l = xspan * xrepeat; x2 = x1 - MulScale(sinang, l, 16); y2 = y1 + MulScale(cosang, l, 16); l = yspan * yrepeat; k = -MulScale(cosang, l, 16); x3 = x2 + k; x4 = x1 + k; k = -MulScale(sinang, l, 16); y3 = y2 + k; y4 = y1 + k; ox = x1 - cposx; oy = y1 - cposy; x1 = MulScale(ox, xvect, 16) - MulScale(oy, yvect, 16); y1 = MulScale(oy, xvect, 16) + MulScale(ox, yvect, 16); ox = x2 - cposx; oy = y2 - cposy; x2 = MulScale(ox, xvect, 16) - MulScale(oy, yvect, 16); y2 = MulScale(oy, xvect, 16) + MulScale(ox, yvect, 16); ox = x3 - cposx; oy = y3 - cposy; x3 = MulScale(ox, xvect, 16) - MulScale(oy, yvect, 16); y3 = MulScale(oy, xvect, 16) + MulScale(ox, yvect, 16); ox = x4 - cposx; oy = y4 - cposy; x4 = MulScale(ox, xvect, 16) - MulScale(oy, yvect, 16); y4 = MulScale(oy, xvect, 16) + MulScale(ox, yvect, 16); drawlinergb(x1 + xdim, y1 + ydim, x2 + xdim, y2 + ydim, col); drawlinergb(x2 + xdim, y2 + ydim, x3 + xdim, y3 + ydim, col); drawlinergb(x3 + xdim, y3 + ydim, x4 + xdim, y4 + ydim, col); drawlinergb(x4 + xdim, y4 + ydim, x1 + xdim, y1 + ydim, col); } break; } } } } return true; } void GameInterface::processSprites(tspriteArray& tsprites, int viewx, int viewy, int viewz, DAngle viewang, double smoothRatio) { analyzesprites(tsprites, viewx, viewy, viewz, viewang.Buildang()); post_analyzesprites(tsprites); } END_SW_NS