//------------------------------------------------------------------------- /* Copyright (C) 1996, 2003 - 3D Realms Entertainment Copyright (C) 2000, 2003 - Matt Saettler (EDuke Enhancements) Copyright (C) 2020 - Christoph Oelckers This file is part of Enhanced 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 EDuke enhancements integrated: 04/13/2003 - Matt Saettler Note: EDuke source was in transition. Changes are in-progress in the source as it is released. */ //------------------------------------------------------------------------- #include "ns.h" #include "global.h" #include "prediction.h" #include "dukeactor.h" #include "gamefuncs.h" #include "models/modeldata.h" EXTERN_CVAR(Bool, wt_commentary) BEGIN_DUKE_NS void animatesprites_d(tspriteArray& tsprites, const DVector2& viewVec, DAngle viewang, double interpfrac) { tspritetype* t; DDukeActor* h; for (unsigned j = 0; j < tsprites.Size(); j++) { t = tsprites.get(j); h = static_cast(t->ownerActor); if ((!(h->flags2 & SFLAG2_FORCESECTORSHADE) && (t->cstat & CSTAT_SPRITE_ALIGNMENT_WALL)) || (badguy(static_cast(t->ownerActor)) && t->extra > 0) || t->statnum == STAT_PLAYER) { if (h->sector()->shadedsector == 1 && h->spr.statnum != STAT_ACTOR) { t->shade = 16; } continue; } if (t->sectp != nullptr) t->shade = clamp(t->sectp->ceilingstat & CSTAT_SECTOR_SKY ? t->sectp->ceilingshade : t->sectp->floorshade, -127, 127); } //Between drawrooms() and drawmasks() is the perfect time to animate sprites for (unsigned j = 0; j < tsprites.Size(); j++) { t = tsprites.get(j); h = static_cast(t->ownerActor); auto OwnerAc = h->GetOwner(); if (iseffector(h)) { if (t->lotag == SE_27_DEMO_CAM && ud.recstat == 1) { t->setspritetexture(TexMan.CheckForTexture("DEMOCAM", ETextureType::Any)); t->cstat |= CSTAT_SPRITE_YCENTER; } else t->scale = DVector2(0, 0); continue; } if (t->statnum == STAT_TEMP) continue; const auto p = getPlayer(h->PlayerIndex()); const auto spp = getPlayer(screenpeek); if ((h->spr.statnum != STAT_ACTOR && h->isPlayer() && p->newOwner == nullptr && h->GetOwner()) || !(h->flags1 & SFLAG_NOINTERPOLATE)) { t->pos = h->interpolatedpos(interpfrac); t->Angles.Yaw = h->interpolatedyaw(interpfrac); } 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) { if (h->dispictex.isValid()) h->dispictex = t->spritetexture(); continue; } if (h->isPlayer()) { if (t->pal == 1) t->pos.Z -= 18; if (p->over_shoulder_on > 0 && 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); t->sector = mycursectnum; } #endif } if ((display_mirror == 1 || spp != p || !h->GetOwner()) && ud.multimode > 1 && cl_showweapon && h->spr.extra > 0 && p->curr_weapon > 0) { auto newtspr = tsprites.newTSprite(); *newtspr = *t; newtspr->statnum = STAT_TEMP; newtspr->scale.Y = (max(t->scale.Y * 0.125, 0.0625)); newtspr->shade = t->shade; newtspr->cstat = 0; const char* texname = nullptr; switch (p->curr_weapon) { case PISTOL_WEAPON: texname = "FIRSTGUNSPRITE"; break; case SHOTGUN_WEAPON: texname = "SHOTGUNSPRITE"; break; case CHAINGUN_WEAPON: texname = "CHAINGUNSPRITE"; break; case RPG_WEAPON: texname = "RPGSPRITE"; break; case HANDREMOTE_WEAPON: case HANDBOMB_WEAPON: texname = "HEAVYHBOMB"; break; case TRIPBOMB_WEAPON: texname = "TRIPBOMBSPRITE"; break; case GROW_WEAPON: texname = "GROWSPRITEICON"; break; case SHRINKER_WEAPON: texname = "SHRINKERSPRITE"; break; case FREEZE_WEAPON: texname = "FREEZESPRITE"; break; case FLAMETHROWER_WEAPON:texname = "FLAMETHROWERSPRITE"; break; case DEVISTATOR_WEAPON: texname = "DEVISTATORSPRITE"; break; } t->setspritetexture(TexMan.CheckForTexture(texname, ETextureType::Any)); if (h->GetOwner()) newtspr->pos.Z = h->getOffsetZ() - 12; else newtspr->pos.Z = h->spr.pos.Z - 51; if (p->curr_weapon == HANDBOMB_WEAPON) { newtspr->scale = DVector2(0.15625, 0.15625); } else { newtspr->scale = DVector2(0.25, 0.25); } newtspr->pal = 0; } if (!h->GetOwner()) { FTextureID base = FNullTextureID(); if (t->sectp->lotag == ST_2_UNDERWATER) base = TexMan.CheckForTexture("APLAYERSWIMMING", ETextureType::Any); else if ((h->floorz - h->spr.pos.Z) > 64) base = TexMan.CheckForTexture("APLAYERJUMP", ETextureType::Any); if (!base.isValid()) base = h->spr.spritetexture(); applyRotation1(h, t, viewang, base); t->pal = p->palookup; continue; } if (p->on_crane == nullptr && (h->sector()->lotag & 0x7ff) != 1) { double v = h->spr.pos.Z - h->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; } if (ud.cameraactor == nullptr && p->newOwner == nullptr) if (h->GetOwner() && display_mirror == 0 && p->over_shoulder_on == 0) if (ud.multimode < 2 || (ud.multimode > 1 && p == spp)) { t->ownerActor = nullptr; t->scale = DVector2(0, 0); continue; } if (sectp->floorpal) copyfloorpal(t, sectp); if (t->pos.Z > h->floorz && t->scale.X < 0.5) t->pos.Z = h->floorz; } applyanimations(t, h, viewVec, viewang); if (h->spr.statnum == STAT_DUMMYPLAYER || badguy(h) || (h->isPlayer() && h->GetOwner())) { drawshadows(tsprites, t, h); if (spp->heat_amount > 0 && spp->heat_on) { t->pal = 6; t->shade = 0; } } h->dispictex = t->spritetexture(); if (t->sectp->floortexture == mirrortex) t->scale = DVector2(0, 0); } } END_DUKE_NS