//------------------------------------------------------------------------- /* Copyright (C) 2010-2019 EDuke32 developers and contributors Copyright (C) 2019 Nuke.YKT This file is part of NBlood. NBlood is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License version 2 as published by the Free Software Foundation. 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. */ //------------------------------------------------------------------------- #include "ns.h" // Must come before everything else! #include #include #include "compat.h" #include "build.h" #include "v_font.h" #include "blood.h" #include "zstring.h" #include "razemenu.h" #include "gstrings.h" #include "v_2ddrawer.h" #include "v_video.h" #include "v_font.h" #include "hw_voxels.h" #include "gamefuncs.h" #include "glbackend/glbackend.h" BEGIN_BLD_NS static fixed_t gCameraAng; int dword_172CE0[16][3]; static void RotateYZ(int *, int *pY, int *pZ, int ang) { int oY, oZ, angSin, angCos; oY = *pY; oZ = *pZ; angSin = Sin(ang); angCos = Cos(ang); *pY = dmulscale30r(oY,angCos,oZ,-angSin); *pZ = dmulscale30r(oY,angSin,oZ,angCos); } static void RotateXZ(int *pX, int *, int *pZ, int ang) { int oX, oZ, angSin, angCos; oX = *pX; oZ = *pZ; angSin = Sin(ang); angCos = Cos(ang); *pX = dmulscale30r(oX,angCos,oZ,-angSin); *pZ = dmulscale30r(oX,angSin,oZ,angCos); } template tspritetype* viewInsertTSprite(spritetype* tsprite, int& spritesortcnt, int nSector, int nStatnum, T const * const pSprite) { if (spritesortcnt >= MAXSPRITESONSCREEN) return nullptr; int nTSprite = spritesortcnt; tspritetype *pTSprite = &tsprite[nTSprite]; memset(pTSprite, 0, sizeof(tspritetype)); pTSprite->cstat = 128; pTSprite->xrepeat = 64; pTSprite->yrepeat = 64; pTSprite->owner = -1; pTSprite->extra = -1; pTSprite->type = -spritesortcnt; pTSprite->statnum = nStatnum; pTSprite->sectnum = nSector; spritesortcnt++; if (pSprite) { pTSprite->x = pSprite->x; pTSprite->y = pSprite->y; pTSprite->z = pSprite->z; pTSprite->owner = pSprite->owner; pTSprite->ang = pSprite->ang; } pTSprite->x += Cos(gCameraAng)>>25; pTSprite->y += Sin(gCameraAng)>>25; return pTSprite; } static const int effectDetail[kViewEffectMax] = { 4, 4, 4, 4, 0, 0, 0, 0, 0, 1, 4, 4, 0, 0, 0, 1, 0, 0, 0 }; struct WEAPONICON { short nTile; char zOffset; }; static const WEAPONICON gWeaponIcon[] = { { -1, 0 }, { -1, 0 }, // 1: pitchfork { 524, 6 }, // 2: flare gun { 559, 6 }, // 3: shotgun { 558, 8 }, // 4: tommy gun { 526, 6 }, // 5: napalm launcher { 589, 11 }, // 6: dynamite { 618, 11 }, // 7: spray can { 539, 6 }, // 8: tesla gun { 800, 0 }, // 9: life leech { 525, 11 }, // 10: voodoo doll { 811, 11 }, // 11: proxy bomb { 810, 11 }, // 12: remote bomb { -1, 0 }, }; static tspritetype *viewAddEffect(spritetype* tsprite, int& spritesortcnt, int nTSprite, VIEW_EFFECT nViewEffect) { assert(nViewEffect >= 0 && nViewEffect < kViewEffectMax); auto pTSprite = &tsprite[nTSprite]; auto owneractor = &bloodActors[pTSprite->owner]; if (gDetail < effectDetail[nViewEffect] || nTSprite >= MAXSPRITESONSCREEN) return NULL; switch (nViewEffect) { case kViewEffectSpotProgress: { XSPRITE* pXSprite = &owneractor->x(); int perc = (100 * pXSprite->data3) / kMaxPatrolSpotValue; int width = (94 * pXSprite->data3) / kMaxPatrolSpotValue; int top, bottom; GetSpriteExtents(pTSprite, &top, &bottom); auto pNSprite2 = viewInsertTSprite(tsprite, spritesortcnt, pTSprite->sectnum, 32767, pTSprite); if (!pNSprite2) break; pNSprite2->picnum = 2203; pNSprite2->xrepeat = width; pNSprite2->yrepeat = 20; pNSprite2->pal = 10; if (perc >= 75) pNSprite2->pal = 0; else if (perc >= 50) pNSprite2->pal = 6; pNSprite2->z = top - 2048; pNSprite2->shade = -128; break; } case kViewEffectAtom: for (int i = 0; i < 16; i++) { auto pNSprite = viewInsertTSprite(tsprite, spritesortcnt, pTSprite->sectnum, 32767, pTSprite); if (!pNSprite) break; int ang = (PlayClock*2048)/120; int nRand1 = dword_172CE0[i][0]; int nRand2 = dword_172CE0[i][1]; int nRand3 = dword_172CE0[i][2]; ang += nRand3; int x = MulScale(512, Cos(ang), 30); int y = MulScale(512, Sin(ang), 30); int z = 0; RotateYZ(&x, &y, &z, nRand1); RotateXZ(&x, &y, &z, nRand2); pNSprite->x = pTSprite->x + x; pNSprite->y = pTSprite->y + y; pNSprite->z = pTSprite->z + (z<<4); pNSprite->picnum = 1720; pNSprite->shade = -128; } break; case kViewEffectFlag: case kViewEffectBigFlag: { int top, bottom; GetSpriteExtents(pTSprite, &top, &bottom); auto pNSprite = viewInsertTSprite(tsprite, spritesortcnt, pTSprite->sectnum, 32767, pTSprite); if (!pNSprite) break; pNSprite->shade = -128; pNSprite->pal = 0; pNSprite->z = top; if (nViewEffect == kViewEffectFlag) pNSprite->xrepeat = pNSprite->yrepeat = 24; else pNSprite->xrepeat = pNSprite->yrepeat = 64; pNSprite->picnum = 3558; return pNSprite; } case kViewEffectTesla: { auto pNSprite = viewInsertTSprite(tsprite, spritesortcnt, pTSprite->sectnum, 32767, pTSprite); if (!pNSprite) break; pNSprite->z = pTSprite->z; pNSprite->cstat |= 2; pNSprite->shade = -128; pNSprite->xrepeat = pTSprite->xrepeat; pNSprite->yrepeat = pTSprite->yrepeat; pNSprite->picnum = 2135; break; } case kViewEffectShoot: { auto pNSprite = viewInsertTSprite(tsprite, spritesortcnt, pTSprite->sectnum, 32767, pTSprite); if (!pNSprite) break; pNSprite->shade = -128; pNSprite->pal = 0; pNSprite->xrepeat = pNSprite->yrepeat = 64; pNSprite->picnum = 2605; return pNSprite; } case kViewEffectReflectiveBall: { auto pNSprite = viewInsertTSprite(tsprite, spritesortcnt, pTSprite->sectnum, 32767, pTSprite); if (!pNSprite) break; pNSprite->shade = 26; pNSprite->pal = 0; pNSprite->cstat |= 2; pNSprite->xrepeat = pNSprite->yrepeat = 64; pNSprite->picnum = 2089; break; } case kViewEffectPhase: { auto pNSprite = viewInsertTSprite(tsprite, spritesortcnt, pTSprite->sectnum, 32767, pTSprite); if (!pNSprite) break; int top, bottom; GetSpriteExtents(pTSprite, &top, &bottom); pNSprite->shade = 26; pNSprite->pal = 0; pNSprite->cstat |= 2; pNSprite->xrepeat = pNSprite->yrepeat = 24; pNSprite->picnum = 626; pNSprite->z = top; break; } case kViewEffectTrail: { int nAng = pTSprite->ang; if (pTSprite->cstat & 16) { nAng = (nAng+512)&2047; } else { nAng = (nAng+1024)&2047; } for (int i = 0; i < 5 && spritesortcnt < MAXSPRITESONSCREEN; i++) { int nSector = pTSprite->sectnum; auto pNSprite = viewInsertTSprite(tsprite, spritesortcnt, nSector, 32767, NULL); if (!pNSprite) break; int nLen = 128+(i<<7); int x = MulScale(nLen, Cos(nAng), 30); pNSprite->x = pTSprite->x + x; int y = MulScale(nLen, Sin(nAng), 30); pNSprite->y = pTSprite->y + y; pNSprite->z = pTSprite->z; assert(nSector >= 0 && nSector < kMaxSectors); FindSector(pNSprite->x, pNSprite->y, pNSprite->z, &nSector); pNSprite->sectnum = nSector; pNSprite->owner = pTSprite->owner; pNSprite->picnum = pTSprite->picnum; pNSprite->cstat |= 2; if (i < 2) pNSprite->cstat |= 514; pNSprite->shade = ClipLow(pTSprite->shade-16, -128); pNSprite->xrepeat = pTSprite->xrepeat; pNSprite->yrepeat = pTSprite->yrepeat; pNSprite->picnum = pTSprite->picnum; } break; } case kViewEffectFlame: { auto pNSprite = viewInsertTSprite(tsprite, spritesortcnt, pTSprite->sectnum, 32767, pTSprite); if (!pNSprite) break; pNSprite->shade = -128; pNSprite->z = pTSprite->z; pNSprite->picnum = 908; pNSprite->statnum = kStatDecoration; pNSprite->xrepeat = pNSprite->yrepeat = (tileWidth(pTSprite->picnum)*pTSprite->xrepeat)/64; break; } case kViewEffectSmokeHigh: { auto pNSprite = viewInsertTSprite(tsprite, spritesortcnt, pTSprite->sectnum, 32767, pTSprite); if (!pNSprite) break; int top, bottom; GetSpriteExtents(pTSprite, &top, &bottom); pNSprite->z = top; if (IsDudeSprite(pTSprite)) pNSprite->picnum = 672; else pNSprite->picnum = 754; pNSprite->cstat |= 2; pNSprite->shade = 8; pNSprite->xrepeat = pTSprite->xrepeat; pNSprite->yrepeat = pTSprite->yrepeat; break; } case kViewEffectSmokeLow: { auto pNSprite = viewInsertTSprite(tsprite, spritesortcnt, pTSprite->sectnum, 32767, pTSprite); if (!pNSprite) break; int top, bottom; GetSpriteExtents(pTSprite, &top, &bottom); pNSprite->z = bottom; if (pTSprite->type >= kDudeBase && pTSprite->type < kDudeMax) pNSprite->picnum = 672; else pNSprite->picnum = 754; pNSprite->cstat |= 2; pNSprite->shade = 8; pNSprite->xrepeat = pTSprite->xrepeat; pNSprite->yrepeat = pTSprite->yrepeat; break; } case kViewEffectTorchHigh: { auto pNSprite = viewInsertTSprite(tsprite, spritesortcnt, pTSprite->sectnum, 32767, pTSprite); if (!pNSprite) break; int top, bottom; GetSpriteExtents(pTSprite, &top, &bottom); pNSprite->z = top; pNSprite->picnum = 2101; pNSprite->shade = -128; pNSprite->xrepeat = pNSprite->yrepeat = (tileWidth(pTSprite->picnum)*pTSprite->xrepeat)/32; break; } case kViewEffectTorchLow: { auto pNSprite = viewInsertTSprite(tsprite, spritesortcnt, pTSprite->sectnum, 32767, pTSprite); if (!pNSprite) break; int top, bottom; GetSpriteExtents(pTSprite, &top, &bottom); pNSprite->z = bottom; pNSprite->picnum = 2101; pNSprite->shade = -128; pNSprite->xrepeat = pNSprite->yrepeat = (tileWidth(pTSprite->picnum)*pTSprite->xrepeat)/32; break; } case kViewEffectShadow: { if (r_shadows) { auto pNSprite = viewInsertTSprite(tsprite, spritesortcnt, pTSprite->sectnum, 32767, pTSprite); if (!pNSprite) break; pNSprite->z = getflorzofslope(pTSprite->sectnum, pNSprite->x, pNSprite->y); pNSprite->shade = 127; pNSprite->cstat |= 2; pNSprite->xrepeat = pTSprite->xrepeat; pNSprite->yrepeat = pTSprite->yrepeat >> 2; pNSprite->picnum = pTSprite->picnum; pNSprite->pal = 5; int height = tileHeight(pNSprite->picnum); int center = height / 2 + tileTopOffset(pNSprite->picnum); pNSprite->z -= (pNSprite->yrepeat << 2) * (height - center); } break; } case kViewEffectFlareHalo: { auto pNSprite = viewInsertTSprite(tsprite, spritesortcnt, pTSprite->sectnum, 32767, pTSprite); if (!pNSprite) break; pNSprite->shade = -128; pNSprite->pal = 2; pNSprite->cstat |= 2; pNSprite->z = pTSprite->z; pNSprite->xrepeat = pTSprite->xrepeat; pNSprite->yrepeat = pTSprite->yrepeat; pNSprite->picnum = 2427; break; } case kViewEffectCeilGlow: { auto pNSprite = viewInsertTSprite(tsprite, spritesortcnt, pTSprite->sectnum, 32767, pTSprite); if (!pNSprite) break; sectortype *pSector = §or[pTSprite->sectnum]; pNSprite->x = pTSprite->x; pNSprite->y = pTSprite->y; pNSprite->z = pSector->ceilingz; pNSprite->picnum = 624; pNSprite->shade = ((pTSprite->z-pSector->ceilingz)>>8)-64; pNSprite->pal = 2; pNSprite->xrepeat = pNSprite->yrepeat = 64; pNSprite->cstat |= 106; pNSprite->ang = pTSprite->ang; pNSprite->owner = pTSprite->owner; break; } case kViewEffectFloorGlow: { auto pNSprite = viewInsertTSprite(tsprite, spritesortcnt, pTSprite->sectnum, 32767, pTSprite); if (!pNSprite) break; sectortype *pSector = §or[pTSprite->sectnum]; pNSprite->x = pTSprite->x; pNSprite->y = pTSprite->y; pNSprite->z = pSector->floorz; pNSprite->picnum = 624; char nShade = (pSector->floorz-pTSprite->z)>>8; pNSprite->shade = nShade-32; pNSprite->pal = 2; pNSprite->xrepeat = pNSprite->yrepeat = nShade; pNSprite->cstat |= 98; pNSprite->ang = pTSprite->ang; pNSprite->owner = pTSprite->owner; break; } case kViewEffectSpear: { auto pNSprite = viewInsertTSprite(tsprite, spritesortcnt, pTSprite->sectnum, 32767, pTSprite); if (!pNSprite) break; pNSprite->z = pTSprite->z; if (gDetail > 1) pNSprite->cstat |= 514; pNSprite->shade = ClipLow(pTSprite->shade-32, -128); pNSprite->xrepeat = pTSprite->xrepeat; pNSprite->yrepeat = 64; pNSprite->picnum = 775; break; } case kViewEffectShowWeapon: { assert(pTSprite->type >= kDudePlayer1 && pTSprite->type <= kDudePlayer8); PLAYER *pPlayer = &gPlayer[pTSprite->type-kDudePlayer1]; WEAPONICON weaponIcon = gWeaponIcon[pPlayer->curWeapon]; auto& nTile = weaponIcon.nTile; if (nTile < 0) break; auto pNSprite = viewInsertTSprite(tsprite, spritesortcnt, pTSprite->sectnum, 32767, pTSprite); if (!pNSprite) break; pNSprite->x = pTSprite->x; pNSprite->y = pTSprite->y; pNSprite->z = pTSprite->z-(32<<8); pNSprite->z -= weaponIcon.zOffset<<8; // offset up pNSprite->picnum = nTile; pNSprite->shade = pTSprite->shade; pNSprite->xrepeat = 32; pNSprite->yrepeat = 32; auto& nVoxel = voxelIndex[nTile]; if (cl_showweapon == 2 && r_voxels && nVoxel != -1) { pNSprite->ang = (gView->pSprite->ang + 512) & 2047; // always face viewer pNSprite->cstat |= 48; pNSprite->cstat &= ~8; pNSprite->picnum = nVoxel; if (pPlayer->curWeapon == kWeapLifeLeech) // position lifeleech behind player { pNSprite->x += MulScale(128, Cos(gView->pSprite->ang), 30); pNSprite->y += MulScale(128, Sin(gView->pSprite->ang), 30); } if ((pPlayer->curWeapon == kWeapLifeLeech) || (pPlayer->curWeapon == kWeapVoodooDoll)) // make lifeleech/voodoo doll always face viewer like sprite pNSprite->ang = (pNSprite->ang + 512) & 2047; // offset angle 90 degrees } break; } } return NULL; } static void viewApplyDefaultPal(tspritetype *pTSprite, sectortype const *pSector) { auto& nXSector = pSector->extra; XSECTOR const *pXSector = nXSector >= 0 ? &xsector[nXSector] : NULL; if (pXSector && pXSector->color && (VanillaMode() || pSector->floorpal != 0)) { copyfloorpal(pTSprite, pSector); } } void viewProcessSprites(spritetype* tsprite, int& spritesortcnt, int32_t cX, int32_t cY, int32_t cZ, int32_t cA, int32_t smoothratio) { // shift before interpolating to increase precision. int myclock = (PlayClock<<3) + MulScale(4<<3, smoothratio, 16); assert(spritesortcnt <= MAXSPRITESONSCREEN); gCameraAng = cA; int nViewSprites = spritesortcnt; for (int nTSprite = spritesortcnt-1; nTSprite >= 0; nTSprite--) { tspritetype *pTSprite = &tsprite[nTSprite]; auto owneractor = &bloodActors[pTSprite->owner]; //int nXSprite = pTSprite->extra; XSPRITE *pTXSprite = NULL; if (sprite[pTSprite->owner].detail > gDetail) { pTSprite->xrepeat = 0; continue; } if (owneractor->hasX()) { pTXSprite = &owneractor->x(); } int nTile = pTSprite->picnum; if (nTile < 0 || nTile >= kMaxTiles) { continue; } int nSprite = pTSprite->owner; if (cl_interpolate && owneractor->interpolated && !(pTSprite->flags&512)) { pTSprite->pos = pTSprite->interpolatedvec3(gInterpolate); pTSprite->ang = pTSprite->interpolatedang(gInterpolate); } int nAnim = 0; switch (picanm[nTile].extra & 7) { case 0: //assert(nXSprite > 0 && nXSprite < kMaxXSprites); if (pTXSprite == nullptr) break; switch (pTSprite->type) { case kSwitchToggle: case kSwitchOneWay: if (pTXSprite->state) nAnim = 1; break; case kSwitchCombo: nAnim = pTXSprite->data1; break; } break; case 1: { if (tilehasmodelorvoxel(pTSprite->picnum, pTSprite->pal) && !(spriteext[nSprite].flags&SPREXT_NOTMD)) { pTSprite->cstat &= ~4; break; } int dX = cX - pTSprite->x; int dY = cY - pTSprite->y; RotateVector(&dX, &dY, 128-pTSprite->ang); nAnim = GetOctant(dX, dY); if (nAnim <= 4) { pTSprite->cstat &= ~4; } else { nAnim = 8 - nAnim; pTSprite->cstat |= 4; } break; } case 2: { if (tilehasmodelorvoxel(pTSprite->picnum, pTSprite->pal) && !(spriteext[nSprite].flags&SPREXT_NOTMD)) { pTSprite->cstat &= ~4; break; } int dX = cX - pTSprite->x; int dY = cY - pTSprite->y; RotateVector(&dX, &dY, 128-pTSprite->ang); nAnim = GetOctant(dX, dY); break; } case 3: { if (pTXSprite) { if (owneractor->hit.florhit.type == kHitNone) nAnim = 1; } else { int top, bottom; GetSpriteExtents(pTSprite, &top, &bottom); if (getflorzofslope(pTSprite->sectnum, pTSprite->x, pTSprite->y) > bottom) nAnim = 1; } break; } case 6: case 7: { if (hw_models && md_tilehasmodel(pTSprite->picnum, pTSprite->pal) >= 0 && !(spriteext[nSprite].flags&SPREXT_NOTMD)) break; // Can be overridden by def script if (r_voxels && tiletovox[pTSprite->picnum] == -1 && voxelIndex[pTSprite->picnum] != -1 && !(spriteext[nSprite].flags&SPREXT_NOTMD)) { if ((pTSprite->flags&kHitagRespawn) == 0) { pTSprite->cstat |= 48; pTSprite->cstat &= ~(4|8); pTSprite->yoffset += tileTopOffset(pTSprite->picnum); pTSprite->picnum = voxelIndex[pTSprite->picnum]; if ((picanm[nTile].extra&7) == 7) { pTSprite->ang = myclock & 2047; } } } break; } } while (nAnim > 0) { pTSprite->picnum += picanm[pTSprite->picnum].num+1; nAnim--; } if ((pTSprite->cstat&48) != 48 && r_voxels && !(spriteext[nSprite].flags&SPREXT_NOTMD)) { int const nRootTile = pTSprite->picnum; int nAnimTile = pTSprite->picnum + animateoffs_replace(pTSprite->picnum, 32768+pTSprite->owner); #if 0 if (tiletovox[nAnimTile] != -1) { pTSprite->yoffset += tileTopOffset(nAnimTile); pTSprite->xoffset += tileLeftOffset(nAnimTile); } #endif int const nVoxel = tiletovox[pTSprite->picnum]; if (nVoxel != -1 && (picanm[nRootTile].extra & 7) == 7) pTSprite->cstat2 |= CSTAT2_SPRITE_MDLROTATE; // per-sprite rotation setting. } if ((pTSprite->cstat&48) != 48 && hw_models && !(spriteext[nSprite].flags&SPREXT_NOTMD)) { int const nRootTile = pTSprite->picnum; int nAnimTile = pTSprite->picnum + animateoffs_replace(pTSprite->picnum, 32768+pTSprite->owner); if (tile2model[Ptile2tile(nAnimTile, pTSprite->pal)].modelid >= 0 && tile2model[Ptile2tile(nAnimTile, pTSprite->pal)].framenum >= 0) { pTSprite->yoffset += tileTopOffset(nAnimTile); pTSprite->xoffset += tileLeftOffset(nAnimTile); if ((picanm[nRootTile].extra&7) == 7) pTSprite->cstat2 |= CSTAT2_SPRITE_MDLROTATE; // per-sprite rotation setting. } } sectortype *pSector = §or[pTSprite->sectnum]; XSECTOR *pXSector; int nShade = pTSprite->shade; if (pSector->extra > 0) { pXSector = &xsector[pSector->extra]; } else { pXSector = NULL; } if ((pSector->ceilingstat&1) && (pSector->floorstat&32768) == 0) { nShade += tileShade[pSector->ceilingpicnum]+pSector->ceilingshade; } else { nShade += tileShade[pSector->floorpicnum]+pSector->floorshade; } nShade += tileShade[pTSprite->picnum]; pTSprite->shade = ClipRange(nShade, -128, 127); if ((pTSprite->flags&kHitagRespawn) && sprite[pTSprite->owner].owner == 3) { assert(pTXSprite != NULL); pTSprite->xrepeat = 48; pTSprite->yrepeat = 48; pTSprite->shade = -128; pTSprite->picnum = 2272 + 2*pTXSprite->respawnPending; pTSprite->cstat &= ~514; if (((IsItemSprite(pTSprite) || IsAmmoSprite(pTSprite)) && gGameOptions.nItemSettings == 2) || (IsWeaponSprite(pTSprite) && gGameOptions.nWeaponSettings == 3)) { pTSprite->xrepeat = pTSprite->yrepeat = 48; } else { pTSprite->xrepeat = pTSprite->yrepeat = 0; } } if (spritesortcnt >= MAXSPRITESONSCREEN) continue; if (pTXSprite && pTXSprite->burnTime > 0) { pTSprite->shade = ClipRange(pTSprite->shade-16-QRandom(8), -128, 127); } if (pTSprite->flags&256) { viewAddEffect(tsprite, spritesortcnt, nTSprite, kViewEffectSmokeHigh); } if (pTSprite->flags&1024) { pTSprite->cstat |= 4; } if (pTSprite->flags&2048) { pTSprite->cstat |= 8; } switch (pTSprite->statnum) { case kStatDecoration: { switch (pTSprite->type) { case kDecorationCandle: if (!pTXSprite || pTXSprite->state == 1) { pTSprite->shade = -128; viewAddEffect(tsprite, spritesortcnt, nTSprite, kViewEffectPhase); } else { pTSprite->shade = -8; } break; case kDecorationTorch: if (!pTXSprite || pTXSprite->state == 1) { pTSprite->picnum++; viewAddEffect(tsprite, spritesortcnt, nTSprite, kViewEffectTorchHigh); } else { viewAddEffect(tsprite, spritesortcnt, nTSprite, kViewEffectSmokeHigh); } break; default: viewApplyDefaultPal(pTSprite, pSector); break; } } break; case kStatItem: { switch (pTSprite->type) { case kItemFlagABase: if (pTXSprite && pTXSprite->state > 0 && gGameOptions.nGameType == 3) { auto pNTSprite = viewAddEffect(tsprite, spritesortcnt, nTSprite, kViewEffectBigFlag); if (pNTSprite) pNTSprite->pal = 10; } break; case kItemFlagBBase: if (pTXSprite && pTXSprite->state > 0 && gGameOptions.nGameType == 3) { auto pNTSprite = viewAddEffect(tsprite, spritesortcnt, nTSprite, kViewEffectBigFlag); if (pNTSprite) pNTSprite->pal = 7; } break; case kItemFlagA: pTSprite->pal = 10; pTSprite->cstat |= 1024; break; case kItemFlagB: pTSprite->pal = 7; pTSprite->cstat |= 1024; break; default: if (pTSprite->type >= kItemKeySkull && pTSprite->type < kItemKeyMax) pTSprite->shade = -128; viewApplyDefaultPal(pTSprite, pSector); break; } } break; case kStatProjectile: { switch (pTSprite->type) { case kMissileTeslaAlt: pTSprite->yrepeat = 128; pTSprite->cstat |= 32; break; case kMissileTeslaRegular: viewAddEffect(tsprite, spritesortcnt, nTSprite, kViewEffectTesla); break; case kMissileButcherKnife: viewAddEffect(tsprite, spritesortcnt, nTSprite, kViewEffectTrail); break; case kMissileFlareRegular: case kMissileFlareAlt: if (pTSprite->statnum == kStatFlare) { if (owneractor->GetTarget() == gView->actor) { pTSprite->xrepeat = 0; break; } } viewAddEffect(tsprite, spritesortcnt, nTSprite, kViewEffectFlareHalo); if (pTSprite->type != kMissileFlareRegular) break; sectortype *pSector = §or[pTSprite->sectnum]; int zDiff = (pTSprite->z - pSector->ceilingz) >> 8; if ((pSector->ceilingstat&1) == 0 && zDiff < 64) { viewAddEffect(tsprite, spritesortcnt, nTSprite, kViewEffectCeilGlow); } zDiff = (pSector->floorz - pTSprite->z) >> 8; if ((pSector->floorstat&1) == 0 && zDiff < 64) { viewAddEffect(tsprite, spritesortcnt, nTSprite, kViewEffectFloorGlow); } break; } break; } case kStatDude: { if (pTSprite->type == kDudeHand && pTXSprite->aiState == &hand13A3B4) { auto target = owneractor->GetTarget(); if (target && target->IsPlayerActor()) { pTSprite->xrepeat = 0; break; } } if (pXSector && pXSector->color) copyfloorpal(pTSprite, pSector); if (powerupCheck(gView, kPwUpBeastVision) > 0) pTSprite->shade = -128; if (IsPlayerSprite(pTSprite)) { PLAYER *pPlayer = &gPlayer[pTSprite->type-kDudePlayer1]; if (powerupCheck(pPlayer, kPwUpShadowCloak) && !powerupCheck(gView, kPwUpBeastVision)) { pTSprite->cstat |= 2; pTSprite->pal = 5; } else if (powerupCheck(pPlayer, kPwUpDeathMask)) { pTSprite->shade = -128; pTSprite->pal = 5; } else if (powerupCheck(pPlayer, kPwUpDoppleganger)) { pTSprite->pal = 11+(gView->teamId&3); } if (powerupCheck(pPlayer, kPwUpReflectShots)) { viewAddEffect(tsprite, spritesortcnt, nTSprite, kViewEffectReflectiveBall); } if (cl_showweapon && gGameOptions.nGameType > 0 && gView) { viewAddEffect(tsprite, spritesortcnt, nTSprite, kViewEffectShowWeapon); } if (pPlayer->flashEffect && (gView != pPlayer || gViewPos != VIEWPOS_0)) { auto pNTSprite = viewAddEffect(tsprite, spritesortcnt, nTSprite, kViewEffectShoot); if (pNTSprite) { POSTURE *pPosture = &pPlayer->pPosture[pPlayer->lifeMode][pPlayer->posture]; pNTSprite->x += MulScale(pPosture->zOffset, Cos(pTSprite->ang), 28); pNTSprite->y += MulScale(pPosture->zOffset, Sin(pTSprite->ang), 28); pNTSprite->z = pPlayer->pSprite->z-pPosture->xOffset; } } if (pPlayer->hasFlag > 0 && gGameOptions.nGameType == 3) { if (pPlayer->hasFlag&1) { auto pNTSprite = viewAddEffect(tsprite, spritesortcnt, nTSprite, kViewEffectFlag); if (pNTSprite) { pNTSprite->pal = 10; pNTSprite->cstat |= 4; } } if (pPlayer->hasFlag&2) { auto pNTSprite = viewAddEffect(tsprite, spritesortcnt, nTSprite, kViewEffectFlag); if (pNTSprite) { pNTSprite->pal = 7; pNTSprite->cstat |= 4; } } } } if (pTSprite->owner != gView->actor->GetSpriteIndex() || gViewPos != VIEWPOS_0) { if (getflorzofslope(pTSprite->sectnum, pTSprite->x, pTSprite->y) >= cZ) { viewAddEffect(tsprite, spritesortcnt, nTSprite, kViewEffectShadow); } } if (gModernMap) { // add target spot indicator for patrol dudes if (pTXSprite->dudeFlag4 && aiInPatrolState(pTXSprite->aiState) && pTXSprite->data3 > 0 && pTXSprite->data3 <= kMaxPatrolSpotValue) viewAddEffect(tsprite, spritesortcnt, nTSprite, kViewEffectSpotProgress); } break; } case kStatTraps: { if (pTSprite->type == kTrapSawCircular) { if (pTXSprite->state) { if (pTXSprite->data1) { pTSprite->picnum = 772; if (pTXSprite->data2) viewAddEffect(tsprite, spritesortcnt, nTSprite, kViewEffectSpear); } } else if (pTXSprite->data1) pTSprite->picnum = 773; else pTSprite->picnum = 656; } break; } case kStatThing: { viewApplyDefaultPal(pTSprite, pSector); if (pTSprite->type < kThingBase || pTSprite->type >= kThingMax || owneractor->hit.florhit.type == kHitNone) { if ((pTSprite->flags & kPhysMove) && getflorzofslope(pTSprite->sectnum, pTSprite->x, pTSprite->y) >= cZ) viewAddEffect(tsprite, spritesortcnt, nTSprite, kViewEffectShadow); } } break; } } for (int nTSprite = spritesortcnt-1; nTSprite >= nViewSprites; nTSprite--) { tspritetype *pTSprite = &tsprite[nTSprite]; int nAnim = 0; switch (picanm[pTSprite->picnum].extra&7) { case 1: { int dX = cX - pTSprite->x; int dY = cY - pTSprite->y; RotateVector(&dX, &dY, 128-pTSprite->ang); nAnim = GetOctant(dX, dY); if (nAnim <= 4) { pTSprite->cstat &= ~4; } else { nAnim = 8 - nAnim; pTSprite->cstat |= 4; } break; } case 2: { int dX = cX - pTSprite->x; int dY = cY - pTSprite->y; RotateVector(&dX, &dY, 128-pTSprite->ang); nAnim = GetOctant(dX, dY); break; } } while (nAnim > 0) { pTSprite->picnum += picanm[pTSprite->picnum].num+1; nAnim--; } } } void GameInterface::processSprites(spritetype* tsprite, int& spritesortcnt, int viewx, int viewy, int viewz, binangle viewang, double smoothRatio) { viewProcessSprites(tsprite, spritesortcnt, viewx, viewy, viewz, viewang.asbuild(), int(smoothRatio)); } int display_mirror; void GameInterface::EnterPortal(spritetype* viewer, int type) { if (type == PORTAL_WALL_MIRROR) { display_mirror++; if (viewer) viewer->cstat &= ~CSTAT_SPRITE_INVISIBLE; } } void GameInterface::LeavePortal(spritetype* viewer, int type) { if (type == PORTAL_WALL_MIRROR) { display_mirror--; if (viewer && display_mirror == 0 && !(viewer->cstat & CSTAT_SPRITE_TRANSLUCENT)) viewer->cstat |= CSTAT_SPRITE_INVISIBLE; } } END_BLD_NS