//------------------------------------------------------------------------- /* 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 "names_d.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) { int k, p; int t1, t3, t4; tspritetype* t; DDukeActor* h; for (unsigned j = 0; j < tsprites.Size(); j++) { t = tsprites.get(j); h = static_cast(t->ownerActor); if (!actorflag(h, SFLAG2_FORCESECTORSHADE) && ((t->cstat & CSTAT_SPRITE_ALIGNMENT_WALL)) || (badguypic(t->picnum) && t->extra > 0) || t->statnum == STAT_PLAYER) { if (h->sector()->shadedsector == 1 && h->spr.statnum != 1) { 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->picnum = 11 + ((PlayClock >> 3) & 1); t->cstat |= CSTAT_SPRITE_YCENTER; } else t->scale = DVector2(0, 0); break; } if (t->statnum == STAT_TEMP) continue; auto pp = &ps[h->PlayerIndex()]; if ((h->spr.statnum != STAT_ACTOR && h->isPlayer() && pp->newOwner == nullptr && h->GetOwner()) || !actorflag(h, 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 (actorflag(h, SFLAG2_ALWAYSROTATE1) || (t->clipdist & TSPR_ROTATE8FRAMES)) applyRotation1(h, t, viewang); else if (actorflag(h, SFLAG2_ALWAYSROTATE2) || (t->clipdist & TSPR_ROTATE12FRAMES)) applyRotation2(h, t, viewang); if (sectp->floorpal && !actorflag(h, SFLAG2_NOFLOORPAL) && !(t->clipdist & TSPR_NOFLOORPAL)) copyfloorpal(t, sectp); if (res) { if (h->dispicnum >= 0) h->dispicnum = t->picnum; continue; } t1 = h->temp_data[1]; t3 = h->temp_data[3]; t4 = h->temp_data[4]; switch (h->spr.picnum) { case DTILE_DUKELYINGDEAD: t->pos.Z += 24; break; case DTILE_BURNING: case DTILE_BURNING2: if (OwnerAc && OwnerAc->spr.statnum == STAT_PLAYER) { if (display_mirror == 0 && OwnerAc->PlayerIndex() == screenpeek && ps[screenpeek].over_shoulder_on == 0) t->scale = DVector2(0, 0); else { t->Angles.Yaw = (viewVec - t->pos.XY()).Angle(); t->pos.XY() = OwnerAc->spr.pos.XY() + t->Angles.Yaw.ToVector(); } } break; case DTILE_ATOMICHEALTH: t->pos.Z -= 4; break; case DTILE_CRYSTALAMMO: t->shade = int(BobVal(PlayClock << 4) * 16); continue; case DTILE_GROWSPARK: t->picnum = DTILE_GROWSPARK + ((PlayClock >> 4) & 3); break; case DTILE_APLAYER: p = h->PlayerIndex(); if (t->pal == 1) t->pos.Z -= 18; 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); 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 = STAT_TEMP; newtspr->scale.Y = (max(t->scale.Y * 0.125, 0.0625)); newtspr->shade = t->shade; newtspr->cstat = 0; switch (ps[p].curr_weapon) { case PISTOL_WEAPON: newtspr->picnum = DTILE_FIRSTGUNSPRITE; break; case SHOTGUN_WEAPON: newtspr->picnum = DTILE_SHOTGUNSPRITE; break; case CHAINGUN_WEAPON: newtspr->picnum = DTILE_CHAINGUNSPRITE; break; case RPG_WEAPON: newtspr->picnum = DTILE_RPGSPRITE; break; case HANDREMOTE_WEAPON: case HANDBOMB_WEAPON: newtspr->picnum = DTILE_HEAVYHBOMB; break; case TRIPBOMB_WEAPON: newtspr->picnum = DTILE_TRIPBOMBSPRITE; break; case GROW_WEAPON: newtspr->picnum = DTILE_GROWSPRITEICON; break; case SHRINKER_WEAPON: newtspr->picnum = DTILE_SHRINKERSPRITE; break; case FREEZE_WEAPON: newtspr->picnum = DTILE_FREEZESPRITE; break; case FLAMETHROWER_WEAPON: //Twentieth Anniversary World Tour if (isWorldTour()) newtspr->picnum = DTILE_FLAMETHROWERSPRITE; break; case DEVISTATOR_WEAPON: newtspr->picnum = DTILE_DEVISTATORSPRITE; 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 { newtspr->scale = DVector2(0.25, 0.25); } newtspr->pal = 0; } if (!h->GetOwner()) { if (hw_models && modelManager.CheckModel(h->spr.picnum, h->spr.pal)) { k = 0; t->cstat &= ~CSTAT_SPRITE_XFLIP; } else { k = angletorotation1(t->Angles.Yaw, viewang); if (k > 4) { k = 8 - k; t->cstat |= CSTAT_SPRITE_XFLIP; } else t->cstat &= ~CSTAT_SPRITE_XFLIP; } if (t->sectp->lotag == 2) k += 1795 - 1405; else if ((h->floorz - h->spr.pos.Z) > 64) k += 60; t->picnum += k; t->pal = ps[p].palookup; goto PALONLY; } if (ps[p].on_crane == nullptr && (h->sector()->lotag & 0x7ff) != 1) { 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; } if (ps[p].newOwner != nullptr) { t4 = ScriptCode[gs.actorinfo[DTILE_APLAYER].scriptaddress + 1]; t3 = 0; t1 = ScriptCode[gs.actorinfo[DTILE_APLAYER].scriptaddress + 2]; } if (ud.cameraactor == nullptr && ps[p].newOwner == nullptr) 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; } PALONLY: if (sectp->floorpal) copyfloorpal(t, sectp); if (!h->GetOwner()) continue; if (t->pos.Z > h->floorz && t->scale.X < 0.5) t->pos.Z = h->floorz; break; case DTILE_WATERBUBBLE: if (tilesurface(t->sectp->floortexture) == TSURF_SLIME) { t->pal = 7; break; } [[fallthrough]]; default: if (sectp->floorpal && !actorflag(h, SFLAG2_NOFLOORPAL)) copyfloorpal(t, sectp); break; } applyanimations(t, h, viewVec, viewang); if (h->spr.statnum == STAT_DUMMYPLAYER || badguy(h) || (h->isPlayer() && h->GetOwner())) { drawshadows(tsprites, t, h); if (ps[screenpeek].heat_amount > 0 && ps[screenpeek].heat_on) { t->pal = 6; t->shade = 0; } } switch (h->spr.picnum) { case DTILE_EXPLOSION2: case DTILE_EXPLOSION2BOT: case DTILE_ATOMICHEALTH: case DTILE_GROWSPARK: case DTILE_CHAINGUN: case DTILE_SHRINKEREXPLOSION: case DTILE_FLOORFLAME: if (t->picnum == DTILE_EXPLOSION2) { ps[screenpeek].visibility = -127; lastvisinc = PlayClock + 32; } t->shade = -127; break; case DTILE_FIRE: case DTILE_FIRE2: t->cstat |= CSTAT_SPRITE_YCENTER; [[fallthrough]]; case DTILE_BURNING: case DTILE_BURNING2: if (!OwnerAc || !actorflag(OwnerAc, SFLAG_NOFLOORFIRE)) t->pos.Z = getflorzofslopeptr(t->sectp, t->pos); t->shade = -127; break; case DTILE_PLAYERONWATER: if (hw_models && modelManager.CheckModel(h->spr.picnum, h->spr.pal)) { k = 0; t->cstat &= ~CSTAT_SPRITE_XFLIP; } else { k = angletorotation1(t->Angles.Yaw, viewang); if (k > 4) { k = 8 - k; t->cstat |= CSTAT_SPRITE_XFLIP; } else t->cstat &= ~CSTAT_SPRITE_XFLIP; } t->picnum = h->spr.picnum + k + ((h->temp_data[0] < 4) * 5); if (OwnerAc) t->shade = OwnerAc->spr.shade; break; } h->dispicnum = t->picnum; if (t->sectp->floortexture == mirrortex) t->scale = DVector2(0, 0); } } END_DUKE_NS