//------------------------------------------------------------------------- /* 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 "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" 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); } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- tspritetype* viewInsertTSprite(tspritetype* tsprite, int& spritesortcnt, sectortype* pSector, int nStatnum, tspritetype const* const parentTSprite) { if (spritesortcnt >= MAXSPRITESONSCREEN) return nullptr; int nTSprite = spritesortcnt; tspritetype* pTSprite = &tsprite[nTSprite]; memset(pTSprite, 0, sizeof(tspritetype)); pTSprite->cstat = CSTAT_SPRITE_YCENTER; pTSprite->xrepeat = 64; pTSprite->yrepeat = 64; pTSprite->ownerActor = nullptr; pTSprite->type = -spritesortcnt; pTSprite->statnum = nStatnum; pTSprite->sectp = pSector; spritesortcnt++; if (parentTSprite) { pTSprite->pos = parentTSprite->pos; pTSprite->ownerActor = parentTSprite->ownerActor; pTSprite->ang = parentTSprite->ang; } pTSprite->pos.X += Cos(gCameraAng) >> 25; pTSprite->pos.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 { int16_t nTile; uint8_t 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(tspritetype* tsprite, int& spritesortcnt, int nTSprite, VIEW_EFFECT nViewEffect) { assert(nViewEffect >= 0 && nViewEffect < kViewEffectMax); auto pTSprite = &tsprite[nTSprite]; auto owneractor = static_cast(pTSprite->ownerActor); if (gDetail < effectDetail[nViewEffect] || nTSprite >= MAXSPRITESONSCREEN) return NULL; switch (nViewEffect) { case kViewEffectSpotProgress: { int perc = (100 * owneractor->xspr.data3) / kMaxPatrolSpotValue; int width = (94 * owneractor->xspr.data3) / kMaxPatrolSpotValue; int top, bottom; GetSpriteExtents(pTSprite, &top, &bottom); auto pNSprite2 = viewInsertTSprite(tsprite, spritesortcnt, pTSprite->sectp, 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->pos.Z = top - 2048; pNSprite2->shade = -128; break; } case kViewEffectAtom: for (int i = 0; i < 16; i++) { auto pNSprite = viewInsertTSprite(tsprite, spritesortcnt, pTSprite->sectp, 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->pos.X = pTSprite->pos.X + x; pNSprite->pos.Y = pTSprite->pos.Y + y; pNSprite->pos.Z = pTSprite->pos.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->sectp, 32767, pTSprite); if (!pNSprite) break; pNSprite->shade = -128; pNSprite->pal = 0; pNSprite->pos.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->sectp, 32767, pTSprite); if (!pNSprite) break; pNSprite->pos.Z = pTSprite->pos.Z; pNSprite->cstat |= CSTAT_SPRITE_TRANSLUCENT; pNSprite->shade = -128; pNSprite->xrepeat = pTSprite->xrepeat; pNSprite->yrepeat = pTSprite->yrepeat; pNSprite->picnum = 2135; break; } case kViewEffectShoot: { auto pNSprite = viewInsertTSprite(tsprite, spritesortcnt, pTSprite->sectp, 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->sectp, 32767, pTSprite); if (!pNSprite) break; pNSprite->shade = 26; pNSprite->pal = 0; pNSprite->cstat |= CSTAT_SPRITE_TRANSLUCENT; pNSprite->xrepeat = pNSprite->yrepeat = 64; pNSprite->picnum = 2089; break; } case kViewEffectPhase: { auto pNSprite = viewInsertTSprite(tsprite, spritesortcnt, pTSprite->sectp, 32767, pTSprite); if (!pNSprite) break; int top, bottom; GetSpriteExtents(pTSprite, &top, &bottom); pNSprite->shade = 26; pNSprite->pal = 0; pNSprite->cstat |= CSTAT_SPRITE_TRANSLUCENT; pNSprite->xrepeat = pNSprite->yrepeat = 24; pNSprite->picnum = 626; pNSprite->pos.Z = top; break; } case kViewEffectTrail: { int nAng = pTSprite->ang; if (pTSprite->cstat & CSTAT_SPRITE_ALIGNMENT_WALL) { nAng = (nAng + 512) & 2047; } else { nAng = (nAng + 1024) & 2047; } for (int i = 0; i < 5 && spritesortcnt < MAXSPRITESONSCREEN; i++) { auto pSector = pTSprite->sectp; auto pNSprite = viewInsertTSprite(tsprite, spritesortcnt, pSector, 32767, NULL); if (!pNSprite) break; int nLen = 128 + (i << 7); int x = MulScale(nLen, Cos(nAng), 30); pNSprite->pos.X = pTSprite->pos.X + x; int y = MulScale(nLen, Sin(nAng), 30); pNSprite->pos.Y = pTSprite->pos.Y + y; pNSprite->pos.Z = pTSprite->pos.Z; assert(pSector); FindSector(pNSprite->pos.X, pNSprite->pos.Y, pNSprite->pos.Z, &pSector); pNSprite->sectp = pSector; pNSprite->ownerActor = pTSprite->ownerActor; pNSprite->picnum = pTSprite->picnum; pNSprite->cstat |= CSTAT_SPRITE_TRANSLUCENT; if (i < 2) pNSprite->cstat |= CSTAT_SPRITE_TRANSLUCENT | CSTAT_SPRITE_TRANS_FLIP; 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->sectp, 32767, pTSprite); if (!pNSprite) break; pNSprite->shade = -128; pNSprite->pos.Z = pTSprite->pos.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->sectp, 32767, pTSprite); if (!pNSprite) break; int top, bottom; GetSpriteExtents(pTSprite, &top, &bottom); pNSprite->pos.Z = top; if (IsDudeSprite(pTSprite)) pNSprite->picnum = 672; else pNSprite->picnum = 754; pNSprite->cstat |= CSTAT_SPRITE_TRANSLUCENT; pNSprite->shade = 8; pNSprite->xrepeat = pTSprite->xrepeat; pNSprite->yrepeat = pTSprite->yrepeat; break; } case kViewEffectSmokeLow: { auto pNSprite = viewInsertTSprite(tsprite, spritesortcnt, pTSprite->sectp, 32767, pTSprite); if (!pNSprite) break; int top, bottom; GetSpriteExtents(pTSprite, &top, &bottom); pNSprite->pos.Z = bottom; if (pTSprite->type >= kDudeBase && pTSprite->type < kDudeMax) pNSprite->picnum = 672; else pNSprite->picnum = 754; pNSprite->cstat |= CSTAT_SPRITE_TRANSLUCENT; pNSprite->shade = 8; pNSprite->xrepeat = pTSprite->xrepeat; pNSprite->yrepeat = pTSprite->yrepeat; break; } case kViewEffectTorchHigh: { auto pNSprite = viewInsertTSprite(tsprite, spritesortcnt, pTSprite->sectp, 32767, pTSprite); if (!pNSprite) break; int top, bottom; GetSpriteExtents(pTSprite, &top, &bottom); pNSprite->pos.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->sectp, 32767, pTSprite); if (!pNSprite) break; int top, bottom; GetSpriteExtents(pTSprite, &top, &bottom); pNSprite->pos.Z = bottom; pNSprite->picnum = 2101; pNSprite->shade = -128; pNSprite->xrepeat = pNSprite->yrepeat = (tileWidth(pTSprite->picnum) * pTSprite->xrepeat) / 32; break; } case kViewEffectShadow: { auto pNSprite = viewInsertTSprite(tsprite, spritesortcnt, pTSprite->sectp, 32767, pTSprite); if (!pNSprite) break; pNSprite->pos.Z = getflorzofslopeptr(pTSprite->sectp, pNSprite->pos.X, pNSprite->pos.Y); if ((pNSprite->sectp->floorpicnum >= 4080) && (pNSprite->sectp->floorpicnum <= 4095) && !VanillaMode()) // if floor has ror, find actual floor { int cX = pNSprite->pos.X, cY = pNSprite->pos.Y, cZ = pNSprite->pos.Z, cZrel = pNSprite->pos.Z; auto cSect = pNSprite->sectp; for (int i = 0; i < 16; i++) // scan through max stacked sectors { if (!CheckLink(&cX, &cY, &cZ, &cSect)) // if no more floors underneath, abort break; const int newFloorZ = getflorzofslopeptr(cSect, cX, cZ); cZrel += newFloorZ - cZ; // get height difference for next sector's ceiling/floor, and add to relative height for shadow if ((cSect->floorpicnum < 4080) || (cSect->floorpicnum > 4095)) // if current sector is not open air, use as floor for shadow casting, otherwise continue to next sector break; cZ = newFloorZ; } pNSprite->sectp = cSect; pNSprite->pos.Z = cZrel; } pNSprite->shade = 127; pNSprite->cstat |= CSTAT_SPRITE_TRANSLUCENT; pNSprite->xrepeat = pTSprite->xrepeat; pNSprite->yrepeat = pTSprite->yrepeat>>2; pNSprite->picnum = pTSprite->picnum; if (!VanillaMode() && (pTSprite->type == kThingDroppedLifeLeech)) // fix shadow for thrown lifeleech pNSprite->picnum = 800; pNSprite->pal = 5; int height = tileHeight(pNSprite->picnum); int center = height / 2 + tileTopOffset(pNSprite->picnum); pNSprite->pos.Z -= (pNSprite->yrepeat << 2) * (height - center); break; } case kViewEffectFlareHalo: { auto pNSprite = viewInsertTSprite(tsprite, spritesortcnt, pTSprite->sectp, 32767, pTSprite); if (!pNSprite) break; pNSprite->shade = -128; pNSprite->pal = 2; pNSprite->cstat |= CSTAT_SPRITE_TRANSLUCENT; pNSprite->pos.Z = pTSprite->pos.Z; pNSprite->xrepeat = pTSprite->xrepeat; pNSprite->yrepeat = pTSprite->yrepeat; pNSprite->picnum = 2427; break; } case kViewEffectCeilGlow: { auto pNSprite = viewInsertTSprite(tsprite, spritesortcnt, pTSprite->sectp, 32767, pTSprite); if (!pNSprite) break; sectortype* pSector = pTSprite->sectp; pNSprite->pos.X = pTSprite->pos.X; pNSprite->pos.Y = pTSprite->pos.Y; pNSprite->pos.Z = pSector->ceilingz; pNSprite->picnum = 624; pNSprite->shade = ((pTSprite->pos.Z - pSector->ceilingz) >> 8) - 64; pNSprite->pal = 2; pNSprite->xrepeat = pNSprite->yrepeat = 64; pNSprite->cstat |= CSTAT_SPRITE_ONE_SIDE | CSTAT_SPRITE_ALIGNMENT_FLOOR | CSTAT_SPRITE_YFLIP | CSTAT_SPRITE_TRANSLUCENT; pNSprite->ang = pTSprite->ang; pNSprite->ownerActor = pTSprite->ownerActor; break; } case kViewEffectFloorGlow: { auto pNSprite = viewInsertTSprite(tsprite, spritesortcnt, pTSprite->sectp, 32767, pTSprite); if (!pNSprite) break; sectortype* pSector = pTSprite->sectp; pNSprite->pos.X = pTSprite->pos.X; pNSprite->pos.Y = pTSprite->pos.Y; pNSprite->pos.Z = pSector->floorz; pNSprite->picnum = 624; uint8_t nShade = (pSector->floorz - pTSprite->pos.Z) >> 8; pNSprite->shade = nShade - 32; pNSprite->pal = 2; pNSprite->xrepeat = pNSprite->yrepeat = nShade; pNSprite->cstat |= CSTAT_SPRITE_ONE_SIDE | CSTAT_SPRITE_ALIGNMENT_FLOOR | CSTAT_SPRITE_TRANSLUCENT; pNSprite->ang = pTSprite->ang; pNSprite->ownerActor = pTSprite->ownerActor; break; } case kViewEffectSpear: { auto pNSprite = viewInsertTSprite(tsprite, spritesortcnt, pTSprite->sectp, 32767, pTSprite); if (!pNSprite) break; pNSprite->pos.Z = pTSprite->pos.Z; if (gDetail > 1) pNSprite->cstat |= CSTAT_SPRITE_TRANSLUCENT | CSTAT_SPRITE_TRANS_FLIP; 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->sectp, 32767, pTSprite); if (!pNSprite) break; pNSprite->pos.X = pTSprite->pos.X; pNSprite->pos.Y = pTSprite->pos.Y; pNSprite->pos.Z = pTSprite->pos.Z - (32 << 8); pNSprite->pos.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->actor->spr.ang + 512) & 2047; // always face viewer pNSprite->cstat |= CSTAT_SPRITE_ALIGNMENT_SLAB; pNSprite->cstat &= ~CSTAT_SPRITE_YFLIP; pNSprite->picnum = nVoxel; if (pPlayer->curWeapon == kWeapLifeLeech) // position lifeleech behind player { pNSprite->pos.X += MulScale(128, Cos(gView->actor->spr.ang), 30); pNSprite->pos.Y += MulScale(128, Sin(gView->actor->spr.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) { XSECTOR const* pXSector = pSector->hasX() ? &pSector->xs() : nullptr; if (pXSector && pXSector->color && (VanillaMode() || pSector->floorpal != 0)) { copyfloorpal(pTSprite, pSector); } } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void viewProcessSprites(tspritetype* 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--) { validateTSpriteSize(tsprite, spritesortcnt); tspritetype* pTSprite = &tsprite[nTSprite]; auto owneractor = static_cast(pTSprite->ownerActor); if (owneractor->spr.detail > gDetail) { pTSprite->xrepeat = 0; continue; } int nTile = pTSprite->picnum; if (nTile < 0 || nTile >= kMaxTiles) { pTSprite->xrepeat = 0; continue; } // skip picnum 0 on face sprites. picnum 0 is a simple wall texture in Blood, // but there are maps that use 0 on some operator sprites that may show up in potals as a result. // Since the wall texture is perfectly fine for wall and floor sprites, these will be allowed to pass. if (nTile == 0 && (pTSprite->cstat & CSTAT_SPRITE_ALIGNMENT_MASK) == CSTAT_SPRITE_ALIGNMENT_FACING) { pTSprite->xrepeat = 0; continue; } if (cl_interpolate && owneractor->interpolated && !(pTSprite->flags & 512)) { pTSprite->pos = owneractor->interpolatedvec3(gInterpolate); pTSprite->ang = owneractor->interpolatedang(gInterpolate); } int nAnim = 0; switch (picanm[nTile].extra & 7) { case 0: if (!owneractor->hasX()) break; switch (pTSprite->type) { #ifdef NOONE_EXTENSIONS case kModernCondition: case kModernConditionFalse: if (!gModernMap) break; [[fallthrough]]; #endif case kSwitchToggle: case kSwitchOneWay: if (owneractor->xspr.state) nAnim = 1; break; case kSwitchCombo: nAnim = owneractor->xspr.data1; break; } break; case 1: { if (tilehasmodelorvoxel(pTSprite->picnum, pTSprite->pal) && !(owneractor->sprext.renderflags & SPREXT_NOTMD)) { pTSprite->cstat &= ~CSTAT_SPRITE_XFLIP; break; } int dX = cX - pTSprite->pos.X; int dY = cY - pTSprite->pos.Y; RotateVector(&dX, &dY, 128 - pTSprite->ang); nAnim = GetOctant(dX, dY); if (nAnim <= 4) { pTSprite->cstat &= ~CSTAT_SPRITE_XFLIP; } else { nAnim = 8 - nAnim; pTSprite->cstat |= CSTAT_SPRITE_XFLIP; } break; } case 2: { if (tilehasmodelorvoxel(pTSprite->picnum, pTSprite->pal) && !(owneractor->sprext.renderflags & SPREXT_NOTMD)) { pTSprite->cstat &= ~CSTAT_SPRITE_XFLIP; break; } int dX = cX - pTSprite->pos.X; int dY = cY - pTSprite->pos.Y; RotateVector(&dX, &dY, 128 - pTSprite->ang); nAnim = GetOctant(dX, dY); break; } case 3: { if (owneractor->hasX()) { if (owneractor->hit.florhit.type == kHitNone) nAnim = 1; } else { int top, bottom; GetSpriteExtents(pTSprite, &top, &bottom); if (getflorzofslopeptr(pTSprite->sectp, pTSprite->pos.X, pTSprite->pos.Y) > bottom) nAnim = 1; } break; } case 6: case 7: { if (hw_models && md_tilehasmodel(pTSprite->picnum, pTSprite->pal) >= 0 && !(owneractor->sprext.renderflags & SPREXT_NOTMD)) break; // Can be overridden by def script if (r_voxels && tiletovox[pTSprite->picnum] == -1 && voxelIndex[pTSprite->picnum] != -1 && !(owneractor->sprext.renderflags & SPREXT_NOTMD)) { if ((pTSprite->flags & kHitagRespawn) == 0) { pTSprite->cstat |= CSTAT_SPRITE_ALIGNMENT_SLAB; pTSprite->cstat &= ~(CSTAT_SPRITE_XFLIP | CSTAT_SPRITE_YFLIP); 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 & CSTAT_SPRITE_ALIGNMENT_MASK) != CSTAT_SPRITE_ALIGNMENT_SLAB && r_voxels && !(owneractor->sprext.renderflags & SPREXT_NOTMD)) { int const nRootTile = pTSprite->picnum; int nAnimTile = pTSprite->picnum + tileAnimateOfs(pTSprite->picnum, (pTSprite->ownerActor->GetIndex() & 16383)); #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->clipdist |= TSPR_MDLROTATE; // per-sprite rotation setting. } if ((pTSprite->cstat & CSTAT_SPRITE_ALIGNMENT_MASK) != CSTAT_SPRITE_ALIGNMENT_SLAB && hw_models && !(owneractor->sprext.renderflags & SPREXT_NOTMD)) { int const nRootTile = pTSprite->picnum; int nAnimTile = pTSprite->picnum + tileAnimateOfs(pTSprite->picnum, (pTSprite->ownerActor->GetIndex() & 16383)); 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->clipdist |= TSPR_MDLROTATE; // per-sprite rotation setting. } } sectortype* pSector = pTSprite->sectp; XSECTOR const* pXSector = pSector->hasX() ? &pSector->xs() : nullptr; int nShade = pTSprite->shade; if ((pSector->ceilingstat & CSTAT_SECTOR_SKY) && (pSector->floorstat & CSTAT_SECTOR_NO_CEILINGSHADE) == 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) && pTSprite->ownerActor->spr.intowner == 3 && owneractor->hasX()) // Where does this 3 come from? Nothing sets it. { pTSprite->xrepeat = 48; pTSprite->yrepeat = 48; pTSprite->shade = -128; pTSprite->picnum = 2272 + 2 * owneractor->xspr.respawnPending; pTSprite->cstat &= ~(CSTAT_SPRITE_TRANSLUCENT | CSTAT_SPRITE_TRANS_FLIP); 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 (owneractor->hasX() && owneractor->xspr.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 |= CSTAT_SPRITE_XFLIP; } if (pTSprite->flags & 2048) { pTSprite->cstat |= CSTAT_SPRITE_YFLIP; } switch (pTSprite->statnum) { case kStatDecoration: { switch (pTSprite->type) { case kDecorationCandle: if (!owneractor->hasX() || owneractor->xspr.state == 1) { pTSprite->shade = -128; viewAddEffect(tsprite, spritesortcnt, nTSprite, kViewEffectPhase); } else { pTSprite->shade = -8; } break; case kDecorationTorch: if (!owneractor->hasX() || owneractor->xspr.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 (owneractor->hasX() && owneractor->xspr.state > 0 && gGameOptions.nGameType == 3) { auto pNTSprite = viewAddEffect(tsprite, spritesortcnt, nTSprite, kViewEffectBigFlag); if (pNTSprite) pNTSprite->pal = 10; } break; case kItemFlagBBase: if (owneractor->hasX() && owneractor->xspr.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 |= CSTAT_SPRITE_BLOOD_BIT2; break; case kItemFlagB: pTSprite->pal = 7; pTSprite->cstat |= CSTAT_SPRITE_BLOOD_BIT2; 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 |= CSTAT_SPRITE_ALIGNMENT_FLOOR; 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* pSector1 = pTSprite->sectp; int zDiff = (pTSprite->pos.Z - pSector1->ceilingz) >> 8; if ((pSector1->ceilingstat & CSTAT_SECTOR_SKY) == 0 && zDiff < 64) { viewAddEffect(tsprite, spritesortcnt, nTSprite, kViewEffectCeilGlow); } zDiff = (pSector1->floorz - pTSprite->pos.Z) >> 8; if ((pSector1->floorstat & CSTAT_SECTOR_SKY) == 0 && zDiff < 64) { viewAddEffect(tsprite, spritesortcnt, nTSprite, kViewEffectFloorGlow); } break; } break; } case kStatDude: { if (pTSprite->type == kDudeHand && owneractor->hasX() && owneractor->xspr.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 |= CSTAT_SPRITE_TRANSLUCENT; 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->pos.X += MulScale(pPosture->zOffset, Cos(pTSprite->ang), 28); pNTSprite->pos.Y += MulScale(pPosture->zOffset, Sin(pTSprite->ang), 28); pNTSprite->pos.Z = pPlayer->actor->spr.pos.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 |= CSTAT_SPRITE_XFLIP; } } if (pPlayer->hasFlag & 2) { auto pNTSprite = viewAddEffect(tsprite, spritesortcnt, nTSprite, kViewEffectFlag); if (pNTSprite) { pNTSprite->pal = 7; pNTSprite->cstat |= CSTAT_SPRITE_XFLIP; } } } } if (pTSprite->ownerActor != gView->actor || gViewPos != VIEWPOS_0) { if (getflorzofslopeptr(pTSprite->sectp, pTSprite->pos.X, pTSprite->pos.Y) >= cZ) { viewAddEffect(tsprite, spritesortcnt, nTSprite, kViewEffectShadow); } } if (gModernMap && owneractor->hasX()) { // add target spot indicator for patrol dudes if (owneractor->xspr.dudeFlag4 && aiInPatrolState(owneractor->xspr.aiState) && owneractor->xspr.data3 > 0 && owneractor->xspr.data3 <= kMaxPatrolSpotValue) viewAddEffect(tsprite, spritesortcnt, nTSprite, kViewEffectSpotProgress); } break; } case kStatTraps: { if (pTSprite->type == kTrapSawCircular) { if (owneractor->xspr.state) { if (owneractor->xspr.data1) { pTSprite->picnum = 772; if (owneractor->xspr.data2) viewAddEffect(tsprite, spritesortcnt, nTSprite, kViewEffectSpear); } } else if (owneractor->xspr.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) && getflorzofslopeptr(pTSprite->sectp, pTSprite->pos.X, pTSprite->pos.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->pos.X; int dY = cY - pTSprite->pos.Y; RotateVector(&dX, &dY, 128 - pTSprite->ang); nAnim = GetOctant(dX, dY); if (nAnim <= 4) { pTSprite->cstat &= ~CSTAT_SPRITE_XFLIP; } else { nAnim = 8 - nAnim; pTSprite->cstat |= CSTAT_SPRITE_XFLIP; } break; } case 2: { int dX = cX - pTSprite->pos.X; int dY = cY - pTSprite->pos.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(tspritetype* 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(DCoreActor* viewer, int type) { if (type == PORTAL_WALL_MIRROR) { display_mirror++; if (viewer) viewer->spr.cstat &= ~CSTAT_SPRITE_INVISIBLE; } } void GameInterface::LeavePortal(DCoreActor* viewer, int type) { if (type == PORTAL_WALL_MIRROR) { display_mirror--; if (viewer && display_mirror == 0 && !(viewer->spr.cstat & CSTAT_SPRITE_TRANSLUCENT)) viewer->spr.cstat |= CSTAT_SPRITE_INVISIBLE; } } END_BLD_NS