//------------------------------------------------------------------------- /* 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" EXTERN_CVAR(Bool, wt_commentary) BEGIN_DUKE_NS void animatesprites_d(tspritetype* tsprite, int& spritesortcnt, int x, int y, int a, int smoothratio) { int j, k, p; int l, t1, t3, t4; tspritetype* t; DDukeActor* h; for (j = 0; j < spritesortcnt; j++) { t = &tsprite[j]; h = static_cast(t->ownerActor); switch (t->picnum) { case DEVELOPERCOMMENTARY: case DEVELOPERCOMMENTARY + 1: if (isWorldTour() && !wt_commentary) t->xrepeat = t->yrepeat = 0; break; case BLOODPOOL: case PUKE: case FOOTPRINTS: case FOOTPRINTS2: case FOOTPRINTS3: case FOOTPRINTS4: if (t->shade == 127) continue; break; case RESPAWNMARKERRED: case RESPAWNMARKERYELLOW: case RESPAWNMARKERGREEN: if (ud.marker == 0) t->xrepeat = t->yrepeat = 0; continue; case CHAIR3: if (hw_models && md_tilehasmodel(t->picnum, t->pal) >= 0) { t->cstat &= ~CSTAT_SPRITE_XFLIP; break; } k = (((t->ang + 3072 + 128 - a) & 2047) >> 8) & 7; if (k > 4) { k = 8 - k; t->cstat |= CSTAT_SPRITE_XFLIP; } else t->cstat &= ~CSTAT_SPRITE_XFLIP; t->picnum = h->spr.picnum + k; break; case BLOODSPLAT1: case BLOODSPLAT2: case BLOODSPLAT3: case BLOODSPLAT4: if (t->pal == 6) { t->shade = -127; continue; } [[fallthrough]]; case BULLETHOLE: case CRACK1: case CRACK2: case CRACK3: case CRACK4: t->shade = 16; continue; case NEON1: case NEON2: case NEON3: case NEON4: case NEON5: case NEON6: continue; case GREENSLIME: case GREENSLIME + 1: case GREENSLIME + 2: case GREENSLIME + 3: case GREENSLIME + 4: case GREENSLIME + 5: case GREENSLIME + 6: case GREENSLIME + 7: break; default: if (((t->cstat & CSTAT_SPRITE_ALIGNMENT_WALL)) || (badguypic(t->picnum) && t->extra > 0) || t->statnum == STAT_PLAYER) continue; } if (t->sectp != nullptr) t->shade = clamp(t->sectp->ceilingstat & CSTAT_SECTOR_SKY ? t->sector()->ceilingshade : t->sectp->floorshade, -127, 127); } //Between drawrooms() and drawmasks() is the perfect time to animate sprites for (j = 0; j < spritesortcnt; j++) { t = &tsprite[j]; h = static_cast(t->ownerActor); auto OwnerAc = h->GetOwner(); switch (h->spr.picnum) { case SECTOREFFECTOR: if (t->lotag == 27 && ud.recstat == 1) { t->picnum = 11 + ((PlayClock >> 3) & 1); t->cstat |= CSTAT_SPRITE_YCENTER; } else t->xrepeat = t->yrepeat = 0; break; case NATURALLIGHTNING: t->shade = -127; break; default: break; } if (t->statnum == 99) continue; if (h->spr.statnum != STAT_ACTOR && h->spr.picnum == APLAYER && ps[h->spr.yvel].newOwner == nullptr && h->GetOwner()) { t->pos.X -= MulScale(MaxSmoothRatio - smoothratio, ps[h->spr.yvel].pos.X - ps[h->spr.yvel].opos.X, 16); t->pos.Y -= MulScale(MaxSmoothRatio - smoothratio, ps[h->spr.yvel].pos.Y - ps[h->spr.yvel].opos.Y, 16); t->pos.Z = interpolatedvalue(ps[h->spr.yvel].opos.Z, ps[h->spr.yvel].pos.Z, smoothratio); t->pos.Z += PHEIGHT_DUKE; } else if (h->spr.picnum != CRANEPOLE) { t->pos = h->spr.interpolatedvec3(smoothratio); } auto sectp = h->spr.sector(); t1 = h->temp_data[1]; t3 = h->temp_data[3]; t4 = h->temp_data[4]; switch (h->spr.picnum) { case DUKELYINGDEAD: t->pos.Z += (24 << 8); break; case BLOODPOOL: case FOOTPRINTS: case FOOTPRINTS2: case FOOTPRINTS3: case FOOTPRINTS4: if (t->pal == 6) t->shade = -127; case PUKE: case MONEY: case MONEY + 1: case MAIL: case MAIL + 1: case PAPER: case PAPER + 1: break; case TRIPBOMB: continue; case FORCESPHERE: if (t->statnum == STAT_MISC && OwnerAc) { int sqa = getangle( OwnerAc->spr.pos.X - ps[screenpeek].pos.X, OwnerAc->spr.pos.Y - ps[screenpeek].pos.Y); int sqb = getangle( OwnerAc->spr.pos.X - t->pos.X, OwnerAc->spr.pos.Y - t->pos.Y); if (abs(getincangle(sqa, sqb)) > 512) if (ldist(OwnerAc, t) < ldist(ps[screenpeek].GetActor(), OwnerAc)) t->xrepeat = t->yrepeat = 0; } continue; case BURNING: case BURNING2: if (OwnerAc && OwnerAc->spr.statnum == STAT_PLAYER) { if (display_mirror == 0 && OwnerAc->spr.yvel == screenpeek && ps[screenpeek].over_shoulder_on == 0) t->xrepeat = 0; else { t->ang = getangle(x - t->pos.X, y - t->pos.Y); t->pos.X = OwnerAc->spr.pos.X; t->pos.Y = OwnerAc->spr.pos.Y; t->pos.X += bcos(t->ang, -10); t->pos.Y += bsin(t->ang, -10); } } break; case ATOMICHEALTH: t->pos.Z -= (4 << 8); break; case CRYSTALAMMO: t->shade = bsin(PlayClock << 4, -10); continue; case VIEWSCREEN: case VIEWSCREEN2: if (camsprite != nullptr && h->GetHitOwner() && h->GetHitOwner()->temp_data[0] == 1) { t->picnum = STATIC; t->cstat |= randomFlip(); t->xrepeat += 8; t->yrepeat += 8; } else if (camsprite && camsprite == h->GetHitOwner()) { t->picnum = TILE_VIEWSCR; } break; case SHRINKSPARK: t->picnum = SHRINKSPARK + ((PlayClock >> 4) & 3); break; case GROWSPARK: t->picnum = GROWSPARK + ((PlayClock >> 4) & 3); break; case RPG: if (hw_models && md_tilehasmodel(h->spr.picnum, h->spr.pal) >= 0) { t->cstat &= ~CSTAT_SPRITE_XFLIP; break; } k = getangle(h->spr.pos.X - x, h->spr.pos.Y - y); k = (((h->spr.ang + 3072 + 128 - k) & 2047) / 170); if (k > 6) { k = 12 - k; t->cstat |= CSTAT_SPRITE_XFLIP; } else t->cstat &= ~CSTAT_SPRITE_XFLIP; t->picnum = RPG + k; break; case RECON: if (hw_models && md_tilehasmodel(h->spr.picnum, h->spr.pal) >= 0) { t->cstat &= ~CSTAT_SPRITE_XFLIP; break; } k = getangle(h->spr.pos.X - x, h->spr.pos.Y - y); if (h->temp_data[0] < 4) k = (((h->spr.ang + 3072 + 128 - k) & 2047) / 170); else k = (((h->spr.ang + 3072 + 128 - k) & 2047) / 170); if (k > 6) { k = 12 - k; t->cstat |= CSTAT_SPRITE_XFLIP; } else t->cstat &= ~CSTAT_SPRITE_XFLIP; if (abs(t3) > 64) k += 7; t->picnum = RECON + k; break; case APLAYER: p = h->spr.yvel; if (t->pal == 1) t->pos.Z -= (18 << 8); 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->x = interpolatedvalue(omyx, myx, smoothratio); t->y = interpolatedvalue(omyy, myy, smoothratio); t->z = interpolatedvalue(omyz, myz, smoothratio) + PHEIGHT_DUKE; t->ang = interpolatedangle(omyang, myang, smoothratio).asbuild(); 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 = &tsprite[spritesortcnt++]; newtspr = t; newtspr->statnum = 99; newtspr->yrepeat = (t->yrepeat >> 3); if (t->yrepeat < 4) t->yrepeat = 4; newtspr->shade = t->shade; newtspr->cstat = 0; switch (ps[p].curr_weapon) { case PISTOL_WEAPON: newtspr->picnum = FIRSTGUNSPRITE; break; case SHOTGUN_WEAPON: newtspr->picnum = SHOTGUNSPRITE; break; case CHAINGUN_WEAPON: newtspr->picnum = CHAINGUNSPRITE; break; case RPG_WEAPON: newtspr->picnum = RPGSPRITE; break; case HANDREMOTE_WEAPON: case HANDBOMB_WEAPON: newtspr->picnum = HEAVYHBOMB; break; case TRIPBOMB_WEAPON: newtspr->picnum = TRIPBOMBSPRITE; break; case GROW_WEAPON: newtspr->picnum = GROWSPRITEICON; break; case SHRINKER_WEAPON: newtspr->picnum = SHRINKERSPRITE; break; case FREEZE_WEAPON: newtspr->picnum = FREEZESPRITE; break; case FLAMETHROWER_WEAPON: //Twentieth Anniversary World Tour if (isWorldTour()) newtspr->picnum = FLAMETHROWERSPRITE; break; case DEVISTATOR_WEAPON: newtspr->picnum = DEVISTATORSPRITE; break; } if (h->GetOwner()) newtspr->pos.Z = ps[p].pos.Z - (12 << 8); else newtspr->pos.Z = h->spr.pos.Z - (51 << 8); if (ps[p].curr_weapon == HANDBOMB_WEAPON) { newtspr->xrepeat = 10; newtspr->yrepeat = 10; } else { newtspr->xrepeat = 16; newtspr->yrepeat = 16; } newtspr->pal = 0; } if (!h->GetOwner()) { if (hw_models && md_tilehasmodel(h->spr.picnum, h->spr.pal) >= 0) { k = 0; t->cstat &= ~CSTAT_SPRITE_XFLIP; } else { k = (((h->spr.ang + 3072 + 128 - a) & 2047) >> 8) & 7; if (k > 4) { k = 8 - k; t->cstat |= CSTAT_SPRITE_XFLIP; } else t->cstat &= ~CSTAT_SPRITE_XFLIP; } if (t->sector()->lotag == 2) k += 1795 - 1405; else if ((h->floorz - h->spr.pos.Z) > (64 << 8)) k += 60; t->picnum += k; t->pal = ps[p].palookup; goto PALONLY; } if (ps[p].on_crane == nullptr && (h->spr.sector()->lotag & 0x7ff) != 1) { l = h->spr.pos.Z - ps[p].GetActor()->floorz + (3 << 8); if (l > 1024 && h->spr.yrepeat > 32 && h->spr.extra > 0) h->spr.yoffset = (int8_t)(l / (h->spr.yrepeat << 2)); else h->spr.yoffset = 0; } if (ps[p].newOwner != nullptr) { t4 = ScriptCode[gs.actorinfo[APLAYER].scriptaddress + 1]; t3 = 0; t1 = ScriptCode[gs.actorinfo[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->xrepeat = t->yrepeat = 0; continue; } PALONLY: if (sectp->floorpal) copyfloorpal(t, sectp); if (!h->GetOwner()) continue; if (t->pos.Z > h->floorz && t->xrepeat < 32) t->pos.Z = h->floorz; break; case JIBS1: case JIBS2: case JIBS3: case JIBS4: case JIBS5: case JIBS6: case HEADJIB1: case LEGJIB1: case ARMJIB1: case LIZMANHEAD1: case LIZMANARM1: case LIZMANLEG1: case DUKELEG: case DUKEGUN: case DUKETORSO: if (t->pal == 6) t->shade = -120; [[fallthrough]]; case SCRAP1: case SCRAP2: case SCRAP3: case SCRAP4: case SCRAP5: case SCRAP6: case SCRAP6 + 1: case SCRAP6 + 2: case SCRAP6 + 3: case SCRAP6 + 4: case SCRAP6 + 5: case SCRAP6 + 6: case SCRAP6 + 7: if (h->attackertype == BLIMP && t->picnum == SCRAP1 && h->spr.yvel >= 0) t->picnum = h->spr.yvel; else t->picnum += h->temp_data[0]; t->shade -= 6; if (sectp->floorpal) copyfloorpal(t, sectp); break; case WATERBUBBLE: if (t->sector()->floorpicnum == FLOORSLIME) { t->pal = 7; break; } [[fallthrough]]; default: if (sectp->floorpal) copyfloorpal(t, sectp); break; } if (gs.actorinfo[h->spr.picnum].scriptaddress) { if (t4) { l = ScriptCode[t4 + 2]; if (hw_models && md_tilehasmodel(h->spr.picnum, h->spr.pal) >= 0) { k = 0; t->cstat &= ~CSTAT_SPRITE_XFLIP; } else switch (l) { case 2: k = (((h->spr.ang + 3072 + 128 - a) & 2047) >> 8) & 1; break; case 3: case 4: k = (((h->spr.ang + 3072 + 128 - a) & 2047) >> 7) & 7; if (k > 3) { t->cstat |= CSTAT_SPRITE_XFLIP; k = 7 - k; } else t->cstat &= ~CSTAT_SPRITE_XFLIP; break; case 5: k = getangle(h->spr.pos.X - x, h->spr.pos.Y - y); k = (((h->spr.ang + 3072 + 128 - k) & 2047) >> 8) & 7; if (k > 4) { k = 8 - k; t->cstat |= CSTAT_SPRITE_XFLIP; } else t->cstat &= ~CSTAT_SPRITE_XFLIP; break; case 7: k = getangle(h->spr.pos.X - x, h->spr.pos.Y - y); k = (((h->spr.ang + 3072 + 128 - k) & 2047) / 170); if (k > 6) { k = 12 - k; t->cstat |= CSTAT_SPRITE_XFLIP; } else t->cstat &= ~CSTAT_SPRITE_XFLIP; break; case 8: k = (((h->spr.ang + 3072 + 128 - a) & 2047) >> 8) & 7; t->cstat &= ~CSTAT_SPRITE_XFLIP; break; default: k = 0; break; } t->picnum += k + ScriptCode[t4] + l * t3; if (l > 0) { while (t->picnum >= 0 && t->picnum < MAXTILES && !tileGetTexture(t->picnum)->isValid()) t->picnum -= l; //Hack, for actors } if (h->dispicnum >= 0) h->dispicnum = t->picnum; } else if (display_mirror == 1) t->cstat |= CSTAT_SPRITE_XFLIP; } if (h->spr.statnum == STAT_DUMMYPLAYER || badguy(h) || (h->spr.picnum == APLAYER && h->GetOwner())) if (t->statnum != 99 && h->spr.picnum != EXPLOSION2 && h->spr.picnum != HANGLIGHT && h->spr.picnum != DOMELITE) if (h->spr.picnum != HOTMEAT) { if (h->dispicnum < 0) { h->dispicnum++; continue; } else if (r_shadows && spritesortcnt < (MAXSPRITESONSCREEN - 2)) { int daz; if ((sectp->lotag & 0xff) > 2 || h->spr.statnum == 4 || h->spr.statnum == 5 || h->spr.picnum == DRONE || h->spr.picnum == COMMANDER) daz = sectp->floorz; else daz = h->floorz; if ((h->spr.pos.Z - daz) < (8 << 8) && ps[screenpeek].pos.Z < daz) { auto shadowspr = &tsprite[spritesortcnt++]; *shadowspr = *t; shadowspr->statnum = 99; shadowspr->yrepeat = (t->yrepeat >> 3); if (t->yrepeat < 4) t->yrepeat = 4; shadowspr->shade = 127; shadowspr->cstat |= CSTAT_SPRITE_TRANSLUCENT; shadowspr->pos.Z = daz; shadowspr->pal = 4; if (hw_models && md_tilehasmodel(t->picnum, t->pal) >= 0) { shadowspr->yrepeat = 0; // 512:trans reverse //1024:tell MD2SPRITE.C to use Z-buffer hacks to hide overdraw issues shadowspr->clipdist |= TSPR_FLAGS_MDHACK; shadowspr->cstat |= CSTAT_SPRITE_TRANS_FLIP; } else { // Alter the shadow's position so that it appears behind the sprite itself. int look = getangle(shadowspr->pos.X - ps[screenpeek].pos.X, shadowspr->pos.Y - ps[screenpeek].pos.Y); shadowspr->pos.X += bcos(look, -9); shadowspr->pos.Y += bsin(look, -9); } } } if (ps[screenpeek].heat_amount > 0 && ps[screenpeek].heat_on) { t->pal = 6; t->shade = 0; } } switch (h->spr.picnum) { case LASERLINE: if (!OwnerAc) break; if (t->sector()->lotag == 2) t->pal = 8; t->pos.Z = OwnerAc->spr.pos.Z - (3 << 8); if (gs.lasermode == 2 && ps[screenpeek].heat_on == 0) t->yrepeat = 0; [[fallthrough]]; case EXPLOSION2: case EXPLOSION2BOT: case FREEZEBLAST: case ATOMICHEALTH: case FIRELASER: case SHRINKSPARK: case GROWSPARK: case CHAINGUN: case SHRINKEREXPLOSION: case RPG: case FLOORFLAME: if (t->picnum == EXPLOSION2) { ps[screenpeek].visibility = -127; lastvisinc = PlayClock + 32; } t->shade = -127; break; case FIRE: case FIRE2: t->cstat |= CSTAT_SPRITE_YCENTER; [[fallthrough]]; case BURNING: case BURNING2: if (!OwnerAc) break; if (OwnerAc->spr.picnum != TREE1 && OwnerAc->spr.picnum != TREE2) t->pos.Z = t->sector()->floorz; t->shade = -127; break; case COOLEXPLOSION1: t->shade = -127; t->picnum += (h->spr.shade >> 1); break; case PLAYERONWATER: if (hw_models && md_tilehasmodel(h->spr.picnum, h->spr.pal) >= 0) { k = 0; t->cstat &= ~CSTAT_SPRITE_XFLIP; } else { k = (((t->ang + 3072 + 128 - a) & 2047) >> 8) & 7; 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; case WATERSPLASH2: t->picnum = WATERSPLASH2 + t1; break; case REACTOR2: t->picnum = h->spr.picnum + h->temp_data[2]; break; case SHELL: t->picnum = h->spr.picnum + (h->temp_data[0] & 1); [[fallthrough]]; case SHOTGUNSHELL: t->cstat |= (CSTAT_SPRITE_XFLIP | CSTAT_SPRITE_YFLIP); if (h->temp_data[0] > 1) t->cstat &= ~CSTAT_SPRITE_XFLIP; if (h->temp_data[0] > 2) t->cstat &= ~(CSTAT_SPRITE_XFLIP | CSTAT_SPRITE_YFLIP); break; case FRAMEEFFECT1: if (OwnerAc && OwnerAc->spr.statnum < MAXSTATUS) { if (OwnerAc->spr.picnum == APLAYER) if (ud.cameraactor == nullptr) if (screenpeek == OwnerAc->spr.yvel && display_mirror == 0) { t->ownerActor = nullptr; break; } if ((OwnerAc->spr.cstat & CSTAT_SPRITE_INVISIBLE) == 0) { t->picnum = OwnerAc->dispicnum; t->pal = OwnerAc->spr.pal; t->shade = OwnerAc->spr.shade; t->ang = OwnerAc->spr.ang; t->cstat = CSTAT_SPRITE_TRANSLUCENT | OwnerAc->spr.cstat; } } break; case CAMERA1: case RAT: if (hw_models && md_tilehasmodel(h->spr.picnum, h->spr.pal) >= 0) { t->cstat &= ~CSTAT_SPRITE_XFLIP; break; } k = (((t->ang + 3072 + 128 - a) & 2047) >> 8) & 7; if (k > 4) { k = 8 - k; t->cstat |= CSTAT_SPRITE_XFLIP; } else t->cstat &= ~CSTAT_SPRITE_XFLIP; t->picnum = h->spr.picnum + k; break; } h->dispicnum = t->picnum; if (t->sector()->floorpicnum == MIRROR) t->xrepeat = t->yrepeat = 0; } } END_DUKE_NS