//------------------------------------------------------------------------- /* 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" EXTERN_CVAR(Bool, wt_commentary) BEGIN_DUKE_NS void animatesprites_d(int x, int y, int a, int smoothratio) { int i, j, k, p; short sect; int l, t1, t3, t4; spritetype* s; tspritetype* t; for (j = 0; j < spritesortcnt; j++) { t = &tsprite[j]; i = t->owner; s = &sprite[t->owner]; 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 (bpp > 8 && usemodels && md_tilehasmodel(t->picnum) >= 0) { t->cstat &= ~4; break; } */ k = (((t->ang + 3072 + 128 - a) & 2047) >> 8) & 7; if (k > 4) { k = 8 - k; t->cstat |= 4; } else t->cstat &= ~4; t->picnum = s->picnum + k; break; case BLOODSPLAT1: case BLOODSPLAT2: case BLOODSPLAT3: case BLOODSPLAT4: if (t->pal == 6) { t->shade = -127; continue; } 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 & 16)) || (badguy(t) && t->extra > 0) || t->statnum == 10) continue; } if (sector[t->sectnum].ceilingstat & 1) l = sector[t->sectnum].ceilingshade; else l = sector[t->sectnum].floorshade; if (l < -127) l = -127; if (l > 128) l = 127; t->shade = l; } for (j = 0; j < spritesortcnt; j++) //Between drawrooms() and drawmasks() { //is the perfect time to animate sprites t = &tsprite[j]; i = t->owner; s = &sprite[i]; switch (s->picnum) { case SECTOREFFECTOR: if (t->lotag == 27 && ud.recstat == 1) { t->picnum = 11 + ((ud.levelclock >> 3) & 1); t->cstat |= 128; } else t->xrepeat = t->yrepeat = 0; break; case NATURALLIGHTNING: t->shade = -127; break; default: break; } if (t->statnum == 99) continue; if (s->statnum != STAT_ACTOR && s->picnum == APLAYER && ps[s->yvel].newowner == -1 && s->owner >= 0) { t->x -= mulscale16(MaxSmoothRatio - smoothratio, ps[s->yvel].posx - ps[s->yvel].oposx); t->y -= mulscale16(MaxSmoothRatio - smoothratio, ps[s->yvel].posy - ps[s->yvel].oposy); t->z = ps[s->yvel].oposz + mulscale16(smoothratio, ps[s->yvel].posz - ps[s->yvel].oposz); t->z += (40 << 8); } else if (s->picnum != CRANEPOLE) { t->x -= mulscale16(MaxSmoothRatio - smoothratio, s->x - hittype[i].bposx); t->y -= mulscale16(MaxSmoothRatio - smoothratio, s->y - hittype[i].bposy); t->z -= mulscale16(MaxSmoothRatio - smoothratio, s->z - hittype[i].bposz); } sect = s->sectnum; t1 = hittype[i].temp_data[1]; t3 = hittype[i].temp_data[3]; t4 = hittype[i].temp_data[4]; switch (s->picnum) { case DUKELYINGDEAD: t->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 == 5) { short sqa, sqb; sqa = getangle( sprite[s->owner].x - ps[screenpeek].posx, sprite[s->owner].y - ps[screenpeek].posy); sqb = getangle( sprite[s->owner].x - t->x, sprite[s->owner].y - t->y); if (abs(getincangle(sqa, sqb)) > 512) if (ldist(&sprite[s->owner], t) < ldist(&sprite[ps[screenpeek].i], &sprite[s->owner])) t->xrepeat = t->yrepeat = 0; } continue; case BURNING: case BURNING2: if (sprite[s->owner].statnum == 10) { if (display_mirror == 0 && sprite[s->owner].yvel == screenpeek && ps[sprite[s->owner].yvel].over_shoulder_on == 0) t->xrepeat = 0; else { t->ang = getangle(x - t->x, y - t->y); t->x = sprite[s->owner].x; t->y = sprite[s->owner].y; t->x += sintable[(t->ang + 512) & 2047] >> 10; t->y += sintable[t->ang & 2047] >> 10; } } break; case ATOMICHEALTH: t->z -= (4 << 8); break; case CRYSTALAMMO: t->shade = (sintable[(ud.levelclock << 4) & 2047] >> 10); continue; case VIEWSCREEN: case VIEWSCREEN2: if (camsprite >= 0 && hittype[sprite[i].owner].temp_data[0] == 1) { t->picnum = STATIC; t->cstat |= (rand() & 12); t->xrepeat += 8; t->yrepeat += 8; } else if (camsprite >= 0) { t->picnum = TILE_VIEWSCR; } break; case SHRINKSPARK: t->picnum = SHRINKSPARK + ((ud.levelclock >> 4) & 3); break; case GROWSPARK: t->picnum = GROWSPARK + ((ud.levelclock >> 4) & 3); break; case RPG: /*if (bpp > 8 && usemodels && md_tilehasmodel(s->picnum) >= 0) { t->cstat &= ~4; break; }*/ k = getangle(s->x - x, s->y - y); k = (((s->ang + 3072 + 128 - k) & 2047) / 170); if (k > 6) { k = 12 - k; t->cstat |= 4; } else t->cstat &= ~4; t->picnum = RPG + k; break; case RECON: /*if (bpp > 8 && usemodels && md_tilehasmodel(s->picnum) >= 0) { t->cstat &= ~4; break; }*/ k = getangle(s->x - x, s->y - y); if (hittype[i].temp_data[0] < 4) k = (((s->ang + 3072 + 128 - k) & 2047) / 170); else k = (((s->ang + 3072 + 128 - k) & 2047) / 170); if (k > 6) { k = 12 - k; t->cstat |= 4; } else t->cstat &= ~4; if (abs(t3) > 64) k += 7; t->picnum = RECON + k; break; case APLAYER: p = s->yvel; if (t->pal == 1) t->z -= (18 << 8); if (ps[p].over_shoulder_on > 0 && ps[p].newowner < 0) { t->cstat |= 2; if (screenpeek == myconnectindex && numplayers >= 2) { t->x = omyx + mulscale16((int)(myx - omyx), smoothratio); t->y = omyy + mulscale16((int)(myy - omyy), smoothratio); t->z = omyz + mulscale16((int)(myz - omyz), smoothratio) + (40 << 8); t->ang = myang.asbuild() + mulscale16((((myang.asbuild() + 1024 - myang.asbuild()) & 2047) - 1024), smoothratio); t->sectnum = mycursectnum; } } if ((display_mirror == 1 || screenpeek != p || s->owner == -1) && ud.multimode > 1 && ud.showweapons && sprite[ps[p].i].extra > 0 && ps[p].curr_weapon > 0) { auto newtspr = &tsprite[spritesortcnt]; memcpy(newtspr, t, sizeof(spritetype)); 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 (s->owner >= 0) newtspr->z = ps[p].posz - (12 << 8); else newtspr->z = s->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; spritesortcnt++; } if (s->owner == -1) { /*if (bpp > 8 && usemodels && md_tilehasmodel(s->picnum) >= 0) { k = 0; t->cstat &= ~4; } else*/ { k = (((s->ang + 3072 + 128 - a) & 2047) >> 8) & 7; if (k > 4) { k = 8 - k; t->cstat |= 4; } else t->cstat &= ~4; } if (sector[t->sectnum].lotag == 2) k += 1795 - 1405; else if ((hittype[i].floorz - s->z) > (64 << 8)) k += 60; t->picnum += k; t->pal = ps[p].palookup; goto PALONLY; } if (ps[p].on_crane == nullptr && (sector[s->sectnum].lotag & 0x7ff) != 1) { l = s->z - hittype[ps[p].i].floorz + (3 << 8); if (l > 1024 && s->yrepeat > 32 && s->extra > 0) s->yoffset = (signed char)(l / (s->yrepeat << 2)); else s->yoffset = 0; } if (ps[p].newowner > -1) { t4 = ScriptCode[actorinfo[APLAYER].scriptaddress + 1]; t3 = 0; t1 = ScriptCode[actorinfo[APLAYER].scriptaddress + 2]; } if (ud.camerasprite == -1 && ps[p].newowner == -1) if (s->owner >= 0 && display_mirror == 0 && ps[p].over_shoulder_on == 0) if (ud.multimode < 2 || (ud.multimode > 1 && p == screenpeek)) { t->owner = -1; t->xrepeat = t->yrepeat = 0; continue; } PALONLY: if (sector[sect].floorpal) t->pal = sector[sect].floorpal; if (s->owner == -1) continue; if (t->z > hittype[i].floorz && t->xrepeat < 32) t->z = hittype[i].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; 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 (hittype[i].picnum == BLIMP && t->picnum == SCRAP1 && s->yvel >= 0) t->picnum = s->yvel; else t->picnum += hittype[i].temp_data[0]; t->shade -= 6; if (sector[sect].floorpal) t->pal = sector[sect].floorpal; break; case WATERBUBBLE: if (sector[t->sectnum].floorpicnum == FLOORSLIME) { t->pal = 7; break; } default: if (sector[sect].floorpal) t->pal = sector[sect].floorpal; break; } if (actorinfo[s->picnum].scriptaddress) { if (t4) { l = ScriptCode[t4 + 2]; /*if (bpp > 8 && usemodels && md_tilehasmodel(s->picnum) >= 0) { k = 0; t->cstat &= ~4; } else*/ switch (l) { case 2: k = (((s->ang + 3072 + 128 - a) & 2047) >> 8) & 1; break; case 3: case 4: k = (((s->ang + 3072 + 128 - a) & 2047) >> 7) & 7; if (k > 3) { t->cstat |= 4; k = 7 - k; } else t->cstat &= ~4; break; case 5: k = getangle(s->x - x, s->y - y); k = (((s->ang + 3072 + 128 - k) & 2047) >> 8) & 7; if (k > 4) { k = 8 - k; t->cstat |= 4; } else t->cstat &= ~4; break; case 7: k = getangle(s->x - x, s->y - y); k = (((s->ang + 3072 + 128 - k) & 2047) / 170); if (k > 6) { k = 12 - k; t->cstat |= 4; } else t->cstat &= ~4; break; case 8: k = (((s->ang + 3072 + 128 - a) & 2047) >> 8) & 7; t->cstat &= ~4; break; default: k = 0; break; } t->picnum += k + ScriptCode[t4] + l * t3; if (l > 0) while (!tileGetTexture(t->picnum)->isValid() && t->picnum > 0) t->picnum -= l; //Hack, for actors if (hittype[i].dispicnum >= 0) hittype[i].dispicnum = t->picnum; } else if (display_mirror == 1) t->cstat |= 4; } if (s->statnum == STAT_DUMMYPLAYER || badguy(s) || (s->picnum == APLAYER && s->owner >= 0)) if (t->statnum != 99 && s->picnum != EXPLOSION2 && s->picnum != HANGLIGHT && s->picnum != DOMELITE) if (s->picnum != HOTMEAT) { if (hittype[i].dispicnum < 0) { hittype[i].dispicnum++; continue; } else if (r_shadows && spritesortcnt < (MAXSPRITESONSCREEN - 2)) { int daz; if ((sector[sect].lotag & 0xff) > 2 || s->statnum == 4 || s->statnum == 5 || s->picnum == DRONE || s->picnum == COMMANDER) daz = sector[sect].floorz; else daz = hittype[i].floorz; if ((s->z - daz) < (8 << 8) && ps[screenpeek].posz < 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 |= 2; shadowspr->z = daz; shadowspr->pal = 4; if (videoGetRenderMode() >= REND_POLYMOST) { /* 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 |= 512; } else */ { // Alter the shadow's position so that it appears behind the sprite itself. int look = getangle(shadowspr->x - ps[screenpeek].posx, shadowspr->y - ps[screenpeek].posy); shadowspr->x += sintable[(look + 2560) & 2047] >> 9; shadowspr->y += sintable[(look + 2048) & 2047] >> 9; } } spritesortcnt++; } } if (ps[screenpeek].heat_amount > 0 && ps[screenpeek].heat_on) { t->pal = 6; t->shade = 0; } } switch (s->picnum) { case LASERLINE: if (sector[t->sectnum].lotag == 2) t->pal = 8; t->z = sprite[s->owner].z - (3 << 8); if (lasermode == 2 && ps[screenpeek].heat_on == 0) t->yrepeat = 0; 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 = ud.levelclock + 32; } t->shade = -127; break; case FIRE: case FIRE2: t->cstat |= 128; case BURNING: case BURNING2: if (sprite[s->owner].picnum != TREE1 && sprite[s->owner].picnum != TREE2) t->z = sector[t->sectnum].floorz; t->shade = -127; break; case COOLEXPLOSION1: t->shade = -127; t->picnum += (s->shade >> 1); break; case PLAYERONWATER: /*if (bpp > 8 && usemodels && md_tilehasmodel(s->picnum) >= 0) { k = 0; t->cstat &= ~4; } else*/ { k = (((t->ang + 3072 + 128 - a) & 2047) >> 8) & 7; if (k > 4) { k = 8 - k; t->cstat |= 4; } else t->cstat &= ~4; } t->picnum = s->picnum + k + ((hittype[i].temp_data[0] < 4) * 5); t->shade = sprite[s->owner].shade; break; case WATERSPLASH2: t->picnum = WATERSPLASH2 + t1; break; case REACTOR2: t->picnum = s->picnum + hittype[i].temp_data[2]; break; case SHELL: t->picnum = s->picnum + (hittype[i].temp_data[0] & 1); case SHOTGUNSHELL: t->cstat |= 12; if (hittype[i].temp_data[0] > 1) t->cstat &= ~4; if (hittype[i].temp_data[0] > 2) t->cstat &= ~12; break; case FRAMEEFFECT1: if (s->owner >= 0 && sprite[s->owner].statnum < MAXSTATUS) { if (sprite[s->owner].picnum == APLAYER) if (ud.camerasprite == -1) if (screenpeek == sprite[s->owner].yvel && display_mirror == 0) { t->owner = -1; break; } if ((sprite[s->owner].cstat & 32768) == 0) { t->picnum = hittype[s->owner].dispicnum; t->pal = sprite[s->owner].pal; t->shade = sprite[s->owner].shade; t->ang = sprite[s->owner].ang; t->cstat = 2 | sprite[s->owner].cstat; } } break; case CAMERA1: case RAT: /*if (bpp > 8 && usemodels && md_tilehasmodel(s->picnum) >= 0) { t->cstat &= ~4; break; }*/ k = (((t->ang + 3072 + 128 - a) & 2047) >> 8) & 7; if (k > 4) { k = 8 - k; t->cstat |= 4; } else t->cstat &= ~4; t->picnum = s->picnum + k; break; } hittype[i].dispicnum = t->picnum; if (sector[t->sectnum].floorpicnum == MIRROR) t->xrepeat = t->yrepeat = 0; } } END_DUKE_NS