//------------------------------------------------------------------------- /* 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) { DAngle kang; int k, p; int l, t1, t3, t4; tspritetype* t; DDukeActor* h; for (unsigned j = 0; j < tsprites.Size(); j++) { t = tsprites.get(j); h = static_cast(t->ownerActor); switch (t->picnum) { case DEVELOPERCOMMENTARY: case DEVELOPERCOMMENTARY + 1: if (isWorldTour() && !wt_commentary) t->scale = DVector2(0, 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->scale = DVector2(0, 0); continue; case CHAIR3: if (hw_models && modelManager.CheckModel(t->picnum, t->pal)) { t->cstat &= ~CSTAT_SPRITE_XFLIP; break; } k = angletorotation1(t->angle, viewang); 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: 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->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(); switch (h->spr.picnum) { case SECTOREFFECTOR: 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; case NATURALLIGHTNING: t->shade = -127; break; default: break; } if (t->statnum == 99) continue; auto pp = &ps[h->PlayerIndex()]; if (h->spr.statnum != STAT_ACTOR && h->spr.picnum == APLAYER && pp->newOwner == nullptr && h->GetOwner()) { t->pos = h->interpolatedpos(interpfrac); } else if (!actorflag(h, SFLAG_NOINTERPOLATE)) { t->pos = h->interpolatedpos(interpfrac); } if (actorflag(h, SFLAG2_INTERPOLATEANGLE)) { t->angle = h->interpolatedangle(interpfrac); } auto sectp = h->sector(); if (h->GetClass() != RUNTIME_CLASS(DDukeActor)) { bool res = CallAnimate(h, t); if (actorflag(h, SFLAG2_ALWAYSROTATE1)) applyRotation1(h, t, viewang); if (sectp->floorpal && !actorflag(h, SFLAG2_NOFLOORPAL)) copyfloorpal(t, sectp); if (res) continue; } 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; 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 FORCESPHERE: if (t->statnum == STAT_MISC && OwnerAc) { auto sqa = ( OwnerAc->spr.pos.XY() - ps[screenpeek].posXY()).Angle(); auto sqb = (OwnerAc->spr.pos.XY() - t->pos.XY()).Angle(); if (absangle(sqa, sqb) > DAngle90) { double dist1 = (OwnerAc->spr.pos.XY() - t->pos.XY()).LengthSquared(); double dist2 = (OwnerAc->spr.pos.XY() - ps[screenpeek].GetActor()->spr.pos.XY()).LengthSquared(); if (dist1 < dist2) t->scale = DVector2(0, 0); } } continue; case BURNING: case 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->angle = (viewVec - t->pos.XY()).Angle(); t->pos.XY() = OwnerAc->spr.pos.XY() + t->angle.ToVector(); } } break; case ATOMICHEALTH: t->pos.Z -= 4; break; case CRYSTALAMMO: t->shade = int(BobVal(PlayClock << 4) * 16); continue; case SHRINKSPARK: t->picnum = SHRINKSPARK + ((PlayClock >> 4) & 3); break; case GROWSPARK: t->picnum = GROWSPARK + ((PlayClock >> 4) & 3); break; case RPG: if (hw_models && modelManager.CheckModel(h->spr.picnum, h->spr.pal)) { t->cstat &= ~CSTAT_SPRITE_XFLIP; break; } kang = (h->spr.pos - viewVec).Angle(); k = angletorotation2(h->spr.angle, kang); 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 && modelManager.CheckModel(h->spr.picnum, h->spr.pal)) { t->cstat &= ~CSTAT_SPRITE_XFLIP; break; } kang = (h->spr.pos - viewVec).Angle(); k = angletorotation2(h->spr.angle, kang); 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->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 = 99; 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 = 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].posZget() - 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(h->spr.angle, 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[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->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 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 WATERBUBBLE: if (t->sectp->floorpicnum == FLOORSLIME) { t->pal = 7; break; } [[fallthrough]]; default: if (sectp->floorpal && !actorflag(h, SFLAG2_NOFLOORPAL)) copyfloorpal(t, sectp); break; } if (gs.actorinfo[h->spr.picnum].scriptaddress && !actorflag(h, SFLAG2_DONTANIMATE)) { if (t4) { l = ScriptCode[t4 + 2]; if (hw_models && modelManager.CheckModel(h->spr.picnum, h->spr.pal)) { k = 0; t->cstat &= ~CSTAT_SPRITE_XFLIP; } else switch (l) { case 2: k = angletorotation1(h->spr.angle, viewang, 8, 1); break; case 3: case 4: k = angletorotation1(h->spr.angle, viewang, 7); if (k > 3) { t->cstat |= CSTAT_SPRITE_XFLIP; k = 7 - k; } else t->cstat &= ~CSTAT_SPRITE_XFLIP; break; case 5: kang = (h->spr.pos - viewVec).Angle(); k = angletorotation1(h->spr.angle, kang); if (k > 4) { k = 8 - k; t->cstat |= CSTAT_SPRITE_XFLIP; } else t->cstat &= ~CSTAT_SPRITE_XFLIP; break; case 7: kang = (h->spr.pos - viewVec).Angle(); k = angletorotation2(h->spr.angle, kang); if (k > 6) { k = 12 - k; t->cstat |= CSTAT_SPRITE_XFLIP; } else t->cstat &= ~CSTAT_SPRITE_XFLIP; break; case 8: k = angletorotation1(h->spr.angle, viewang); 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 (r_shadows && !(h->spr.cstat2 & CSTAT2_SPRITE_NOSHADOW)) { double floorz; if ((sectp->lotag & 0xff) > 2 || h->spr.statnum == 4 || h->spr.statnum == 5 || h->spr.picnum == DRONE || h->spr.picnum == COMMANDER) floorz = sectp->floorz; else floorz = h->floorz; if (h->spr.pos.Z - floorz < 8 && ps[screenpeek].posZget() < floorz) { auto shadowspr = tsprites.newTSprite(); *shadowspr = *t; shadowspr->statnum = 99; shadowspr->scale.Y = (max(t->scale.Y * 0.125, 0.0625)); shadowspr->shade = 127; shadowspr->cstat |= CSTAT_SPRITE_TRANSLUCENT; shadowspr->pos.Z = floorz; shadowspr->pal = 4; if (hw_models && modelManager.CheckModel(t->picnum, t->pal)) { shadowspr->scale.Y = (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. auto look = (shadowspr->pos.XY() - ps[screenpeek].posXY()).Angle(); shadowspr->pos.XY() += look.ToVector() * 2; } } } if (ps[screenpeek].heat_amount > 0 && ps[screenpeek].heat_on) { t->pal = 6; t->shade = 0; } } } } switch (h->spr.picnum) { 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 (!actorflag(OwnerAc, SFLAG_NOFLOORFIRE)) t->pos.Z = t->sectp->floorz; t->shade = -127; break; case COOLEXPLOSION1: t->shade = -127; t->picnum += (h->spr.shade >> 1); break; case PLAYERONWATER: if (hw_models && modelManager.CheckModel(h->spr.picnum, h->spr.pal)) { k = 0; t->cstat &= ~CSTAT_SPRITE_XFLIP; } else { k = angletorotation1(t->angle, 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; 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->PlayerIndex() && 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->angle = OwnerAc->spr.angle; t->cstat = CSTAT_SPRITE_TRANSLUCENT | OwnerAc->spr.cstat; } } break; case RAT: if (hw_models && modelManager.CheckModel(h->spr.picnum, h->spr.pal)) { t->cstat &= ~CSTAT_SPRITE_XFLIP; break; } k = angletorotation1(t->angle, viewang); 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->sectp->floorpicnum == MIRROR) t->scale = DVector2(0, 0); } } END_DUKE_NS