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https://github.com/ZDoom/Raze.git
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8dfbbc8220
The sky code still needs some work.
361 lines
9.8 KiB
C++
361 lines
9.8 KiB
C++
//-------------------------------------------------------------------------
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/*
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Copyright (C) 1996, 2003 - 3D Realms Entertainment
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Copyright (C) 2000, 2003 - Matt Saettler (EDuke Enhancements)
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Copyright (C) 2020 - Christoph Oelckers
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This file is part of Enhanced Duke Nukem 3D version 1.5 - Atomic Edition
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Duke Nukem 3D is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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Original Source: 1996 - Todd Replogle
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Prepared for public release: 03/21/2003 - Charlie Wiederhold, 3D Realms
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EDuke enhancements integrated: 04/13/2003 - Matt Saettler
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Note: EDuke source was in transition. Changes are in-progress in the
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source as it is released.
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*/
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//-------------------------------------------------------------------------
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#include "ns.h"
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#include "global.h"
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#include "prediction.h"
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#include "names_d.h"
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#include "dukeactor.h"
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#include "gamefuncs.h"
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#include "models/modeldata.h"
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EXTERN_CVAR(Bool, wt_commentary)
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BEGIN_DUKE_NS
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void animatesprites_d(tspriteArray& tsprites, const DVector2& viewVec, DAngle viewang, double interpfrac)
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{
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int k, p;
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int t1, t3, t4;
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tspritetype* t;
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DDukeActor* h;
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for (unsigned j = 0; j < tsprites.Size(); j++)
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{
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t = tsprites.get(j);
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h = static_cast<DDukeActor*>(t->ownerActor);
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if (!actorflag(h, SFLAG2_FORCESECTORSHADE) && ((t->cstat & CSTAT_SPRITE_ALIGNMENT_WALL)) || (badguypic(t->picnum) && t->extra > 0) || t->statnum == STAT_PLAYER)
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{
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if (h->sector()->shadedsector == 1 && h->spr.statnum != 1)
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{
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t->shade = 16;
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}
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continue;
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}
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if (t->sectp != nullptr)
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t->shade = clamp<int>(t->sectp->ceilingstat & CSTAT_SECTOR_SKY ? t->sectp->ceilingshade : t->sectp->floorshade, -127, 127);
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}
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//Between drawrooms() and drawmasks() is the perfect time to animate sprites
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for (unsigned j = 0; j < tsprites.Size(); j++)
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{
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t = tsprites.get(j);
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h = static_cast<DDukeActor*>(t->ownerActor);
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auto OwnerAc = h->GetOwner();
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if (iseffector(h))
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{
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if (t->lotag == SE_27_DEMO_CAM && ud.recstat == 1)
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{
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t->picnum = 11 + ((PlayClock >> 3) & 1);
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t->cstat |= CSTAT_SPRITE_YCENTER;
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}
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else
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t->scale = DVector2(0, 0);
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break;
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}
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if (t->statnum == STAT_TEMP) continue;
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auto pp = &ps[h->PlayerIndex()];
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if ((h->spr.statnum != STAT_ACTOR && h->isPlayer() && pp->newOwner == nullptr && h->GetOwner()) || !actorflag(h, SFLAG_NOINTERPOLATE))
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{
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t->pos = h->interpolatedpos(interpfrac);
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t->Angles.Yaw = h->interpolatedyaw(interpfrac);
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}
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auto sectp = h->sector();
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bool res = CallAnimate(h, t);
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// some actors have 4, some 6 rotation frames - in true Build fashion there's no pointers what to do here without flagging it.
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if (actorflag(h, SFLAG2_ALWAYSROTATE1) || (t->clipdist & TSPR_ROTATE8FRAMES))
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applyRotation1(h, t, viewang);
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else if (actorflag(h, SFLAG2_ALWAYSROTATE2) || (t->clipdist & TSPR_ROTATE12FRAMES))
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applyRotation2(h, t, viewang);
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if (sectp->floorpal && !actorflag(h, SFLAG2_NOFLOORPAL) && !(t->clipdist & TSPR_NOFLOORPAL))
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copyfloorpal(t, sectp);
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if (res)
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{
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if (h->dispicnum >= 0)
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h->dispicnum = t->picnum;
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continue;
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}
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t1 = h->temp_data[1];
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t3 = h->temp_data[3];
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t4 = h->temp_data[4];
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switch (h->spr.picnum)
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{
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case DTILE_DUKELYINGDEAD:
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t->pos.Z += 24;
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break;
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case DTILE_BURNING:
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case DTILE_BURNING2:
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if (OwnerAc && OwnerAc->spr.statnum == STAT_PLAYER)
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{
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if (display_mirror == 0 && OwnerAc->PlayerIndex() == screenpeek && ps[screenpeek].over_shoulder_on == 0)
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t->scale = DVector2(0, 0);
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else
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{
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t->Angles.Yaw = (viewVec - t->pos.XY()).Angle();
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t->pos.XY() = OwnerAc->spr.pos.XY() + t->Angles.Yaw.ToVector();
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}
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}
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break;
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case DTILE_ATOMICHEALTH:
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t->pos.Z -= 4;
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break;
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case DTILE_CRYSTALAMMO:
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t->shade = int(BobVal(PlayClock << 4) * 16);
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continue;
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case DTILE_GROWSPARK:
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t->picnum = DTILE_GROWSPARK + ((PlayClock >> 4) & 3);
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break;
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case DTILE_APLAYER:
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p = h->PlayerIndex();
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if (t->pal == 1) t->pos.Z -= 18;
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if (ps[p].over_shoulder_on > 0 && ps[p].newOwner == nullptr)
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{
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t->cstat |= CSTAT_SPRITE_TRANSLUCENT;
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#if 0 // multiplayer only
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if (screenpeek == myconnectindex && numplayers >= 2)
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{
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t->pos = interpolatedvalue(omypos, mypos, interpfrac).plusZ(gs_playerheight);
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t->angle = interpolatedvalue(omyang, myang, interpfrac);
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t->sector = mycursectnum;
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}
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#endif
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}
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if ((display_mirror == 1 || screenpeek != p || !h->GetOwner()) && ud.multimode > 1 && cl_showweapon && ps[p].GetActor()->spr.extra > 0 && ps[p].curr_weapon > 0)
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{
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auto newtspr = tsprites.newTSprite();
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*newtspr = *t;
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newtspr->statnum = STAT_TEMP;
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newtspr->scale.Y = (max(t->scale.Y * 0.125, 0.0625));
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newtspr->shade = t->shade;
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newtspr->cstat = 0;
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switch (ps[p].curr_weapon)
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{
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case PISTOL_WEAPON: newtspr->picnum = DTILE_FIRSTGUNSPRITE; break;
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case SHOTGUN_WEAPON: newtspr->picnum = DTILE_SHOTGUNSPRITE; break;
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case CHAINGUN_WEAPON: newtspr->picnum = DTILE_CHAINGUNSPRITE; break;
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case RPG_WEAPON: newtspr->picnum = DTILE_RPGSPRITE; break;
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case HANDREMOTE_WEAPON:
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case HANDBOMB_WEAPON: newtspr->picnum = DTILE_HEAVYHBOMB; break;
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case TRIPBOMB_WEAPON: newtspr->picnum = DTILE_TRIPBOMBSPRITE; break;
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case GROW_WEAPON: newtspr->picnum = DTILE_GROWSPRITEICON; break;
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case SHRINKER_WEAPON: newtspr->picnum = DTILE_SHRINKERSPRITE; break;
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case FREEZE_WEAPON: newtspr->picnum = DTILE_FREEZESPRITE; break;
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case FLAMETHROWER_WEAPON: //Twentieth Anniversary World Tour
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if (isWorldTour())
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newtspr->picnum = DTILE_FLAMETHROWERSPRITE;
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break;
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case DEVISTATOR_WEAPON: newtspr->picnum = DTILE_DEVISTATORSPRITE; break;
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}
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if (h->GetOwner()) newtspr->pos.Z = ps[p].GetActor()->getOffsetZ() - 12;
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else newtspr->pos.Z = h->spr.pos.Z - 51;
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if (ps[p].curr_weapon == HANDBOMB_WEAPON)
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{
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newtspr->scale = DVector2(0.15625, 0.15625);
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}
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else
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{
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newtspr->scale = DVector2(0.25, 0.25);
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}
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newtspr->pal = 0;
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}
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if (!h->GetOwner())
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{
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if (hw_models && modelManager.CheckModel(h->spr.picnum, h->spr.pal))
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{
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k = 0;
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t->cstat &= ~CSTAT_SPRITE_XFLIP;
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}
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else
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{
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k = angletorotation1(t->Angles.Yaw, viewang);
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if (k > 4)
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{
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k = 8 - k;
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t->cstat |= CSTAT_SPRITE_XFLIP;
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}
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else t->cstat &= ~CSTAT_SPRITE_XFLIP;
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}
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if (t->sectp->lotag == 2) k += 1795 - 1405;
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else if ((h->floorz - h->spr.pos.Z) > 64) k += 60;
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t->picnum += k;
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t->pal = ps[p].palookup;
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goto PALONLY;
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}
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if (ps[p].on_crane == nullptr && (h->sector()->lotag & 0x7ff) != 1)
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{
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double v = h->spr.pos.Z - ps[p].GetActor()->floorz + 3;
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if (v > 4 && h->spr.scale.Y > 0.5 && h->spr.extra > 0)
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h->spr.yoffset = (int8_t)(v / h->spr.scale.Y);
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else h->spr.yoffset = 0;
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}
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if (ps[p].newOwner != nullptr)
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{
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t4 = ScriptCode[gs.actorinfo[DTILE_APLAYER].scriptaddress + 1];
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t3 = 0;
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t1 = ScriptCode[gs.actorinfo[DTILE_APLAYER].scriptaddress + 2];
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}
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if (ud.cameraactor == nullptr && ps[p].newOwner == nullptr)
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if (h->GetOwner() && display_mirror == 0 && ps[p].over_shoulder_on == 0)
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if (ud.multimode < 2 || (ud.multimode > 1 && p == screenpeek))
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{
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t->ownerActor = nullptr;
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t->scale = DVector2(0, 0);
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continue;
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}
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PALONLY:
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if (sectp->floorpal)
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copyfloorpal(t, sectp);
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if (!h->GetOwner()) continue;
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if (t->pos.Z > h->floorz && t->scale.X < 0.5)
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t->pos.Z = h->floorz;
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break;
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case DTILE_WATERBUBBLE:
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if (tilesurface(t->sectp->floortexture) == TSURF_SLIME)
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{
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t->pal = 7;
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break;
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}
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[[fallthrough]];
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default:
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if (sectp->floorpal && !actorflag(h, SFLAG2_NOFLOORPAL))
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copyfloorpal(t, sectp);
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break;
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}
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applyanimations(t, h, viewVec, viewang);
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if (h->spr.statnum == STAT_DUMMYPLAYER || badguy(h) || (h->isPlayer() && h->GetOwner()))
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{
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drawshadows(tsprites, t, h);
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if (ps[screenpeek].heat_amount > 0 && ps[screenpeek].heat_on)
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{
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t->pal = 6;
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t->shade = 0;
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}
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}
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switch (h->spr.picnum)
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{
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case DTILE_EXPLOSION2:
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case DTILE_EXPLOSION2BOT:
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case DTILE_ATOMICHEALTH:
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case DTILE_GROWSPARK:
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case DTILE_CHAINGUN:
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case DTILE_SHRINKEREXPLOSION:
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case DTILE_FLOORFLAME:
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if (t->picnum == DTILE_EXPLOSION2)
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{
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ps[screenpeek].visibility = -127;
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lastvisinc = PlayClock + 32;
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}
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t->shade = -127;
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break;
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case DTILE_FIRE:
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case DTILE_FIRE2:
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t->cstat |= CSTAT_SPRITE_YCENTER;
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[[fallthrough]];
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case DTILE_BURNING:
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case DTILE_BURNING2:
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if (!OwnerAc || !actorflag(OwnerAc, SFLAG_NOFLOORFIRE))
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t->pos.Z = getflorzofslopeptr(t->sectp, t->pos);
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t->shade = -127;
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break;
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case DTILE_PLAYERONWATER:
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if (hw_models && modelManager.CheckModel(h->spr.picnum, h->spr.pal))
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{
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k = 0;
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t->cstat &= ~CSTAT_SPRITE_XFLIP;
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}
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else
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{
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k = angletorotation1(t->Angles.Yaw, viewang);
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if (k > 4)
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{
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k = 8 - k;
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t->cstat |= CSTAT_SPRITE_XFLIP;
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}
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else t->cstat &= ~CSTAT_SPRITE_XFLIP;
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}
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t->picnum = h->spr.picnum + k + ((h->temp_data[0] < 4) * 5);
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if (OwnerAc) t->shade = OwnerAc->spr.shade;
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break;
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}
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h->dispicnum = t->picnum;
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if (t->sectp->floortexture == mirrortex)
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t->scale = DVector2(0, 0);
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}
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}
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END_DUKE_NS
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