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https://github.com/ZDoom/Raze.git
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1897 lines
55 KiB
C++
1897 lines
55 KiB
C++
//-------------------------------------------------------------------------
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/*
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Copyright (C) 1997, 2005 - 3D Realms Entertainment
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This file is part of Shadow Warrior version 1.2
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Shadow Warrior 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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Original Source: 1997 - Frank Maddin and Jim Norwood
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Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
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*/
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//-------------------------------------------------------------------------
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#include "ns.h"
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#define QUIET
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#include "build.h"
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#include "automap.h"
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#include "names2.h"
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#include "panel.h"
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#include "game.h"
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#include "jsector.h"
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#include "mytypes.h"
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#include "gamecontrol.h"
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#include "gamefuncs.h"
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#include "network.h"
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#include "pal.h"
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#include "player.h"
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#include "jtags.h"
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#include "parent.h"
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#include "misc.h"
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#include "menus.h"
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#include "interpolate.h"
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#include "interpso.h"
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#include "sector.h"
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#include "razemenu.h"
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#include "v_2ddrawer.h"
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#include "v_video.h"
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#include "v_draw.h"
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#include "render.h"
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#include "razefont.h"
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EXTERN_CVAR(Bool, testnewrenderer)
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BEGIN_SW_NS
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int display_mirror;
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static int OverlapDraw = false;
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extern bool QuitFlag, SpriteInfo;
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extern bool Voxel;
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bool DrawScreen;
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extern short f_c;
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extern ParentalStruct aVoxelArray[MAXTILES];
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DSWActor* ConnectCopySprite(spritetype const * tsp);
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void PreDrawStackedWater(void);
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void SW_InitMultiPsky(void)
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{
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// default
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psky_t* const defaultsky = tileSetupSky(DEFAULTPSKY);
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defaultsky->lognumtiles = 1;
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defaultsky->horizfrac = 8192;
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}
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#if 1
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void
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ShadeSprite(tspriteptr_t tsp)
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{
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// set shade of sprite
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tsp->shade = tsp->sector()->floorshade - 25;
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if (tsp->shade > -3)
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tsp->shade = -3;
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if (tsp->shade < -30)
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tsp->shade = -30;
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}
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#else
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#endif
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short
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GetRotation(spritetype* tsprite, int& spritesortcnt, short tSpriteNum, int viewx, int viewy)
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{
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static const uint8_t RotTable8[] = {0, 7, 6, 5, 4, 3, 2, 1};
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static const uint8_t RotTable5[] = {0, 1, 2, 3, 4, 3, 2, 1};
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short rotation;
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tspriteptr_t tsp = &tsprite[tSpriteNum];
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USERp tu = swActors[tsp->owner].u();
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short angle2;
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if (tu->RotNum == 0)
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return 0;
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// Get which of the 8 angles of the sprite to draw (0-7)
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// rotation ranges from 0-7
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angle2 = getangle(tsp->x - viewx, tsp->y - viewy);
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rotation = ((tsp->ang + 3072 + 128 - angle2) & 2047);
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rotation = (rotation >> 8) & 7;
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if (tu->RotNum == 5)
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{
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if (TEST(tu->Flags, SPR_XFLIP_TOGGLE))
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{
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if (rotation <= 4)
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{
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// leave rotation alone
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RESET(tsp->cstat, CSTAT_SPRITE_XFLIP);
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}
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else
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{
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rotation = (8 - rotation);
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SET(tsp->cstat, CSTAT_SPRITE_XFLIP); // clear x-flipping bit
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}
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}
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else
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{
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if (rotation > 3 || rotation == 0)
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{
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// leave rotation alone
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RESET(tsp->cstat, CSTAT_SPRITE_XFLIP); // clear x-flipping bit
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}
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else
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{
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rotation = (8 - rotation);
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SET(tsp->cstat, CSTAT_SPRITE_XFLIP); // set
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}
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}
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// Special case bunk
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if (tu->ID == TOILETGIRL_R0 || tu->ID == WASHGIRL_R0 || tu->ID == TRASHCAN ||
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tu->ID == CARGIRL_R0 || tu->ID == MECHANICGIRL_R0 || tu->ID == PRUNEGIRL_R0 ||
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tu->ID == SAILORGIRL_R0)
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RESET(tsp->cstat, CSTAT_SPRITE_XFLIP); // clear x-flipping bit
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return RotTable5[rotation];
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}
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return RotTable8[rotation];
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}
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/*
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!AIC - At draw time this is called for actor rotation. GetRotation() is more
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complex than needs to be in part because importing of actor rotations and x-flip
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directions was not standardized.
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*/
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int
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SetActorRotation(spritetype* tsprite, int& spritesortcnt, short tSpriteNum, int viewx, int viewy)
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{
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tspriteptr_t tsp = &tsprite[tSpriteNum];
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USERp tu = swActors[tsp->owner].u();
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short StateOffset, Rotation;
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// don't modify ANY tu vars - back them up!
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STATEp State = tu->State;
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STATEp StateStart = tu->StateStart;
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if (tu->RotNum == 0)
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return 0;
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// Get the offset into the State animation
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StateOffset = short(State - StateStart);
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// Get the rotation angle
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Rotation = GetRotation(tsprite, spritesortcnt, tSpriteNum, viewx, viewy);
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ASSERT(Rotation < 5);
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// Reset the State animation start based on the Rotation
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StateStart = tu->Rot[Rotation];
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// Set the sprites state
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State = StateStart + StateOffset;
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// set the picnum here - may be redundant, but we just changed states and
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// thats a big deal
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tsp->picnum = State->Pic;
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return 0;
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}
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int
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DoShadowFindGroundPoint(tspriteptr_t sp)
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{
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// USES TSPRITE !!!!!
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USERp u = swActors[sp->owner].u();
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SPRITEp hsp;
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Collision ceilhit, florhit;
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int hiz, loz = u->loz;
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short save_cstat, bak_cstat;
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// recursive routine to find the ground - either sector or floor sprite
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// skips over enemy and other types of sprites
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// IMPORTANT!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
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// This will return invalid FAF ceiling and floor heights inside of analyzesprite
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// because the ceiling and floors get moved out of the way for drawing.
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save_cstat = sp->cstat;
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RESET(sp->cstat, CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
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FAFgetzrangepoint(sp->x, sp->y, sp->z, sp->sectnum, &hiz, &ceilhit, &loz, &florhit);
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sp->cstat = save_cstat;
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switch (florhit.type)
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{
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case kHitSprite:
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{
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hsp = &florhit.actor->s();
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if (TEST(hsp->cstat, CSTAT_SPRITE_ALIGNMENT_FLOOR))
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{
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// found a sprite floor
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return loz;
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}
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else
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{
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// reset the blocking bit of what you hit and try again -
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// recursive
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bak_cstat = hsp->cstat;
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RESET(hsp->cstat, CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN);
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loz = DoShadowFindGroundPoint(sp);
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hsp->cstat = bak_cstat;
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}
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break;
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}
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case kHitSector:
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break;
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default:
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ASSERT(true == false);
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break;
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}
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return loz;
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}
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void
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DoShadows(spritetype* tsprite, int& spritesortcnt, tspriteptr_t tsp, int viewz, int camang)
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{
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tspriteptr_t tSpr = &tsprite[spritesortcnt];
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USERp tu = swActors[tsp->owner].u();
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int ground_dist = 0;
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int view_dist = 0;
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int loz;
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short xrepeat;
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short yrepeat;
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int sectnum;
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sectnum = tsp->sectnum;
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// make sure its the correct sector
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// DoShadowFindGroundPoint calls FAFgetzrangepoint and this is sensitive
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//updatesectorz(tsp->x, tsp->y, tsp->z, §num);
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updatesector(tsp->x, tsp->y, §num);
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if (sectnum < 0)
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{
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return;
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}
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tsp->sectnum = sectnum;
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*tSpr = *tsp;
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// shadow is ALWAYS draw last - status is priority
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tSpr->statnum = MAXSTATUS;
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tSpr->sectnum = sectnum;
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if ((tsp->yrepeat >> 2) > 4)
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{
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yrepeat = (tsp->yrepeat >> 2) - (SPRITEp_SIZE_Y(tsp) / 64) * 2;
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xrepeat = tSpr->xrepeat;
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}
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else
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{
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yrepeat = tSpr->yrepeat;
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xrepeat = tSpr->xrepeat;
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}
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tSpr->shade = 127;
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SET(tSpr->cstat, CSTAT_SPRITE_TRANSLUCENT);
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loz = tu->loz;
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if (tu->lowActor)
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{
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if (!TEST(tu->lowActor->s().cstat, CSTAT_SPRITE_ALIGNMENT_WALL | CSTAT_SPRITE_ALIGNMENT_FLOOR))
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{
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loz = DoShadowFindGroundPoint(tsp);
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}
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}
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// need to find the ground here
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tSpr->z = loz;
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// if below or close to sprites z don't bother to draw it
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if ((viewz - loz) > -Z(8))
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return;
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// if close to shadows z shrink it
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view_dist = labs(loz - viewz) >> 8;
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if (view_dist < 32)
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view_dist = 256/view_dist;
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else
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view_dist = 0;
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// make shadow smaller depending on height from ground
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ground_dist = labs(loz - SPRITEp_BOS(tsp)) >> 12;
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xrepeat = max(xrepeat - ground_dist - view_dist, 4);
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yrepeat = max(yrepeat - ground_dist - view_dist, 4);
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xrepeat = min(xrepeat, short(255));
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yrepeat = min(yrepeat, short(255));
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tSpr->xrepeat = uint8_t(xrepeat);
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tSpr->yrepeat = uint8_t(yrepeat);
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if (tilehasmodelorvoxel(tsp->picnum,tsp->pal))
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{
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tSpr->yrepeat = 0;
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// cstat: trans reverse
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// clipdist: tell mdsprite.cpp to use Z-buffer hacks to hide overdraw issues
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tSpr->clipdist |= TSPR_FLAGS_MDHACK;
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tSpr->cstat |= 512;
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}
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else if (!testnewrenderer)
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{
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// Alter the shadow's position so that it appears behind the sprite itself.
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int look = getangle(tSpr->x - Player[screenpeek].six, tSpr->y - Player[screenpeek].siy);
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tSpr->x += bcos(look, -9);
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tSpr->y += bsin(look, -9);
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}
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else tSpr->time = 1;
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// Check for voxel items and use a round generic pic if so
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//DoVoxelShadow(New);
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spritesortcnt++;
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}
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void
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DoMotionBlur(spritetype* tsprite, int& spritesortcnt, tspritetype const * const tsp)
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{
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USERp tu = swActors[tsp->owner].u();
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int nx,ny,nz = 0,dx,dy,dz;
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short i, ang;
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short xrepeat, yrepeat, repeat_adj = 0;
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int z_amt_per_pixel;
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ang = NORM_ANGLE(tsp->ang + 1024);
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if (tsp->xvel == 0)
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{
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return;
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}
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if (TEST(tsp->extra, SPRX_PLAYER_OR_ENEMY))
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{
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z_amt_per_pixel = IntToFixed((int)-tu->jump_speed * ACTORMOVETICS)/tsp->xvel;
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}
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else
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{
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z_amt_per_pixel = IntToFixed((int)-tsp->zvel)/tsp->xvel;
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}
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switch (tu->motion_blur_dist)
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{
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case 64:
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case 128:
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case 256:
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case 512:
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nz = FixedToInt(z_amt_per_pixel * tu->motion_blur_dist);
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[[fallthrough]];
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default:
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dx = nx = MOVEx(tu->motion_blur_dist, ang);
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dy = ny = MOVEy(tu->motion_blur_dist, ang);
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break;
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}
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dz = nz;
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xrepeat = tsp->xrepeat;
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yrepeat = tsp->yrepeat;
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switch (TEST(tu->Flags2, SPR2_BLUR_TAPER))
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{
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case 0:
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repeat_adj = 0;
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break;
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case SPR2_BLUR_TAPER_SLOW:
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repeat_adj = xrepeat / (tu->motion_blur_num*2);
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break;
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case SPR2_BLUR_TAPER_FAST:
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repeat_adj = xrepeat / tu->motion_blur_num;
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break;
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}
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for (i = 0; i < tu->motion_blur_num; i++)
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{
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tspriteptr_t tSpr = &tsprite[spritesortcnt];
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*tSpr = *tsp;
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SET(tSpr->cstat, CSTAT_SPRITE_TRANSLUCENT|CSTAT_SPRITE_TRANSLUCENT_INVERT);
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tSpr->x += dx;
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tSpr->y += dy;
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dx += nx;
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dy += ny;
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tSpr->z += dz;
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dz += nz;
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tSpr->xrepeat = uint8_t(xrepeat);
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tSpr->yrepeat = uint8_t(yrepeat);
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xrepeat -= repeat_adj;
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yrepeat -= repeat_adj;
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spritesortcnt++;
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}
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}
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void SetVoxelSprite(SPRITEp sp, short pic)
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{
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SET(sp->cstat, CSTAT_SPRITE_ALIGNMENT_SLAB);
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sp->picnum = pic;
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}
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void WarpCopySprite(spritetype* tsprite, int& spritesortcnt)
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{
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SPRITEp sp1, sp2, sp;
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int spnum;
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int xoff,yoff,zoff;
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short match;
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short sect1, sect2;
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// look for the first one
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SWStatIterator it(STAT_WARP_COPY_SPRITE1);
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while (auto itActor = it.Next())
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{
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sp1 = &itActor->s();
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match = sp1->lotag;
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// look for the second one
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SWStatIterator it1(STAT_WARP_COPY_SPRITE2);
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while (auto itActor1 = it.Next())
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{
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sp = &itActor1->s();
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if (sp->lotag == match)
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{
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sp2 = sp;
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sect1 = sp1->sectnum;
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sect2 = sp2->sectnum;
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SWSectIterator it2(sect1);
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while (auto itActor2 = it.Next())
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{
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auto spit = &itActor2->s();
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if (spit == sp1)
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continue;
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if (spit->picnum == ST1)
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continue;
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tspriteptr_t newTSpr = renderAddTSpriteFromSprite(tsprite, spritesortcnt, itActor2->GetSpriteIndex());
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newTSpr->statnum = 0;
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xoff = sp1->x - newTSpr->x;
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yoff = sp1->y - newTSpr->y;
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zoff = sp1->z - newTSpr->z;
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newTSpr->x = sp2->x - xoff;
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newTSpr->y = sp2->y - yoff;
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newTSpr->z = sp2->z - zoff;
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newTSpr->sectnum = sp2->sectnum;
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}
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it.Reset(sect2);
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while (auto itActor2 = it.Next())
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{
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auto spit = &itActor2->s();
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if (spit == sp2)
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continue;
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if (spit->picnum == ST1)
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continue;
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tspriteptr_t newTSpr = renderAddTSpriteFromSprite(tsprite, spritesortcnt, itActor2->GetSpriteIndex());
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newTSpr->statnum = 0;
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xoff = sp2->x - newTSpr->x;
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yoff = sp2->y - newTSpr->y;
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zoff = sp2->z - newTSpr->z;
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newTSpr->x = sp1->x - xoff;
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newTSpr->y = sp1->y - yoff;
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newTSpr->z = sp1->z - zoff;
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newTSpr->sectnum = sp1->sectnum;
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}
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}
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}
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}
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}
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void DoStarView(tspriteptr_t tsp, USERp tu, int viewz)
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{
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extern STATE s_Star[], s_StarDown[];
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extern STATE s_StarStuck[], s_StarDownStuck[];
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int zdiff = viewz - tsp->z;
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if (labs(zdiff) > Z(24))
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{
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if (tu->StateStart == s_StarStuck)
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tsp->picnum = s_StarDownStuck[tu->State - s_StarStuck].Pic;
|
|
else
|
|
tsp->picnum = s_StarDown[tu->State - s_Star].Pic;
|
|
|
|
if (zdiff > 0)
|
|
SET(tsp->cstat, CSTAT_SPRITE_YFLIP);
|
|
}
|
|
else
|
|
{
|
|
if (zdiff > 0)
|
|
SET(tsp->cstat, CSTAT_SPRITE_YFLIP);
|
|
}
|
|
}
|
|
|
|
void analyzesprites(spritetype* tsprite, int& spritesortcnt, int viewx, int viewy, int viewz, int camang)
|
|
{
|
|
int tSpriteNum;
|
|
int smr4, smr2;
|
|
USERp tu;
|
|
static int ang = 0;
|
|
PLAYERp pp = Player + screenpeek;
|
|
short newshade=0;
|
|
|
|
const int DART_PIC = 2526;
|
|
const int DART_REPEAT = 16;
|
|
|
|
ang = NORM_ANGLE(ang + 12);
|
|
|
|
smr4 = int(smoothratio) + IntToFixed(MoveSkip4);
|
|
smr2 = int(smoothratio) + IntToFixed(MoveSkip2);
|
|
|
|
for (tSpriteNum = spritesortcnt - 1; tSpriteNum >= 0; tSpriteNum--)
|
|
{
|
|
int SpriteNum = tsprite[tSpriteNum].owner;
|
|
auto tActor = &swActors[SpriteNum];
|
|
tspriteptr_t tsp = &tsprite[tSpriteNum];
|
|
tu = tActor->hasU()? tActor->u() : nullptr;
|
|
auto tsectp = tsp->sector();
|
|
|
|
#if 0
|
|
// Brighten up the sprite if set somewhere else to do so
|
|
if (tu && tu->Vis > 0)
|
|
{
|
|
short tmpshade; // Having this prevent overflow
|
|
|
|
tmpshade = tsp->shade - tu->Vis;
|
|
if (tmpshade < -128) tmpshade = -128;
|
|
|
|
tsp->shade = tmpshade;
|
|
tu->Vis -= 8;
|
|
}
|
|
#endif
|
|
|
|
// don't draw these
|
|
if (tsp->statnum >= STAT_DONT_DRAW)
|
|
{
|
|
tsp->owner = -1;
|
|
continue;
|
|
}
|
|
|
|
if (tu)
|
|
{
|
|
if (tsp->statnum != STAT_DEFAULT)
|
|
{
|
|
if (TEST(tu->Flags, SPR_SKIP4))
|
|
{
|
|
if (tsp->statnum <= STAT_SKIP4_INTERP_END)
|
|
{
|
|
tsp->pos = tsp->interpolatedvec3(smr4, 18);
|
|
}
|
|
}
|
|
|
|
if (TEST(tu->Flags, SPR_SKIP2))
|
|
{
|
|
if (tsp->statnum <= STAT_SKIP2_INTERP_END)
|
|
{
|
|
tsp->pos = tsp->interpolatedvec3(smr2, 17);
|
|
}
|
|
}
|
|
}
|
|
|
|
// workaround for mines and floor decals beneath the floor
|
|
if (tsp->picnum == BETTY_R0 || tsp->picnum == FLOORBLOOD1)
|
|
{
|
|
auto sp = &tActor->s();
|
|
int32_t const floorz = getflorzofslope(sp->sectnum, sp->x, sp->y);
|
|
if (sp->z > floorz)
|
|
tsp->z = floorz;
|
|
}
|
|
|
|
if (r_shadows && TEST(tu->Flags, SPR_SHADOW))
|
|
{
|
|
DoShadows(tsprite, spritesortcnt, tsp, viewz, camang);
|
|
}
|
|
|
|
//#define UK_VERSION 1
|
|
|
|
//#define DART_REPEAT 6
|
|
//#define DART_PIC 2233
|
|
if (sw_darts)
|
|
if (tu->ID == 1793 || tsp->picnum == 1793)
|
|
{
|
|
tsp->picnum = 2519;
|
|
tsp->xrepeat = 27;
|
|
tsp->yrepeat = 29;
|
|
}
|
|
|
|
if (tu->ID == STAR1)
|
|
{
|
|
if (sw_darts)
|
|
{
|
|
|
|
tsp->picnum = DART_PIC;
|
|
tsp->ang = NORM_ANGLE(tsp->ang - 512 - 24);
|
|
tsp->xrepeat = tsp->yrepeat = DART_REPEAT;
|
|
SET(tsp->cstat, CSTAT_SPRITE_ALIGNMENT_WALL);
|
|
}
|
|
else
|
|
DoStarView(tsp, tu, viewz);
|
|
}
|
|
|
|
// rotation
|
|
if (tu->RotNum > 0)
|
|
SetActorRotation(tsprite, spritesortcnt, tSpriteNum, viewx, viewy);
|
|
|
|
if (tu->motion_blur_num)
|
|
{
|
|
DoMotionBlur(tsprite, spritesortcnt, tsp);
|
|
}
|
|
|
|
// set palette lookup correctly
|
|
if (tsp->pal != tsectp->floorpal)
|
|
{
|
|
if (tsectp->floorpal == PALETTE_DEFAULT)
|
|
{
|
|
// default pal for sprite is stored in tu->spal
|
|
// mostly for players and other monster types
|
|
tsp->pal = tu->spal;
|
|
}
|
|
else
|
|
{
|
|
// if sector pal is something other than default
|
|
uint8_t pal = tsectp->floorpal;
|
|
bool nosectpal=false;
|
|
|
|
// sprite does not take on the new pal if sector flag is set
|
|
if (tsectp->hasU() && TEST(tsectp->flags, SECTFU_DONT_COPY_PALETTE))
|
|
{
|
|
pal = PALETTE_DEFAULT;
|
|
nosectpal = true;
|
|
}
|
|
|
|
//if(tu->spal == PALETTE_DEFAULT)
|
|
if (tsp->hitag != SECTFU_DONT_COPY_PALETTE && tsp->hitag != LUMINOUS
|
|
&& !nosectpal
|
|
&& pal != PALETTE_FOG && pal != PALETTE_DIVE &&
|
|
pal != PALETTE_DIVE_LAVA)
|
|
tsp->pal = pal;
|
|
else
|
|
tsp->pal = tu->spal;
|
|
|
|
}
|
|
}
|
|
|
|
// Sprite debug information mode
|
|
if (tsp->hitag == 9997)
|
|
{
|
|
tsp->pal = PALETTE_RED_LIGHTING;
|
|
// Turn it off, it gets reset by PrintSpriteInfo
|
|
tActor->s().hitag = 0;
|
|
}
|
|
}
|
|
|
|
if (sw_darts)
|
|
if (tsp->statnum == STAT_STAR_QUEUE)
|
|
{
|
|
tsp->picnum = DART_PIC;
|
|
tsp->ang = NORM_ANGLE(tsp->ang - 512);
|
|
tsp->xrepeat = tsp->yrepeat = DART_REPEAT;
|
|
SET(tsp->cstat, CSTAT_SPRITE_ALIGNMENT_WALL);
|
|
}
|
|
|
|
// Call my sprite handler
|
|
// Does autosizing and voxel handling
|
|
JAnalyzeSprites(tsp);
|
|
|
|
// only do this of you are a player sprite
|
|
//if (tsp->statnum >= STAT_PLAYER0 && tsp->statnum < STAT_PLAYER0 + MAX_SW_PLAYERS)
|
|
if (tu && tu->PlayerP)
|
|
{
|
|
// Shadow spell
|
|
if (!TEST(tsp->cstat, CSTAT_SPRITE_TRANSLUCENT))
|
|
ShadeSprite(tsp);
|
|
|
|
// sw if its your playersprite
|
|
if (Player[screenpeek].Actor() == tActor)
|
|
{
|
|
PLAYERp pp = Player + screenpeek;
|
|
if (display_mirror || TEST(pp->Flags, PF_VIEW_FROM_OUTSIDE|PF_VIEW_FROM_CAMERA))
|
|
{
|
|
if (TEST(pp->Flags, PF_VIEW_FROM_OUTSIDE))
|
|
SET(tsp->cstat, CSTAT_SPRITE_TRANSLUCENT);
|
|
|
|
if (TEST(pp->Flags, PF_CLIMBING))
|
|
{
|
|
// move sprite forward some so he looks like he's
|
|
// climbing
|
|
tsp->x = pp->six + MOVEx(128 + 80, tsp->ang);
|
|
tsp->y = pp->siy + MOVEy(128 + 80, tsp->ang);
|
|
}
|
|
else
|
|
{
|
|
tsp->x = pp->six;
|
|
tsp->y = pp->siy;
|
|
}
|
|
|
|
tsp->z = tsp->z + pp->siz;
|
|
tsp->ang = pp->siang;
|
|
//continue;
|
|
}
|
|
else
|
|
{
|
|
// dont draw your sprite
|
|
tsp->owner = -1;
|
|
//SET(tsp->cstat, CSTAT_SPRITE_INVISIBLE);
|
|
}
|
|
}
|
|
else // Otherwise just interpolate the player sprite
|
|
{
|
|
PLAYERp pp = tu->PlayerP;
|
|
int sr = 65536 - int(smoothratio);
|
|
tsp->x -= MulScale(pp->posx - pp->oposx, sr, 16);
|
|
tsp->y -= MulScale(pp->posy - pp->oposy, sr, 16);
|
|
tsp->z -= MulScale(pp->posz - pp->oposz, sr, 16);
|
|
tsp->ang -= MulScale(pp->angle.ang.asbuild() - pp->angle.oang.asbuild(), sr, 16);
|
|
}
|
|
}
|
|
|
|
if (OverlapDraw && FAF_ConnectArea(tsp->sectnum) && tsp->owner >= 0)
|
|
{
|
|
ConnectCopySprite(tsp);
|
|
}
|
|
|
|
//
|
|
// kens original sprite shade code he moved out of the engine
|
|
//
|
|
|
|
switch (tsp->statnum)
|
|
{
|
|
case STAT_ENEMY:
|
|
case STAT_DEAD_ACTOR:
|
|
case STAT_FAF_COPY:
|
|
break;
|
|
default:
|
|
newshade = tsp->shade;
|
|
newshade += 6;
|
|
if (newshade > 127) newshade = 127;
|
|
tsp->shade = int8_t(newshade);
|
|
}
|
|
|
|
if (TEST(tsectp->ceilingstat, CEILING_STAT_PLAX))
|
|
{
|
|
newshade = tsp->shade;
|
|
newshade += tsectp->ceilingshade;
|
|
if (newshade > 127) newshade = 127;
|
|
if (newshade < -128) newshade = -128;
|
|
tsp->shade = int8_t(newshade);
|
|
}
|
|
else
|
|
{
|
|
newshade = tsp->shade;
|
|
newshade += tsectp->floorshade;
|
|
if (newshade > 127) newshade = 127;
|
|
if (newshade < -128) newshade = -128;
|
|
tsp->shade = int8_t(newshade);
|
|
}
|
|
|
|
if (tsp->hitag == 9998)
|
|
tsp->shade = 127; // Invisible enemy ninjas
|
|
|
|
// Correct shades for luminous sprites
|
|
if (tsp->hitag == LUMINOUS)
|
|
{
|
|
tsp->shade = -128;
|
|
}
|
|
|
|
if (pp->NightVision && TEST(tsp->extra, SPRX_PLAYER_OR_ENEMY))
|
|
{
|
|
if (tu && tu->ID == TRASHCAN) continue; // Don't light up trashcan
|
|
|
|
tsp->pal = PALETTE_ILLUMINATE; // Make sprites REALLY bright green.
|
|
tsp->shade = -128;
|
|
}
|
|
|
|
if (tu && tu->PlayerP)
|
|
{
|
|
if (TEST(tu->Flags2, SPR2_VIS_SHADING))
|
|
{
|
|
if (Player[screenpeek].Actor() != tActor)
|
|
{
|
|
if (!TEST(tu->PlayerP->Flags, PF_VIEW_FROM_OUTSIDE))
|
|
{
|
|
RESET(tsp->cstat, CSTAT_SPRITE_TRANSLUCENT);
|
|
}
|
|
}
|
|
|
|
tsp->shade = 12 - STD_RANDOM_RANGE(30);
|
|
}
|
|
}
|
|
}
|
|
|
|
WarpCopySprite(tsprite, spritesortcnt);
|
|
|
|
}
|
|
|
|
|
|
#if 1
|
|
tspriteptr_t get_tsprite(spritetype* tsprite, int& spritesortcnt, int SpriteNum)
|
|
{
|
|
int tSpriteNum;
|
|
|
|
for (tSpriteNum = spritesortcnt - 1; tSpriteNum >= 0; tSpriteNum--)
|
|
{
|
|
if (tsprite[tSpriteNum].owner == SpriteNum)
|
|
return &tsprite[tSpriteNum];
|
|
}
|
|
|
|
return nullptr;
|
|
}
|
|
|
|
void
|
|
post_analyzesprites(spritetype* tsprite, int& spritesortcnt)
|
|
{
|
|
int tSpriteNum;
|
|
USERp tu;
|
|
|
|
for (tSpriteNum = spritesortcnt - 1; tSpriteNum >= 0; tSpriteNum--)
|
|
{
|
|
int SpriteNum = tsprite[tSpriteNum].owner;
|
|
if (SpriteNum < 0) continue; // JBF: verify this is safe
|
|
tspriteptr_t tsp = &tsprite[tSpriteNum];
|
|
tu = swActors[SpriteNum].u();
|
|
|
|
if (tu)
|
|
{
|
|
if (tu->ID == FIREBALL_FLAMES && tu->attachActor != nullptr)
|
|
{
|
|
tspriteptr_t const atsp = get_tsprite(tsprite, spritesortcnt, tu->attachActor->GetSpriteIndex());
|
|
|
|
if (!atsp)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
tsp->x = atsp->x;
|
|
tsp->y = atsp->y;
|
|
// statnum is priority - draw this ALWAYS first at 0
|
|
// statnum is priority - draw this ALWAYS last at MAXSTATUS
|
|
if (TEST(atsp->extra, SPRX_BURNABLE))
|
|
{
|
|
atsp->statnum = 1;
|
|
tsp->statnum = 0;
|
|
}
|
|
else
|
|
tsp->statnum = MAXSTATUS;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
#endif
|
|
|
|
void
|
|
CircleCamera(int *nx, int *ny, int *nz, int *vsect, binangle *nang, fixed_t q16horiz)
|
|
{
|
|
vec3_t n = { *nx, *ny, *nz };
|
|
SPRITEp sp;
|
|
hitdata_t hitinfo;
|
|
int i, vx, vy, vz, hx, hy;
|
|
short bakcstat, daang;
|
|
PLAYERp pp = &Player[screenpeek];
|
|
binangle ang;
|
|
|
|
ang = *nang + buildang(pp->circle_camera_ang);
|
|
|
|
// Calculate the vector (nx,ny,nz) to shoot backwards
|
|
vx = -ang.bcos(-4);
|
|
vy = -ang.bsin(-4);
|
|
|
|
// lengthen the vector some
|
|
vx += DIV2(vx);
|
|
vy += DIV2(vy);
|
|
|
|
vz = q16horiz >> 8;
|
|
|
|
// Player sprite of current view
|
|
sp = &pp->Actor()->s();
|
|
|
|
bakcstat = sp->cstat;
|
|
RESET(sp->cstat, CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN);
|
|
|
|
// Make sure sector passed to hitscan is correct
|
|
//updatesector(*nx, *ny, vsect);
|
|
|
|
hitscan(&n, *vsect, vx, vy, vz,
|
|
&hitinfo, CLIPMASK_MISSILE);
|
|
|
|
sp->cstat = bakcstat; // Restore cstat
|
|
//ASSERT(hitinfo.sect >= 0);
|
|
|
|
hx = hitinfo.pos.x - (*nx);
|
|
hy = hitinfo.pos.y - (*ny);
|
|
|
|
// If something is in the way, make pp->circle_camera_dist lower if necessary
|
|
if (abs(vx) + abs(vy) > abs(hx) + abs(hy))
|
|
{
|
|
if (hitinfo.wall >= 0) // Push you a little bit off the wall
|
|
{
|
|
*vsect = hitinfo.sect;
|
|
|
|
daang = getangle(wall[wall[hitinfo.wall].point2].x - wall[hitinfo.wall].x,
|
|
wall[wall[hitinfo.wall].point2].y - wall[hitinfo.wall].y);
|
|
|
|
i = vx * bsin(daang) + vy * -bcos(daang);
|
|
if (abs(vx) > abs(vy))
|
|
hx -= MulScale(vx, i, 28);
|
|
else
|
|
hy -= MulScale(vy, i, 28);
|
|
}
|
|
else if (hitinfo.sprite < 0) // Push you off the ceiling/floor
|
|
{
|
|
*vsect = hitinfo.sect;
|
|
|
|
if (abs(vx) > abs(vy))
|
|
hx -= (vx >> 5);
|
|
else
|
|
hy -= (vy >> 5);
|
|
}
|
|
else
|
|
{
|
|
SPRITEp hsp = &swActors[hitinfo.sprite].s();
|
|
int flag_backup;
|
|
|
|
// if you hit a sprite that's not a wall sprite - try again
|
|
if (!TEST(hsp->cstat, CSTAT_SPRITE_ALIGNMENT_WALL))
|
|
{
|
|
flag_backup = hsp->cstat;
|
|
RESET(hsp->cstat, CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN);
|
|
|
|
CircleCamera(nx, ny, nz, vsect, nang, q16horiz);
|
|
hsp->cstat = flag_backup;
|
|
return;
|
|
}
|
|
}
|
|
|
|
if (abs(vx) > abs(vy))
|
|
i = IntToFixed(hx) / vx;
|
|
else
|
|
i = IntToFixed(hy) / vy;
|
|
|
|
if (i < pp->circle_camera_dist)
|
|
pp->circle_camera_dist = i;
|
|
}
|
|
|
|
// Actually move you! (Camerdist is 65536 if nothing is in the way)
|
|
*nx = (*nx) + FixedToInt(vx * pp->circle_camera_dist);
|
|
*ny = (*ny) + FixedToInt(vy * pp->circle_camera_dist);
|
|
*nz = (*nz) + FixedToInt(vz * pp->circle_camera_dist);
|
|
|
|
// Slowly increase pp->circle_camera_dist until it reaches 65536
|
|
// Synctics is a timer variable so it increases the same rate
|
|
// on all speed computers
|
|
pp->circle_camera_dist = min(pp->circle_camera_dist + (3 << 8), 65536);
|
|
//pp->circle_camera_dist = min(pp->circle_camera_dist + (synctics << 10), 65536);
|
|
|
|
// Make sure vsect is correct
|
|
updatesectorz(*nx, *ny, *nz, vsect);
|
|
|
|
*nang = ang;
|
|
}
|
|
|
|
FString GameInterface::GetCoordString()
|
|
{
|
|
PLAYERp pp = Player + myconnectindex;
|
|
FString out;
|
|
out.AppendFormat("POSX:%d ", pp->posx);
|
|
out.AppendFormat("POSY:%d ", pp->posy);
|
|
out.AppendFormat("POSZ:%d ", pp->posz);
|
|
out.AppendFormat("ANG:%d\n", pp->angle.ang.asbuild());
|
|
|
|
return out;
|
|
}
|
|
|
|
|
|
void PrintSpriteInfo(PLAYERp pp)
|
|
{
|
|
const int Y_STEP = 7;
|
|
SPRITEp sp;
|
|
USERp u;
|
|
|
|
//if (SpriteInfo && !LocationInfo)
|
|
{
|
|
auto actor = DoPickTarget(pp->Actor(), 32, 2);
|
|
sp = &actor->s();
|
|
u = actor->u();
|
|
|
|
sp->hitag = 9997; // Special tag to make the actor glow red for one frame
|
|
|
|
if (actor == nullptr)
|
|
{
|
|
Printf("SPRITENUM: NONE TARGETED\n");
|
|
return;
|
|
}
|
|
else
|
|
Printf("SPRITENUM:%d\n", actor->GetIndex());
|
|
|
|
if (u)
|
|
{
|
|
Printf("ID:%d, ", u->ID);
|
|
Printf("PALETTE:%d, ", u->spal);
|
|
Printf("HEALTH:%d, ", u->Health);
|
|
Printf("WAITTICS:%d, ", u->WaitTics);
|
|
Printf("COUNTER:%d, ", u->Counter);
|
|
Printf("COUNTER2:%d\n", u->Counter);
|
|
}
|
|
if (sp)
|
|
{
|
|
Printf("POSX:%d, ", sp->x);
|
|
Printf("POSY:%d, ", sp->y);
|
|
Printf("POSZ:%d,", sp->z);
|
|
Printf("ANG:%d\n", sp->ang);
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
void DrawCrosshair(PLAYERp pp)
|
|
{
|
|
extern bool CameraTestMode;
|
|
|
|
if (!(CameraTestMode))
|
|
{
|
|
USERp u = pp->Actor()->u();
|
|
::DrawCrosshair(2326, u->Health, -pp->angle.look_anghalf(smoothratio), TEST(pp->Flags, PF_VIEW_FROM_OUTSIDE) ? 5 : 0, 2, shadeToLight(10));
|
|
}
|
|
}
|
|
|
|
void CameraView(PLAYERp pp, int *tx, int *ty, int *tz, int *tsectnum, binangle *tang, fixedhoriz *thoriz)
|
|
{
|
|
binangle ang;
|
|
SPRITEp sp;
|
|
bool found_camera = false;
|
|
bool player_in_camera = false;
|
|
bool FAFcansee_test;
|
|
bool ang_test;
|
|
|
|
if (pp == &Player[screenpeek])
|
|
{
|
|
SWStatIterator it(STAT_DEMO_CAMERA);
|
|
while (auto actor = it.Next())
|
|
{
|
|
sp = &actor->s();
|
|
|
|
ang = bvectangbam(*tx - sp->x, *ty - sp->y);
|
|
ang_test = getincangle(ang.asbuild(), sp->ang) < sp->lotag;
|
|
|
|
FAFcansee_test =
|
|
(FAFcansee(sp->x, sp->y, sp->z, sp->sectnum, *tx, *ty, *tz, pp->cursectnum) ||
|
|
FAFcansee(sp->x, sp->y, sp->z, sp->sectnum, *tx, *ty, *tz + SPRITEp_SIZE_Z(&pp->Actor()->s()), pp->cursectnum));
|
|
|
|
player_in_camera = ang_test && FAFcansee_test;
|
|
|
|
if (player_in_camera || pp->camera_check_time_delay > 0)
|
|
{
|
|
|
|
// if your not in the camera but are still looking
|
|
// make sure that only the last camera shows you
|
|
|
|
if (!player_in_camera && pp->camera_check_time_delay > 0)
|
|
{
|
|
if (pp->last_camera_sp != sp)
|
|
continue;
|
|
}
|
|
|
|
switch (sp->clipdist)
|
|
{
|
|
case 1:
|
|
pp->last_camera_sp = sp;
|
|
CircleCamera(tx, ty, tz, tsectnum, tang, 0);
|
|
found_camera = true;
|
|
break;
|
|
|
|
default:
|
|
{
|
|
int xvect,yvect,zvect,zdiff;
|
|
|
|
pp->last_camera_sp = sp;
|
|
|
|
xvect = ang.bcos(-3);
|
|
yvect = ang.bsin(-3);
|
|
|
|
zdiff = sp->z - *tz;
|
|
if (labs(sp->x - *tx) > 1000)
|
|
zvect = Scale(xvect, zdiff, sp->x - *tx);
|
|
else if (labs(sp->y - *ty) > 1000)
|
|
zvect = Scale(yvect, zdiff, sp->y - *ty);
|
|
else if (sp->x - *tx != 0)
|
|
zvect = Scale(xvect, zdiff, sp->x - *tx);
|
|
else if (sp->y - *ty != 0)
|
|
zvect = Scale(yvect, zdiff, sp->y - *ty);
|
|
else
|
|
zvect = 0;
|
|
|
|
// new horiz to player
|
|
*thoriz = q16horiz(clamp(-(zvect << 8), gi->playerHorizMin(), gi->playerHorizMax()));
|
|
|
|
//DSPRINTF(ds,"xvect %d,yvect %d,zvect %d,thoriz %d",xvect,yvect,zvect,*thoriz.asbuild());
|
|
MONO_PRINT(ds);
|
|
|
|
*tang = ang;
|
|
*tx = sp->x;
|
|
*ty = sp->y;
|
|
*tz = sp->z;
|
|
*tsectnum = sp->sectnum;
|
|
|
|
found_camera = true;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (found_camera)
|
|
break;
|
|
}
|
|
}
|
|
|
|
// if you player_in_camera you definately have a camera
|
|
if (player_in_camera)
|
|
{
|
|
pp->camera_check_time_delay = 120/2;
|
|
SET(pp->Flags, PF_VIEW_FROM_CAMERA);
|
|
|
|
ASSERT(found_camera);
|
|
}
|
|
else
|
|
// if you !player_in_camera you still might have a camera
|
|
// for a split second
|
|
{
|
|
if (found_camera)
|
|
{
|
|
SET(pp->Flags, PF_VIEW_FROM_CAMERA);
|
|
}
|
|
else
|
|
{
|
|
pp->circle_camera_ang = 0;
|
|
pp->circle_camera_dist = CIRCLE_CAMERA_DIST_MIN;
|
|
RESET(pp->Flags, PF_VIEW_FROM_CAMERA);
|
|
}
|
|
}
|
|
}
|
|
|
|
void
|
|
PreDraw(void)
|
|
{
|
|
int i;
|
|
PreDrawStackedWater();
|
|
|
|
SWStatIterator it(STAT_FLOOR_SLOPE_DONT_DRAW);
|
|
while (auto actor = it.Next())
|
|
{
|
|
RESET(sector[actor->s().sectnum].floorstat, FLOOR_STAT_SLOPE);
|
|
}
|
|
}
|
|
|
|
void
|
|
PostDraw(void)
|
|
{
|
|
int i;
|
|
SWStatIterator it(STAT_FLOOR_SLOPE_DONT_DRAW);
|
|
while (auto actor = it.Next())
|
|
{
|
|
SET(sector[actor->s().sectnum].floorstat, FLOOR_STAT_SLOPE);
|
|
}
|
|
|
|
it.Reset(STAT_FAF_COPY);
|
|
while (auto actor = it.Next())
|
|
{
|
|
actor->clearUser();
|
|
deletesprite(actor->GetSpriteIndex());
|
|
}
|
|
}
|
|
|
|
DSWActor* CopySprite(spritetype const * tsp, short newsector)
|
|
{
|
|
SPRITEp sp;
|
|
|
|
auto actorNew = InsertActor(newsector, STAT_FAF_COPY);
|
|
sp = &actorNew->s();
|
|
|
|
sp->x = tsp->x;
|
|
sp->y = tsp->y;
|
|
sp->z = tsp->z;
|
|
sp->cstat = tsp->cstat;
|
|
sp->picnum = tsp->picnum;
|
|
sp->pal = tsp->pal;
|
|
sp->xrepeat = tsp->xrepeat;
|
|
sp->yrepeat = tsp->yrepeat;
|
|
sp->xoffset = tsp->xoffset;
|
|
sp->yoffset = tsp->yoffset;
|
|
sp->ang = tsp->ang;
|
|
sp->xvel = tsp->xvel;
|
|
sp->yvel = tsp->yvel;
|
|
sp->zvel = tsp->zvel;
|
|
sp->shade = tsp->shade;
|
|
|
|
RESET(sp->cstat, CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN);
|
|
|
|
return actorNew;
|
|
}
|
|
|
|
DSWActor* ConnectCopySprite(spritetype const * tsp)
|
|
{
|
|
int newsector;
|
|
int testz;
|
|
|
|
if (FAF_ConnectCeiling(tsp->sectnum))
|
|
{
|
|
newsector = tsp->sectnum;
|
|
testz = SPRITEp_TOS(tsp) - Z(10);
|
|
|
|
if (testz < tsp->sector()->ceilingz)
|
|
updatesectorz(tsp->x, tsp->y, testz, &newsector);
|
|
|
|
if (newsector >= 0 && newsector != tsp->sectnum)
|
|
{
|
|
return CopySprite(tsp, newsector);
|
|
}
|
|
}
|
|
|
|
if (FAF_ConnectFloor(tsp->sectnum))
|
|
{
|
|
newsector = tsp->sectnum;
|
|
testz = SPRITEp_BOS(tsp) + Z(10);
|
|
|
|
if (testz > tsp->sector()->floorz)
|
|
updatesectorz(tsp->x, tsp->y, testz, &newsector);
|
|
|
|
if (newsector >= 0 && newsector != tsp->sectnum)
|
|
{
|
|
return CopySprite(tsp, newsector);
|
|
}
|
|
}
|
|
|
|
return nullptr;
|
|
}
|
|
|
|
|
|
void PreDrawStackedWater(void)
|
|
{
|
|
SWStatIterator it(STAT_CEILING_FLOOR_PIC_OVERRIDE);
|
|
while (auto itActor = it.Next())
|
|
{
|
|
SWSectIterator it2(itActor->s().sectnum);
|
|
while (auto itActor2 = it2.Next())
|
|
{
|
|
if (itActor2->hasU())
|
|
{
|
|
auto sp = &itActor2->s();
|
|
auto u = itActor2->u();
|
|
if (sp->statnum == STAT_ITEM)
|
|
continue;
|
|
|
|
if (sp->statnum <= STAT_DEFAULT || sp->statnum > STAT_PLAYER0 + MAX_SW_PLAYERS)
|
|
continue;
|
|
|
|
// code so that a copied sprite will not make another copy
|
|
if (u->xchange == -989898)
|
|
continue;
|
|
|
|
auto actorNew = ConnectCopySprite((spritetype const *)sp);
|
|
if (actorNew != nullptr)
|
|
{
|
|
// spawn a user
|
|
auto nu = actorNew->allocUser();
|
|
|
|
nu->xchange = -989898;
|
|
|
|
// copy everything reasonable from the user that
|
|
// analyzesprites() needs to draw the image
|
|
nu->State = u->State;
|
|
nu->Rot = u->Rot;
|
|
nu->StateStart = u->StateStart;
|
|
nu->StateEnd = u->StateEnd;
|
|
nu->Flags = u->Flags;
|
|
nu->Flags2 = u->Flags2;
|
|
nu->RotNum = u->RotNum;
|
|
nu->ID = u->ID;
|
|
|
|
nu->PlayerP = u->PlayerP;
|
|
nu->spal = u->spal;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
short ScreenSavePic = false;
|
|
|
|
void DoPlayerDiveMeter(PLAYERp pp);
|
|
|
|
void polymost_drawscreen(PLAYERp pp, int tx, int ty, int tz, binangle tang, fixedhoriz thoriz, int tsectnum);
|
|
|
|
|
|
void UpdateWallPortalState()
|
|
{
|
|
// This is too obtuse to be maintained statically, but with 8 mirrors at most easy to be kept up to date.
|
|
for (int i = 0; i < mirrorcnt; i++)
|
|
{
|
|
if (mirror[i].mirrorwall < 0) {
|
|
continue;
|
|
}
|
|
walltype* wal = &wall[mirror[i].mirrorwall];
|
|
if (wal->picnum != MIRRORLABEL + i)
|
|
{
|
|
wal->portalflags = 0;
|
|
continue;
|
|
}
|
|
wal->portalflags = 0;
|
|
wal->portalnum = 0;
|
|
|
|
if (!mirror[i].ismagic)
|
|
{
|
|
// a simple mirror
|
|
wal->portalflags = PORTAL_WALL_MIRROR;
|
|
}
|
|
else
|
|
{
|
|
auto sp = &mirror[i].cameraActor->s();
|
|
if (!TEST_BOOL1(sp))
|
|
{
|
|
wal->portalflags = PORTAL_WALL_TO_SPRITE;
|
|
wal->portalnum = mirror[i].cameraActor->GetSpriteIndex();
|
|
}
|
|
}
|
|
}
|
|
|
|
SWStatIterator it(STAT_CEILING_FLOOR_PIC_OVERRIDE);
|
|
while (auto actor = it.Next())
|
|
{
|
|
auto sp = &actor->s();
|
|
if (SP_TAG3(sp) == 0)
|
|
{
|
|
// back up ceilingpicnum and ceilingstat
|
|
SP_TAG5(sp) = sp->sector()->ceilingpicnum;
|
|
sp->sector()->ceilingpicnum = SP_TAG2(sp);
|
|
SP_TAG4(sp) = sp->sector()->ceilingstat;
|
|
//SET(sp->sector()->ceilingstat, ((int)SP_TAG7(sp))<<7);
|
|
SET(sp->sector()->ceilingstat, SP_TAG6(sp));
|
|
RESET(sp->sector()->ceilingstat, CEILING_STAT_PLAX);
|
|
}
|
|
else if (SP_TAG3(sp) == 1)
|
|
{
|
|
SP_TAG5(sp) = sp->sector()->floorpicnum;
|
|
sp->sector()->floorpicnum = SP_TAG2(sp);
|
|
SP_TAG4(sp) = sp->sector()->floorstat;
|
|
//SET(sp->sector()->floorstat, ((int)SP_TAG7(sp))<<7);
|
|
SET(sp->sector()->floorstat, SP_TAG6(sp));
|
|
RESET(sp->sector()->floorstat, FLOOR_STAT_PLAX);
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
void RestorePortalState()
|
|
{
|
|
SWStatIterator it(STAT_CEILING_FLOOR_PIC_OVERRIDE);
|
|
while (auto actor = it.Next())
|
|
{
|
|
auto sp = &actor->s();
|
|
if (SP_TAG3(sp) == 0)
|
|
{
|
|
// restore ceilingpicnum and ceilingstat
|
|
sp->sector()->ceilingpicnum = SP_TAG5(sp);
|
|
sp->sector()->ceilingstat = SP_TAG4(sp);
|
|
//RESET(sp->sector()->ceilingstat, CEILING_STAT_TYPE_MASK);
|
|
RESET(sp->sector()->ceilingstat, CEILING_STAT_PLAX);
|
|
}
|
|
else if (SP_TAG3(sp) == 1)
|
|
{
|
|
sp->sector()->floorpicnum = SP_TAG5(sp);
|
|
sp->sector()->floorstat = SP_TAG4(sp);
|
|
//RESET(sp->sector()->floorstat, FLOOR_STAT_TYPE_MASK);
|
|
RESET(sp->sector()->floorstat, FLOOR_STAT_PLAX);
|
|
}
|
|
}
|
|
}
|
|
|
|
void
|
|
drawscreen(PLAYERp pp, double smoothratio)
|
|
{
|
|
extern bool CameraTestMode;
|
|
int tx, ty, tz;
|
|
binangle tang, trotscrnang;
|
|
fixedhoriz thoriz;
|
|
int tsectnum;
|
|
short i,j;
|
|
int bob_amt = 0;
|
|
int quake_z, quake_x, quake_y;
|
|
short quake_ang;
|
|
extern bool FAF_DebugView;
|
|
PLAYERp camerapp; // prediction player if prediction is on, else regular player
|
|
|
|
// last valid stuff
|
|
static short lv_sectnum = -1;
|
|
static int lv_x, lv_y, lv_z;
|
|
|
|
int const viewingRange = viewingrange;
|
|
|
|
DrawScreen = true;
|
|
PreDraw();
|
|
|
|
PreUpdatePanel(smoothratio);
|
|
int sr = (int)smoothratio;
|
|
pm_smoothratio = sr;
|
|
|
|
if (!ScreenSavePic)
|
|
{
|
|
DoInterpolations(smoothratio / 65536.); // Stick at beginning of drawscreen
|
|
if (cl_sointerpolation)
|
|
so_dointerpolations(sr); // Stick at beginning of drawscreen
|
|
}
|
|
|
|
// TENSW: when rendering with prediction, the only thing that counts should
|
|
// be the predicted player.
|
|
if (PredictionOn && CommEnabled && pp == Player+myconnectindex)
|
|
camerapp = ppp;
|
|
else
|
|
camerapp = pp;
|
|
|
|
tx = interpolatedvalue(camerapp->oposx, camerapp->posx, sr);
|
|
ty = interpolatedvalue(camerapp->oposy, camerapp->posy, sr);
|
|
tz = interpolatedvalue(camerapp->oposz, camerapp->posz, sr);
|
|
|
|
// Interpolate the player's angle while on a sector object, just like VoidSW.
|
|
// This isn't needed for the turret as it was fixable, but moving sector objects are problematic.
|
|
if (SyncInput() || pp != Player+myconnectindex)
|
|
{
|
|
tang = camerapp->angle.interpolatedsum(smoothratio);
|
|
thoriz = camerapp->horizon.interpolatedsum(smoothratio);
|
|
trotscrnang = camerapp->angle.interpolatedrotscrn(smoothratio);
|
|
}
|
|
else
|
|
{
|
|
tang = pp->angle.sum();
|
|
thoriz = pp->horizon.sum();
|
|
trotscrnang = pp->angle.rotscrnang;
|
|
}
|
|
tsectnum = camerapp->cursectnum;
|
|
|
|
updatesector(tx, ty, &tsectnum);
|
|
|
|
if (tsectnum >= 0)
|
|
{
|
|
// last valid stuff
|
|
lv_sectnum = tsectnum;
|
|
lv_x = tx;
|
|
lv_y = ty;
|
|
lv_z = tz;
|
|
}
|
|
|
|
if (pp->sop_riding || pp->sop_control)
|
|
{
|
|
if (pp->sop_control &&
|
|
(!cl_sointerpolation || (CommEnabled && !pp->sop_remote)))
|
|
{
|
|
tx = pp->posx;
|
|
ty = pp->posy;
|
|
tz = pp->posz;
|
|
tang = pp->angle.ang;
|
|
}
|
|
tsectnum = pp->cursectnum;
|
|
updatesectorz(tx, ty, tz, &tsectnum);
|
|
}
|
|
|
|
pp->six = tx;
|
|
pp->siy = ty;
|
|
pp->siz = tz - pp->posz;
|
|
pp->siang = tang.asbuild();
|
|
|
|
QuakeViewChange(camerapp, &quake_z, &quake_x, &quake_y, &quake_ang);
|
|
VisViewChange(camerapp, &g_visibility);
|
|
tz = tz + quake_z;
|
|
tx = tx + quake_x;
|
|
ty = ty + quake_y;
|
|
//thoriz += buildhoriz(quake_x);
|
|
tang += buildang(quake_ang);
|
|
|
|
if (pp->sop_remote)
|
|
{
|
|
auto rsp = &pp->remoteActor->s();
|
|
if (TEST_BOOL1(rsp))
|
|
tang = buildang(rsp->ang);
|
|
else
|
|
tang = bvectangbam(pp->sop_remote->xmid - tx, pp->sop_remote->ymid - ty);
|
|
}
|
|
|
|
if (TEST(pp->Flags, PF_VIEW_FROM_OUTSIDE))
|
|
{
|
|
tz -= 8448;
|
|
|
|
if (!calcChaseCamPos(&tx, &ty, &tz, &pp->Actor()->s(), &tsectnum, tang, thoriz, smoothratio))
|
|
{
|
|
tz += 8448;
|
|
calcChaseCamPos(&tx, &ty, &tz, &pp->Actor()->s(), &tsectnum, tang, thoriz, smoothratio);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
bob_amt = camerapp->bob_amt;
|
|
|
|
if (CameraTestMode)
|
|
{
|
|
CameraView(camerapp, &tx, &ty, &tz, &tsectnum, &tang, &thoriz);
|
|
}
|
|
}
|
|
|
|
if (!TEST(pp->Flags, PF_VIEW_FROM_CAMERA|PF_VIEW_FROM_OUTSIDE))
|
|
{
|
|
if (cl_viewbob)
|
|
{
|
|
tz += bob_amt;
|
|
tz += interpolatedvalue(pp->obob_z, pp->bob_z, smoothratio);
|
|
}
|
|
|
|
// recoil only when not in camera
|
|
thoriz = q16horiz(clamp(thoriz.asq16() + interpolatedvalue(pp->recoil_ohorizoff, pp->recoil_horizoff, smoothratio), gi->playerHorizMin(), gi->playerHorizMax()));
|
|
}
|
|
|
|
if (automapMode != am_full)// && !ScreenSavePic)
|
|
{
|
|
// Cameras must be done before the main loop.
|
|
if (!testnewrenderer) JS_DrawCameras(pp, tx, ty, tz, smoothratio);
|
|
else JS_CameraParms(pp, tx, ty, tz);
|
|
}
|
|
|
|
if (!testnewrenderer)
|
|
{
|
|
renderSetRollAngle((float)trotscrnang.asbuildf());
|
|
polymost_drawscreen(pp, tx, ty, tz, tang, thoriz, tsectnum);
|
|
}
|
|
else
|
|
{
|
|
UpdateWallPortalState();
|
|
render_drawrooms(&pp->Actor()->s(), { tx, ty, tz }, tsectnum, tang, thoriz, trotscrnang, smoothratio);
|
|
RestorePortalState();
|
|
}
|
|
|
|
|
|
if (!ScreenSavePic) UpdatePanel(smoothratio);
|
|
|
|
// if doing a screen save don't need to process the rest
|
|
if (ScreenSavePic)
|
|
{
|
|
DrawScreen = false;
|
|
return;
|
|
}
|
|
|
|
|
|
MarkSectorSeen(pp->cursectnum);
|
|
|
|
if ((automapMode != am_off) && pp == Player+myconnectindex)
|
|
{
|
|
SWSpriteIterator it;
|
|
while (auto actor = it.Next())
|
|
{
|
|
auto sp = &actor->s();
|
|
// Don't show sprites tagged with 257
|
|
if (sp->lotag == 257)
|
|
{
|
|
if (TEST(sp->cstat, CSTAT_SPRITE_ALIGNMENT_FLOOR))
|
|
{
|
|
RESET(sp->cstat, CSTAT_SPRITE_ALIGNMENT_FLOOR);
|
|
sp->owner = -2;
|
|
}
|
|
}
|
|
}
|
|
DrawOverheadMap(tx, ty, tang.asbuild(), smoothratio);
|
|
}
|
|
|
|
SWSpriteIterator it;
|
|
while (auto actor = it.Next())
|
|
{
|
|
auto sp = &actor->s();
|
|
// Don't show sprites tagged with 257
|
|
if (sp->lotag == 257 && sp->owner == -2)
|
|
{
|
|
SET(sp->cstat, CSTAT_SPRITE_ALIGNMENT_FLOOR);
|
|
sp->owner = -1;
|
|
}
|
|
}
|
|
|
|
#if SYNC_TEST
|
|
SyncStatMessage();
|
|
#endif
|
|
|
|
UpdateStatusBar();
|
|
DrawCrosshair(pp);
|
|
DoPlayerDiveMeter(pp); // Do the underwater breathing bar
|
|
|
|
// Boss Health Meter, if Boss present
|
|
BossHealthMeter();
|
|
|
|
#if SYNC_TEST
|
|
SyncStatMessage();
|
|
#endif
|
|
|
|
RestoreInterpolations(); // Stick at end of drawscreen
|
|
if (cl_sointerpolation)
|
|
so_restoreinterpolations(); // Stick at end of drawscreen
|
|
|
|
if (paused && !M_Active())
|
|
{
|
|
auto str = GStrings("Game Paused");
|
|
auto font = PickSmallFont(str);
|
|
int w = font->StringWidth(str);
|
|
DrawText(twod, font, CR_UNTRANSLATED, 160-w, 100, str, DTA_FullscreenScale, FSMode_Fit320x200, TAG_DONE);
|
|
}
|
|
|
|
if (!CommEnabled && TEST(pp->Flags, PF_DEAD))
|
|
{
|
|
if (ReloadPrompt)
|
|
{
|
|
ReloadPrompt = false;
|
|
}
|
|
}
|
|
|
|
PostDraw();
|
|
DrawScreen = false;
|
|
}
|
|
|
|
bool GameInterface::GenerateSavePic()
|
|
{
|
|
ScreenSavePic = true;
|
|
drawscreen(Player + myconnectindex, 65536);
|
|
ScreenSavePic = false;
|
|
return true;
|
|
}
|
|
|
|
|
|
|
|
|
|
bool GameInterface::DrawAutomapPlayer(int mx, int my, int cposx, int cposy, int czoom, int cang, double const smoothratio)
|
|
{
|
|
int i, k, l, x1, y1, x2, y2, x3, y3, x4, y4, ox, oy, xoff, yoff;
|
|
int dax, day, cosang, sinang, xspan, yspan, sprx, spry;
|
|
int xrepeat, yrepeat, z1, z2, startwall, endwall, tilenum, daang;
|
|
int xvect, yvect;
|
|
walltype* wal, * wal2;
|
|
spritetype* spr;
|
|
short p;
|
|
static int pspr_ndx[8] = { 0,0,0,0,0,0,0,0 };
|
|
bool sprisplayer = false;
|
|
short txt_x, txt_y;
|
|
|
|
xvect = -bsin(cang) * czoom;
|
|
yvect = -bcos(cang) * czoom;
|
|
|
|
|
|
// Draw sprites
|
|
auto peekActor = Player[screenpeek].Actor();
|
|
for (i = 0; i < numsectors; i++)
|
|
{
|
|
SWSectIterator it(i);
|
|
while (auto actor = it.Next())
|
|
{
|
|
spr = &actor->s();
|
|
for (p = connecthead; p >= 0; p = connectpoint2[p])
|
|
{
|
|
if (Player[p].Actor() == actor)
|
|
{
|
|
if (spr->xvel > 16)
|
|
pspr_ndx[myconnectindex] = ((PlayClock >> 4) & 3);
|
|
sprisplayer = true;
|
|
|
|
goto SHOWSPRITE;
|
|
}
|
|
}
|
|
if (gFullMap || (spr->cstat2 & CSTAT2_SPRITE_MAPPED))
|
|
{
|
|
SHOWSPRITE:
|
|
|
|
PalEntry col = GPalette.BaseColors[56]; // 1=white / 31=black / 44=green / 56=pink / 128=yellow / 210=blue / 248=orange / 255=purple
|
|
if ((spr->cstat & 1) > 0)
|
|
col = GPalette.BaseColors[248];
|
|
if (actor == peekActor)
|
|
col = GPalette.BaseColors[31];
|
|
|
|
sprx = spr->x;
|
|
spry = spr->y;
|
|
|
|
k = spr->statnum;
|
|
if ((k >= 1) && (k <= 8) && (k != 2)) // Interpolate moving
|
|
{
|
|
sprx = spr->interpolatedx(smoothratio);
|
|
spry = spr->interpolatedy(smoothratio);
|
|
}
|
|
|
|
switch (spr->cstat & 48)
|
|
{
|
|
case 0: // Regular sprite
|
|
if (Player[p].Actor() == actor)
|
|
{
|
|
ox = mx - cposx;
|
|
oy = my - cposy;
|
|
x1 = DMulScale(ox, xvect, -oy, yvect, 16);
|
|
y1 = DMulScale(oy, xvect, ox, yvect, 16);
|
|
int xx = xdim / 2. + x1 / 4096.;
|
|
int yy = ydim / 2. + y1 / 4096.;
|
|
|
|
if (czoom > 192)
|
|
{
|
|
daang = ((!SyncInput() ? spr->ang : spr->interpolatedang(smoothratio)) - cang) & 2047;
|
|
|
|
// Special case tiles
|
|
if (spr->picnum == 3123) break;
|
|
|
|
int spnum = -1;
|
|
if (sprisplayer)
|
|
{
|
|
if (gNet.MultiGameType != MULTI_GAME_COMMBAT || actor == Player[screenpeek].Actor())
|
|
spnum = 1196 + pspr_ndx[myconnectindex];
|
|
}
|
|
else spnum = spr->picnum;
|
|
|
|
double sc = czoom * (spr->yrepeat) / 32768.;
|
|
if (spnum >= 0)
|
|
{
|
|
DrawTexture(twod, tileGetTexture(1196 + pspr_ndx[myconnectindex], true), xx, yy, DTA_ScaleX, sc, DTA_ScaleY, sc, DTA_Rotate, daang * -BAngToDegree,
|
|
DTA_CenterOffsetRel, 2, DTA_TranslationIndex, TRANSLATION(Translation_Remap, spr->pal), DTA_Color, shadeToLight(spr->shade),
|
|
DTA_Alpha, (spr->cstat & 2) ? 0.33 : 1., TAG_DONE);
|
|
}
|
|
}
|
|
}
|
|
break;
|
|
case 16: // Rotated sprite
|
|
x1 = sprx;
|
|
y1 = spry;
|
|
tilenum = spr->picnum;
|
|
xoff = (int)tileLeftOffset(tilenum) + (int)spr->xoffset;
|
|
if ((spr->cstat & 4) > 0)
|
|
xoff = -xoff;
|
|
k = spr->ang;
|
|
l = spr->xrepeat;
|
|
dax = bsin(k) * l;
|
|
day = -bcos(k) * l;
|
|
l = tileWidth(tilenum);
|
|
k = (l >> 1) + xoff;
|
|
x1 -= MulScale(dax, k, 16);
|
|
x2 = x1 + MulScale(dax, l, 16);
|
|
y1 -= MulScale(day, k, 16);
|
|
y2 = y1 + MulScale(day, l, 16);
|
|
|
|
ox = x1 - cposx;
|
|
oy = y1 - cposy;
|
|
x1 = MulScale(ox, xvect, 16) - MulScale(oy, yvect, 16);
|
|
y1 = MulScale(oy, xvect, 16) + MulScale(ox, yvect, 16);
|
|
|
|
ox = x2 - cposx;
|
|
oy = y2 - cposy;
|
|
x2 = MulScale(ox, xvect, 16) - MulScale(oy, yvect, 16);
|
|
y2 = MulScale(oy, xvect, 16) + MulScale(ox, yvect, 16);
|
|
|
|
drawlinergb(x1 + (xdim << 11), y1 + (ydim << 11),
|
|
x2 + (xdim << 11), y2 + (ydim << 11), col);
|
|
|
|
break;
|
|
case 32: // Floor sprite
|
|
if (automapMode == am_overlay)
|
|
{
|
|
tilenum = spr->picnum;
|
|
xoff = (int)tileLeftOffset(tilenum) + (int)spr->xoffset;
|
|
yoff = (int)tileTopOffset(tilenum) + (int)spr->yoffset;
|
|
if ((spr->cstat & 4) > 0)
|
|
xoff = -xoff;
|
|
if ((spr->cstat & 8) > 0)
|
|
yoff = -yoff;
|
|
|
|
k = spr->ang;
|
|
cosang = bcos(k);
|
|
sinang = bsin(k);
|
|
xspan = tileWidth(tilenum);
|
|
xrepeat = spr->xrepeat;
|
|
yspan = tileHeight(tilenum);
|
|
yrepeat = spr->yrepeat;
|
|
|
|
dax = ((xspan >> 1) + xoff) * xrepeat;
|
|
day = ((yspan >> 1) + yoff) * yrepeat;
|
|
x1 = sprx + MulScale(sinang, dax, 16) + MulScale(cosang, day, 16);
|
|
y1 = spry + MulScale(sinang, day, 16) - MulScale(cosang, dax, 16);
|
|
l = xspan * xrepeat;
|
|
x2 = x1 - MulScale(sinang, l, 16);
|
|
y2 = y1 + MulScale(cosang, l, 16);
|
|
l = yspan * yrepeat;
|
|
k = -MulScale(cosang, l, 16);
|
|
x3 = x2 + k;
|
|
x4 = x1 + k;
|
|
k = -MulScale(sinang, l, 16);
|
|
y3 = y2 + k;
|
|
y4 = y1 + k;
|
|
|
|
ox = x1 - cposx;
|
|
oy = y1 - cposy;
|
|
x1 = MulScale(ox, xvect, 16) - MulScale(oy, yvect, 16);
|
|
y1 = MulScale(oy, xvect, 16) + MulScale(ox, yvect, 16);
|
|
|
|
ox = x2 - cposx;
|
|
oy = y2 - cposy;
|
|
x2 = MulScale(ox, xvect, 16) - MulScale(oy, yvect, 16);
|
|
y2 = MulScale(oy, xvect, 16) + MulScale(ox, yvect, 16);
|
|
|
|
ox = x3 - cposx;
|
|
oy = y3 - cposy;
|
|
x3 = MulScale(ox, xvect, 16) - MulScale(oy, yvect, 16);
|
|
y3 = MulScale(oy, xvect, 16) + MulScale(ox, yvect, 16);
|
|
|
|
ox = x4 - cposx;
|
|
oy = y4 - cposy;
|
|
x4 = MulScale(ox, xvect, 16) - MulScale(oy, yvect, 16);
|
|
y4 = MulScale(oy, xvect, 16) + MulScale(ox, yvect, 16);
|
|
|
|
drawlinergb(x1 + (xdim << 11), y1 + (ydim << 11),
|
|
x2 + (xdim << 11), y2 + (ydim << 11), col);
|
|
|
|
drawlinergb(x2 + (xdim << 11), y2 + (ydim << 11),
|
|
x3 + (xdim << 11), y3 + (ydim << 11), col);
|
|
|
|
drawlinergb(x3 + (xdim << 11), y3 + (ydim << 11),
|
|
x4 + (xdim << 11), y4 + (ydim << 11), col);
|
|
|
|
drawlinergb(x4 + (xdim << 11), y4 + (ydim << 11),
|
|
x1 + (xdim << 11), y1 + (ydim << 11), col);
|
|
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
return true;
|
|
}
|
|
|
|
void GameInterface::processSprites(spritetype* tsprite, int& spritesortcnt, int viewx, int viewy, int viewz, binangle viewang, double smoothRatio)
|
|
{
|
|
analyzesprites(tsprite, spritesortcnt, viewx, viewy, viewz, viewang.asbuild());
|
|
post_analyzesprites(tsprite, spritesortcnt);
|
|
}
|
|
|
|
|
|
|
|
END_SW_NS
|