mirror of
https://github.com/ZDoom/Raze.git
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590 lines
16 KiB
C++
590 lines
16 KiB
C++
//-------------------------------------------------------------------------
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/*
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Copyright (C) 1996, 2003 - 3D Realms Entertainment
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Copyright (C) 2020 - Christoph Oelckers
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This file is part of 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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Modifications for JonoF's port by Jonathon Fowler (jf@jonof.id.au)
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*/
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//-------------------------------------------------------------------------
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// This file collects several functions from the original game.c
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// that do not fit any particular category.
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#include "ns.h" // Must come before everything else!
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#include "automap.h"
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#include "duke3d.h"
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#include "m_argv.h"
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#include "mapinfo.h"
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#include "texturemanager.h"
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#include "statusbar.h"
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#include "st_start.h"
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#include "i_interface.h"
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#include "prediction.h"
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#include "sbar.h"
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#include "glbackend/glbackend.h"
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#include "gamestate.h"
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#include "dukeactor.h"
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#include "interpolate.h"
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BEGIN_DUKE_NS
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FFont* IndexFont;
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FFont* DigiFont;
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//---------------------------------------------------------------------------
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//
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// debug output
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//
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//---------------------------------------------------------------------------
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FString GameInterface::GetCoordString()
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{
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int snum = screenpeek;
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FString out;
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out.Format("pos= %d, %d, %d - angle = %2.3f - sector = %d, lotag = %d, hitag = %d",
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ps[snum].posx, ps[snum].posy, ps[snum].posz, ps[snum].angle.ang.asdeg(), ps[snum].cursectnum,
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sector[ps[snum].cursectnum].lotag, sector[ps[snum].cursectnum].hitag);
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return out;
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}
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GameStats GameInterface::getStats()
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{
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struct player_struct* p = &ps[myconnectindex];
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return { p->actors_killed, p->max_actors_killed, p->secret_rooms, p->max_secret_rooms, p->player_par / REALGAMETICSPERSEC, p->frag };
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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static void endthegame(bool)
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{
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endoomName = isRR() ? "redneck.bin" : !isShareware() ? "duke3d.bin" : "dukesw.bin";
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ST_Endoom();
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}
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void GameInterface::ExitFromMenu()
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{
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auto runbonus = [=](auto completion)
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{
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// MP scoreboard
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if (playerswhenstarted > 1 && !ud.coop)
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{
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dobonus(1, completion);
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}
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else completion(false);
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};
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auto runtwoscreens = [](auto completion)
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{
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// shareware and TEN screens
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if (isShareware() && !isRR())
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showtwoscreens(completion);
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else completion(false);
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};
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runbonus([=](bool aborted) { runtwoscreens(endthegame); });
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}
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//---------------------------------------------------------------------------
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//
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// This now redirects the messages to the console's notification display
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// which has all the features to reasonably do this in Duke style.
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//
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//---------------------------------------------------------------------------
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void FTA(int q, struct player_struct* p)
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{
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if (q < 0 || gamestate != GS_LEVEL)
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return;
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if (p->ftq != q || (PlayClock - p->ftt > TICRATE && q != QUOTE_DEAD))
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{
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p->ftq = q;
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auto qu = quoteMgr.GetQuote(q);
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if (p == &ps[screenpeek] && qu[0] != '\0')
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{
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#if 0
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if (q >= 70 && q <= 72)
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{
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// Todo: redirect this to a centered message (these are "need a key" messages)
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}
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else
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#endif
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{
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Printf(PRINT_MEDIUM | PRINT_NOTIFY, "%s\n", qu);
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}
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}
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}
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p->ftt = PlayClock;
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}
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//==========================================================================
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//
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// Draws the background
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//
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//==========================================================================
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void GameInterface::DrawBackground()
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{
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twod->ClearScreen();
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auto tex = tileGetTexture(TILE_MENUSCREEN);
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PalEntry color = 0xff808080;
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if (!hud_bgstretch)
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DrawTexture(twod, tex, 0, 0, DTA_FullscreenEx, FSMode_ScaleToFit43, DTA_Color, color, TAG_DONE);
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else
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DrawTexture(twod, tex, 0, 0, DTA_VirtualWidth, twod->GetWidth(), DTA_VirtualHeight, twod->GetHeight(), DTA_KeepRatio, true, DTA_Color, color, TAG_DONE);
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}
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//---------------------------------------------------------------------------
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//
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// this is from ZDoom
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//
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//---------------------------------------------------------------------------
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void V_AddBlend (float r, float g, float b, float a, float v_blend[4])
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{
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r = clamp(r/255.f, 0.f, 0.25f);
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g = clamp(g/255.f, 0.f, 0.25f);
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b = clamp(b/255.f, 0.f, 0.25f);
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a = clamp(a/255.f, 0.f, 0.25f);
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float a2, a3;
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if (a <= 0)
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return;
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a2 = v_blend[3] + (1-v_blend[3])*a; // new total alpha
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a3 = v_blend[3]/a2; // fraction of color from old
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v_blend[0] = v_blend[0]*a3 + r*(1-a3);
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v_blend[1] = v_blend[1]*a3 + g*(1-a3);
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v_blend[2] = v_blend[2]*a3 + b*(1-a3);
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v_blend[3] = a2;
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}
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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 setgamepalette(int palid)
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{
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if (palid >= MAXBASEPALS || palid < 0) palid = 0;
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auto& fstint = lookups.tables[MAXPALOOKUPS - 1];
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if (palid == WATERPAL) fstint.tintColor = PalEntry(224, 192, 255);
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else if (palid == SLIMEPAL) fstint.tintColor = PalEntry(208, 255, 192);
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else fstint.tintColor = 0xffffff;
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videoSetPalette(palid);
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}
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//---------------------------------------------------------------------------
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//
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// 'rest' in this case means everything not part of the 3D scene and its weapon sprite.
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//
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//---------------------------------------------------------------------------
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void drawoverlays(double smoothratio)
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{
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unsigned char fader = 0, fadeg = 0, fadeb = 0, fadef = 0, tintr = 0, tintg = 0, tintb = 0, tintf = 0, dotint = 0;
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struct player_struct* pp;
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int cposx, cposy, cang;
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pp = &ps[screenpeek];
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float blend[4] = {};
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// this does pain tinting etc from the CON
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V_AddBlend(pp->pals.r, pp->pals.g, pp->pals.b, pp->pals.a, blend);
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// loogies courtesy of being snotted on
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if (pp->loogcnt > 0 && !isRR())
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{
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V_AddBlend(0, 63, 0, (pp->loogcnt >> 1), blend);
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}
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if (blend[3])
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{
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// result must be multiplied by 4 and normalised to 255. (4*255 = 1020)
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auto comp = [&](int i, int maxv=255) { return clamp(int(blend[i] * 1020), 0, maxv); };
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videoFadePalette(comp(0), comp(1), comp(2), comp(3, 192)); // Never fully saturate the alpha channel
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}
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else
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videoclearFade();
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MarkSectorSeen(pp->cursectnum);
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if (ud.cameraactor == nullptr)
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{
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if (automapMode != am_full)
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{
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if (!isRR() && pp->newOwner != nullptr)
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cameratext(pp->newOwner);
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else
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{
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fi.displayweapon(screenpeek, smoothratio);
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if (pp->over_shoulder_on == 0)
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fi.displaymasks(screenpeek, smoothratio);
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}
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if (!isRR())
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moveclouds(smoothratio);
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}
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if (automapMode != am_off)
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{
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DoInterpolations(smoothratio / 65536.);
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if (pp->newOwner == nullptr && playrunning())
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{
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if (screenpeek == myconnectindex && numplayers > 1)
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{
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cposx = omyx + MulScale(myx - omyx, smoothratio, 16);
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cposy = omyy + MulScale(myy - omyy, smoothratio, 16);
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cang = !SyncInput() ? myang.asbuild() : omyang.asbuild() + MulScale(((myang.asbuild() + 1024 - omyang.asbuild()) & 2047) - 1024, smoothratio, 16);
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}
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else
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{
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cposx = pp->oposx + MulScale(pp->posx - pp->oposx, smoothratio, 16);
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cposy = pp->oposy + MulScale(pp->posy - pp->oposy, smoothratio, 16);
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cang = !SyncInput() ? pp->angle.ang.asbuild() : pp->angle.oang.asbuild() + MulScale(((pp->angle.ang.asbuild() + 1024 - pp->angle.oang.asbuild()) & 2047) - 1024, smoothratio, 16);
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}
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}
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else
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{
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cposx = pp->oposx;
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cposy = pp->oposy;
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cang = pp->angle.oang.asbuild();
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}
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DrawOverheadMap(cposx, cposy, cang, smoothratio);
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RestoreInterpolations();
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}
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}
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DrawBorder();
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StatusBar->UpdateStatusBar();
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if (ps[myconnectindex].newOwner == nullptr && ud.cameraactor == nullptr)
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{
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DrawCrosshair(TILE_CROSSHAIR, ps[screenpeek].last_extra, -pp->angle.look_anghalf(smoothratio), pp->over_shoulder_on ? 2.5 : 0, isRR() ? 0.5 : 1);
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}
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if (paused == 2)
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fi.PrintPaused();
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}
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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 cameratext(DDukeActor *cam)
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{
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auto drawitem = [=](int tile, double x, double y, bool flipx, bool flipy)
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{
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DrawTexture(twod, tileGetTexture(tile), x, y, DTA_ViewportX, windowxy1.x, DTA_ViewportY, windowxy1.y, DTA_ViewportWidth, windowxy2.x - windowxy1.x + 1, DTA_CenterOffsetRel, true,
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DTA_ViewportHeight, windowxy2.y - windowxy1.y + 1, DTA_FlipX, flipx, DTA_FlipY, flipy, DTA_FullscreenScale, FSMode_Fit320x200, TAG_DONE);
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};
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if (!cam->temp_data[0])
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{
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drawitem(TILE_CAMCORNER, 24, 33, false, false);
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drawitem(TILE_CAMCORNER + 1, 320 - 26, 33, false, false);
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drawitem(TILE_CAMCORNER + 1, 24, 163, true, true);
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drawitem(TILE_CAMCORNER + 1, 320 - 26, 163, false, true);
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if (PlayClock & 16)
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drawitem(TILE_CAMLIGHT, 46, 32, false, false);
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}
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else
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{
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int flipbits = (PlayClock << 1) & 48;
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for (int x = -64; x < 394; x += 64)
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for (int y = 0; y < 200; y += 64)
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drawitem(TILE_STATIC, x, y, !!(PlayClock & 8), !!(PlayClock & 16));
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}
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}
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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 dobonus(int bonusonly, const CompletionFunc& completion)
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{
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if (isRR()) dobonus_r(bonusonly, completion);
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else dobonus_d(bonusonly, completion);
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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int startrts(int lumpNum, int localPlayer)
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{
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if (SoundEnabled() &&
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RTS_IsInitialized() && rtsplaying == 0 && (snd_speech & (localPlayer ? 1 : 4)))
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{
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auto sid = RTS_GetSoundID(lumpNum - 1);
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if (sid != -1)
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{
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S_PlaySound(sid, CHAN_AUTO, CHANF_UI);
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rtsplaying = 7;
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return 1;
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}
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}
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return 0;
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}
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ReservedSpace GameInterface::GetReservedScreenSpace(int viewsize)
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{
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// todo: factor in the frag bar: tileHeight(TILE_FRAGBAR)
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int sbar = tileHeight(TILE_BOTTOMSTATUSBAR);
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if (isRR())
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{
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sbar >>= 1;
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}
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return { 0, sbar };
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}
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::GameInterface* CreateInterface()
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{
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return new GameInterface;
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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bool GameInterface::DrawAutomapPlayer(int cposx, int cposy, int czoom, int cang, double const smoothratio)
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{
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int i, j, k, l, x1, y1, x2, y2, x3, y3, x4, y4, ox, oy, xoff, yoff;
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int dax, day, cosang, sinang, xspan, yspan, sprx, spry;
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int xrepeat, yrepeat, tilenum, daang;
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int xvect, yvect, xvect2, yvect2;
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int p;
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PalEntry col;
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spritetype* spr;
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xvect = -bsin(cang) * czoom;
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yvect = -bcos(cang) * czoom;
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xvect2 = MulScale(xvect, yxaspect, 16);
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yvect2 = MulScale(yvect, yxaspect, 16);
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//Draw sprites
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auto pactor = ps[screenpeek].GetActor();
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for (i = 0; i < numsectors; i++)
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{
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if (!gFullMap || !show2dsector[i]) continue;
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DukeSectIterator it(i);
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while (auto act = it.Next())
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{
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spr = &act->s;
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if (act == pactor || (spr->cstat & 0x8000) || spr->cstat == 257 || spr->xrepeat == 0) continue;
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col = PalEntry(0, 170, 170);
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if (spr->cstat & 1) col = PalEntry(170, 0, 170);
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sprx = spr->x;
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spry = spr->y;
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if ((spr->cstat & 257) != 0) switch (spr->cstat & 48)
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{
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case 0:
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// break;
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ox = sprx - cposx;
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oy = spry - cposy;
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x1 = DMulScale(ox, xvect, -oy, yvect, 16);
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y1 = DMulScale(oy, xvect2, ox, yvect2, 16);
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ox = bcos(spr->ang, -7);
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oy = bsin(spr->ang, -7);
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x2 = DMulScale(ox, xvect, -oy, yvect, 16);
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y2 = DMulScale(oy, xvect, ox, yvect, 16);
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x3 = MulScale(x2, yxaspect, 16);
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y3 = MulScale(y2, yxaspect, 16);
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drawlinergb(x1 - x2 + (xdim << 11), y1 - y3 + (ydim << 11),
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x1 + x2 + (xdim << 11), y1 + y3 + (ydim << 11), col);
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drawlinergb(x1 - y2 + (xdim << 11), y1 + x3 + (ydim << 11),
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x1 + x2 + (xdim << 11), y1 + y3 + (ydim << 11), col);
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drawlinergb(x1 + y2 + (xdim << 11), y1 - x3 + (ydim << 11),
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x1 + x2 + (xdim << 11), y1 + y3 + (ydim << 11), col);
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break;
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case 16:
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if (spr->picnum == TILE_LASERLINE)
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{
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x1 = sprx;
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y1 = spry;
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tilenum = spr->picnum;
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xoff = tileLeftOffset(tilenum) + spr->xoffset;
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if ((spr->cstat & 4) > 0) xoff = -xoff;
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k = spr->ang;
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l = spr->xrepeat;
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dax = bsin(k) * l;
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day = -bcos(k) * l;
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l = tileWidth(tilenum);
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k = (l >> 1) + xoff;
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x1 -= MulScale(dax, k, 16);
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x2 = x1 + MulScale(dax, l, 16);
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y1 -= MulScale(day, k, 16);
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y2 = y1 + MulScale(day, l, 16);
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ox = x1 - cposx;
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oy = y1 - cposy;
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x1 = DMulScale(ox, xvect, -oy, yvect, 16);
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y1 = DMulScale(oy, xvect2, ox, yvect2, 16);
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ox = x2 - cposx;
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oy = y2 - cposy;
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x2 = DMulScale(ox, xvect, -oy, yvect, 16);
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y2 = DMulScale(oy, xvect2, ox, yvect2, 16);
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drawlinergb(x1 + (xdim << 11), y1 + (ydim << 11),
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x2 + (xdim << 11), y2 + (ydim << 11), col);
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}
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break;
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case 32:
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tilenum = spr->picnum;
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xoff = tileLeftOffset(tilenum) + spr->xoffset;
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yoff = tileTopOffset(tilenum) + spr->yoffset;
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if ((spr->cstat & 4) > 0) xoff = -xoff;
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if ((spr->cstat & 8) > 0) yoff = -yoff;
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k = spr->ang;
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cosang = bcos(k);
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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 + DMulScale(sinang, dax, cosang, day, 16);
|
|
y1 = spry + DMulScale(sinang, day, -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 = DMulScale(ox, xvect, -oy, yvect, 16);
|
|
y1 = DMulScale(oy, xvect2, ox, yvect2, 16);
|
|
|
|
ox = x2 - cposx;
|
|
oy = y2 - cposy;
|
|
x2 = DMulScale(ox, xvect, -oy, yvect, 16);
|
|
y2 = DMulScale(oy, xvect2, ox, yvect2, 16);
|
|
|
|
ox = x3 - cposx;
|
|
oy = y3 - cposy;
|
|
x3 = DMulScale(ox, xvect, -oy, yvect, 16);
|
|
y3 = DMulScale(oy, xvect2, ox, yvect2, 16);
|
|
|
|
ox = x4 - cposx;
|
|
oy = y4 - cposy;
|
|
x4 = DMulScale(ox, xvect, -oy, yvect, 16);
|
|
y4 = DMulScale(oy, xvect2, ox, yvect2, 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;
|
|
}
|
|
}
|
|
}
|
|
|
|
for (p = connecthead; p >= 0; p = connectpoint2[p])
|
|
{
|
|
auto act = ps[p].GetActor();
|
|
auto pspr = &act->s;
|
|
auto spos = pspr->interpolatedvec2(smoothratio);
|
|
daang = ((!SyncInput() ? pspr->ang : pspr->interpolatedang(smoothratio)) - cang) & 2047;
|
|
|
|
if (p == screenpeek || ud.coop == 1)
|
|
{
|
|
auto& pp = ps[p];
|
|
if (pspr->xvel > 16 && pp.on_ground)
|
|
i = TILE_APLAYERTOP + ((PlayClock >> 4) & 3);
|
|
else
|
|
i = TILE_APLAYERTOP;
|
|
|
|
j = abs(pp.truefz - pp.posz) >> 8;
|
|
j = MulScale(czoom * (pspr->yrepeat + j), yxaspect, 16);
|
|
|
|
if (j < 22000) j = 22000;
|
|
else if (j > (65536 << 1)) j = (65536 << 1);
|
|
|
|
DrawTexture(twod, tileGetTexture(i), xdim / 2. + spos.x / 4096., ydim / 2. + spos.y / 4096., DTA_TranslationIndex, TRANSLATION(Translation_Remap + setpal(&pp), pspr->pal), DTA_CenterOffset, true,
|
|
DTA_Rotate, daang * (-360./2048), DTA_Color, shadeToLight(pspr->shade), DTA_ScaleX, j / 65536., DTA_ScaleY, j / 65536., TAG_DONE);
|
|
}
|
|
}
|
|
return true;
|
|
}
|
|
|
|
|
|
|
|
|
|
END_DUKE_NS
|
|
|