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aab13addb7
Mainly for easier searching. Also remove the duplicate ‚detail‘ field.
1060 lines
32 KiB
C++
1060 lines
32 KiB
C++
//-------------------------------------------------------------------------
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/*
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Copyright (C) 2010-2019 EDuke32 developers and contributors
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Copyright (C) 2019 Nuke.YKT
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This file is part of NBlood.
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NBlood is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License version 2
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as published by the Free Software Foundation.
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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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*/
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//-------------------------------------------------------------------------
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#include "ns.h" // Must come before everything else!
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#include <stdlib.h>
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#include <string.h>
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#include "build.h"
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#include "v_font.h"
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#include "blood.h"
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#include "zstring.h"
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#include "razemenu.h"
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#include "gstrings.h"
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#include "v_2ddrawer.h"
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#include "v_video.h"
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#include "v_font.h"
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#include "hw_voxels.h"
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#include "gamefuncs.h"
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#include "glbackend/glbackend.h"
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BEGIN_BLD_NS
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static fixed_t gCameraAng;
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int dword_172CE0[16][3];
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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 RotateYZ(int*, int* pY, int* pZ, int ang)
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{
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int oY, oZ, angSin, angCos;
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oY = *pY;
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oZ = *pZ;
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angSin = Sin(ang);
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angCos = Cos(ang);
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*pY = dmulscale30r(oY, angCos, oZ, -angSin);
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*pZ = dmulscale30r(oY, angSin, oZ, angCos);
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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 RotateXZ(int* pX, int*, int* pZ, int ang)
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{
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int oX, oZ, angSin, angCos;
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oX = *pX;
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oZ = *pZ;
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angSin = Sin(ang);
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angCos = Cos(ang);
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*pX = dmulscale30r(oX, angCos, oZ, -angSin);
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*pZ = dmulscale30r(oX, angSin, oZ, angCos);
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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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tspritetype* viewInsertTSprite(tspritetype* tsprite, int& spritesortcnt, sectortype* pSector, int nStatnum, tspritetype const* const parentTSprite)
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{
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if (spritesortcnt >= MAXSPRITESONSCREEN)
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return nullptr;
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int nTSprite = spritesortcnt;
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tspritetype* pTSprite = &tsprite[nTSprite];
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memset(pTSprite, 0, sizeof(tspritetype));
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pTSprite->cstat = CSTAT_SPRITE_YCENTER;
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pTSprite->xrepeat = 64;
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pTSprite->yrepeat = 64;
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pTSprite->ownerActor = nullptr;
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pTSprite->type = -spritesortcnt;
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pTSprite->statnum = nStatnum;
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pTSprite->sectp = pSector;
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spritesortcnt++;
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if (parentTSprite)
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{
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pTSprite->pos = parentTSprite->pos;
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pTSprite->ownerActor = parentTSprite->ownerActor;
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pTSprite->ang = parentTSprite->ang;
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}
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pTSprite->pos.X += Cos(gCameraAng) >> 25;
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pTSprite->pos.Y += Sin(gCameraAng) >> 25;
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return pTSprite;
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}
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static const int effectDetail[kViewEffectMax] = {
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4, 4, 4, 4, 0, 0, 0, 0, 0, 1, 4, 4, 0, 0, 0, 1, 0, 0, 0
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};
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struct WEAPONICON {
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int16_t nTile;
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uint8_t zOffset;
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};
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static const WEAPONICON gWeaponIcon[] = {
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{ -1, 0 },
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{ -1, 0 }, // 1: pitchfork
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{ 524, 6 }, // 2: flare gun
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{ 559, 6 }, // 3: shotgun
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{ 558, 8 }, // 4: tommy gun
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{ 526, 6 }, // 5: napalm launcher
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{ 589, 11 }, // 6: dynamite
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{ 618, 11 }, // 7: spray can
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{ 539, 6 }, // 8: tesla gun
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{ 800, 0 }, // 9: life leech
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{ 525, 11 }, // 10: voodoo doll
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{ 811, 11 }, // 11: proxy bomb
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{ 810, 11 }, // 12: remote bomb
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{ -1, 0 },
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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 tspritetype* viewAddEffect(tspritetype* tsprite, int& spritesortcnt, int nTSprite, VIEW_EFFECT nViewEffect)
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{
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assert(nViewEffect >= 0 && nViewEffect < kViewEffectMax);
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auto pTSprite = &tsprite[nTSprite];
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auto owneractor = static_cast<DBloodActor*>(pTSprite->ownerActor);
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if (gDetail < effectDetail[nViewEffect] || nTSprite >= MAXSPRITESONSCREEN) return NULL;
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switch (nViewEffect)
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{
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case kViewEffectSpotProgress: {
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int perc = (100 * owneractor->xspr.data3) / kMaxPatrolSpotValue;
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int width = (94 * owneractor->xspr.data3) / kMaxPatrolSpotValue;
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int top, bottom;
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GetSpriteExtents(pTSprite, &top, &bottom);
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auto pNSprite2 = viewInsertTSprite(tsprite, spritesortcnt, pTSprite->sectp, 32767, pTSprite);
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if (!pNSprite2)
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break;
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pNSprite2->picnum = 2203;
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pNSprite2->xrepeat = width;
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pNSprite2->yrepeat = 20;
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pNSprite2->pal = 10;
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if (perc >= 75) pNSprite2->pal = 0;
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else if (perc >= 50) pNSprite2->pal = 6;
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pNSprite2->pos.Z = top - 2048;
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pNSprite2->shade = -128;
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break;
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}
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case kViewEffectAtom:
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for (int i = 0; i < 16; i++)
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{
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auto pNSprite = viewInsertTSprite(tsprite, spritesortcnt, pTSprite->sectp, 32767, pTSprite);
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if (!pNSprite)
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break;
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int ang = (PlayClock * 2048) / 120;
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int nRand1 = dword_172CE0[i][0];
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int nRand2 = dword_172CE0[i][1];
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int nRand3 = dword_172CE0[i][2];
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ang += nRand3;
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int x = MulScale(512, Cos(ang), 30);
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int y = MulScale(512, Sin(ang), 30);
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int z = 0;
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RotateYZ(&x, &y, &z, nRand1);
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RotateXZ(&x, &y, &z, nRand2);
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pNSprite->pos.X = pTSprite->pos.X + x;
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pNSprite->pos.Y = pTSprite->pos.Y + y;
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pNSprite->pos.Z = pTSprite->pos.Z + (z << 4);
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pNSprite->picnum = 1720;
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pNSprite->shade = -128;
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}
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break;
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case kViewEffectFlag:
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case kViewEffectBigFlag:
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{
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int top, bottom;
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GetSpriteExtents(pTSprite, &top, &bottom);
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auto pNSprite = viewInsertTSprite(tsprite, spritesortcnt, pTSprite->sectp, 32767, pTSprite);
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if (!pNSprite)
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break;
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pNSprite->shade = -128;
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pNSprite->pal = 0;
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pNSprite->pos.Z = top;
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if (nViewEffect == kViewEffectFlag)
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pNSprite->xrepeat = pNSprite->yrepeat = 24;
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else
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pNSprite->xrepeat = pNSprite->yrepeat = 64;
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pNSprite->picnum = 3558;
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return pNSprite;
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}
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case kViewEffectTesla:
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{
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auto pNSprite = viewInsertTSprite(tsprite, spritesortcnt, pTSprite->sectp, 32767, pTSprite);
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if (!pNSprite)
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break;
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pNSprite->pos.Z = pTSprite->pos.Z;
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pNSprite->cstat |= CSTAT_SPRITE_TRANSLUCENT;
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pNSprite->shade = -128;
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pNSprite->xrepeat = pTSprite->xrepeat;
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pNSprite->yrepeat = pTSprite->yrepeat;
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pNSprite->picnum = 2135;
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break;
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}
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case kViewEffectShoot:
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{
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auto pNSprite = viewInsertTSprite(tsprite, spritesortcnt, pTSprite->sectp, 32767, pTSprite);
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if (!pNSprite)
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break;
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pNSprite->shade = -128;
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pNSprite->pal = 0;
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pNSprite->xrepeat = pNSprite->yrepeat = 64;
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pNSprite->picnum = 2605;
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return pNSprite;
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}
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case kViewEffectReflectiveBall:
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{
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auto pNSprite = viewInsertTSprite(tsprite, spritesortcnt, pTSprite->sectp, 32767, pTSprite);
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if (!pNSprite)
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break;
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pNSprite->shade = 26;
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pNSprite->pal = 0;
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pNSprite->cstat |= CSTAT_SPRITE_TRANSLUCENT;
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pNSprite->xrepeat = pNSprite->yrepeat = 64;
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pNSprite->picnum = 2089;
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break;
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}
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case kViewEffectPhase:
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{
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auto pNSprite = viewInsertTSprite(tsprite, spritesortcnt, pTSprite->sectp, 32767, pTSprite);
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if (!pNSprite)
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break;
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int top, bottom;
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GetSpriteExtents(pTSprite, &top, &bottom);
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pNSprite->shade = 26;
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pNSprite->pal = 0;
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pNSprite->cstat |= CSTAT_SPRITE_TRANSLUCENT;
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pNSprite->xrepeat = pNSprite->yrepeat = 24;
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pNSprite->picnum = 626;
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pNSprite->pos.Z = top;
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break;
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}
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case kViewEffectTrail:
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{
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int nAng = pTSprite->ang;
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if (pTSprite->cstat & CSTAT_SPRITE_ALIGNMENT_WALL)
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{
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nAng = (nAng + 512) & 2047;
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}
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else
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{
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nAng = (nAng + 1024) & 2047;
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}
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for (int i = 0; i < 5 && spritesortcnt < MAXSPRITESONSCREEN; i++)
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{
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auto pSector = pTSprite->sectp;
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auto pNSprite = viewInsertTSprite(tsprite, spritesortcnt, pSector, 32767, NULL);
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if (!pNSprite)
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break;
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int nLen = 128 + (i << 7);
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int x = MulScale(nLen, Cos(nAng), 30);
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pNSprite->pos.X = pTSprite->pos.X + x;
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int y = MulScale(nLen, Sin(nAng), 30);
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pNSprite->pos.Y = pTSprite->pos.Y + y;
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pNSprite->pos.Z = pTSprite->pos.Z;
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assert(pSector);
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FindSector(pNSprite->pos.X, pNSprite->pos.Y, pNSprite->pos.Z, &pSector);
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pNSprite->sectp = pSector;
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pNSprite->ownerActor = pTSprite->ownerActor;
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pNSprite->picnum = pTSprite->picnum;
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pNSprite->cstat |= CSTAT_SPRITE_TRANSLUCENT;
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if (i < 2)
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pNSprite->cstat |= CSTAT_SPRITE_TRANSLUCENT | CSTAT_SPRITE_TRANS_FLIP;
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pNSprite->shade = ClipLow(pTSprite->shade - 16, -128);
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pNSprite->xrepeat = pTSprite->xrepeat;
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pNSprite->yrepeat = pTSprite->yrepeat;
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pNSprite->picnum = pTSprite->picnum;
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}
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break;
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}
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case kViewEffectFlame:
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{
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auto pNSprite = viewInsertTSprite(tsprite, spritesortcnt, pTSprite->sectp, 32767, pTSprite);
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if (!pNSprite)
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break;
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pNSprite->shade = -128;
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pNSprite->pos.Z = pTSprite->pos.Z;
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pNSprite->picnum = 908;
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pNSprite->statnum = kStatDecoration;
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pNSprite->xrepeat = pNSprite->yrepeat = (tileWidth(pTSprite->picnum) * pTSprite->xrepeat) / 64;
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break;
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}
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case kViewEffectSmokeHigh:
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{
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auto pNSprite = viewInsertTSprite(tsprite, spritesortcnt, pTSprite->sectp, 32767, pTSprite);
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if (!pNSprite)
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break;
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int top, bottom;
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GetSpriteExtents(pTSprite, &top, &bottom);
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pNSprite->pos.Z = top;
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if (IsDudeSprite(pTSprite))
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pNSprite->picnum = 672;
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else
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pNSprite->picnum = 754;
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pNSprite->cstat |= CSTAT_SPRITE_TRANSLUCENT;
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pNSprite->shade = 8;
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pNSprite->xrepeat = pTSprite->xrepeat;
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pNSprite->yrepeat = pTSprite->yrepeat;
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break;
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}
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case kViewEffectSmokeLow:
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{
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auto pNSprite = viewInsertTSprite(tsprite, spritesortcnt, pTSprite->sectp, 32767, pTSprite);
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if (!pNSprite)
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break;
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int top, bottom;
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GetSpriteExtents(pTSprite, &top, &bottom);
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pNSprite->pos.Z = bottom;
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if (pTSprite->type >= kDudeBase && pTSprite->type < kDudeMax)
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pNSprite->picnum = 672;
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else
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pNSprite->picnum = 754;
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pNSprite->cstat |= CSTAT_SPRITE_TRANSLUCENT;
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pNSprite->shade = 8;
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pNSprite->xrepeat = pTSprite->xrepeat;
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pNSprite->yrepeat = pTSprite->yrepeat;
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break;
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}
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case kViewEffectTorchHigh:
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{
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auto pNSprite = viewInsertTSprite(tsprite, spritesortcnt, pTSprite->sectp, 32767, pTSprite);
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if (!pNSprite)
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break;
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int top, bottom;
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GetSpriteExtents(pTSprite, &top, &bottom);
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pNSprite->pos.Z = top;
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pNSprite->picnum = 2101;
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pNSprite->shade = -128;
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pNSprite->xrepeat = pNSprite->yrepeat = (tileWidth(pTSprite->picnum) * pTSprite->xrepeat) / 32;
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break;
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}
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case kViewEffectTorchLow:
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{
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auto pNSprite = viewInsertTSprite(tsprite, spritesortcnt, pTSprite->sectp, 32767, pTSprite);
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if (!pNSprite)
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break;
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int top, bottom;
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GetSpriteExtents(pTSprite, &top, &bottom);
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pNSprite->pos.Z = bottom;
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pNSprite->picnum = 2101;
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pNSprite->shade = -128;
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pNSprite->xrepeat = pNSprite->yrepeat = (tileWidth(pTSprite->picnum) * pTSprite->xrepeat) / 32;
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break;
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}
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case kViewEffectShadow:
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{
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auto pNSprite = viewInsertTSprite(tsprite, spritesortcnt, pTSprite->sectp, 32767, pTSprite);
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if (!pNSprite)
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break;
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pNSprite->pos.Z = getflorzofslopeptr(pTSprite->sectp, pNSprite->pos.X, pNSprite->pos.Y);
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if ((pNSprite->sectp->floorpicnum >= 4080) && (pNSprite->sectp->floorpicnum <= 4095) && !VanillaMode()) // if floor has ror, find actual floor
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{
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int cX = pNSprite->pos.X, cY = pNSprite->pos.Y, cZ = pNSprite->pos.Z, cZrel = pNSprite->pos.Z;
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auto cSect = pNSprite->sectp;
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for (int i = 0; i < 16; i++) // scan through max stacked sectors
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{
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if (!CheckLink(&cX, &cY, &cZ, &cSect)) // if no more floors underneath, abort
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break;
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const int newFloorZ = getflorzofslopeptr(cSect, cX, cZ);
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cZrel += newFloorZ - cZ; // get height difference for next sector's ceiling/floor, and add to relative height for shadow
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if ((cSect->floorpicnum < 4080) || (cSect->floorpicnum > 4095)) // if current sector is not open air, use as floor for shadow casting, otherwise continue to next sector
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break;
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cZ = newFloorZ;
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}
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pNSprite->sectp = cSect;
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pNSprite->pos.Z = cZrel;
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}
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pNSprite->shade = 127;
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pNSprite->cstat |= CSTAT_SPRITE_TRANSLUCENT;
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pNSprite->xrepeat = pTSprite->xrepeat;
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pNSprite->yrepeat = pTSprite->yrepeat>>2;
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pNSprite->picnum = pTSprite->picnum;
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if (!VanillaMode() && (pTSprite->type == kThingDroppedLifeLeech)) // fix shadow for thrown lifeleech
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pNSprite->picnum = 800;
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pNSprite->pal = 5;
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int height = tileHeight(pNSprite->picnum);
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int center = height / 2 + tileTopOffset(pNSprite->picnum);
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pNSprite->pos.Z -= (pNSprite->yrepeat << 2) * (height - center);
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break;
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}
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case kViewEffectFlareHalo:
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{
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auto pNSprite = viewInsertTSprite(tsprite, spritesortcnt, pTSprite->sectp, 32767, pTSprite);
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if (!pNSprite)
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break;
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pNSprite->shade = -128;
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pNSprite->pal = 2;
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pNSprite->cstat |= CSTAT_SPRITE_TRANSLUCENT;
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pNSprite->pos.Z = pTSprite->pos.Z;
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pNSprite->xrepeat = pTSprite->xrepeat;
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pNSprite->yrepeat = pTSprite->yrepeat;
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pNSprite->picnum = 2427;
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break;
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}
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case kViewEffectCeilGlow:
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{
|
|
auto pNSprite = viewInsertTSprite(tsprite, spritesortcnt, pTSprite->sectp, 32767, pTSprite);
|
|
if (!pNSprite)
|
|
break;
|
|
|
|
sectortype* pSector = pTSprite->sectp;
|
|
pNSprite->pos.X = pTSprite->pos.X;
|
|
pNSprite->pos.Y = pTSprite->pos.Y;
|
|
pNSprite->pos.Z = pSector->ceilingz;
|
|
pNSprite->picnum = 624;
|
|
pNSprite->shade = ((pTSprite->pos.Z - pSector->ceilingz) >> 8) - 64;
|
|
pNSprite->pal = 2;
|
|
pNSprite->xrepeat = pNSprite->yrepeat = 64;
|
|
pNSprite->cstat |= CSTAT_SPRITE_ONE_SIDE | CSTAT_SPRITE_ALIGNMENT_FLOOR | CSTAT_SPRITE_YFLIP | CSTAT_SPRITE_TRANSLUCENT;
|
|
pNSprite->ang = pTSprite->ang;
|
|
pNSprite->ownerActor = pTSprite->ownerActor;
|
|
break;
|
|
}
|
|
case kViewEffectFloorGlow:
|
|
{
|
|
auto pNSprite = viewInsertTSprite(tsprite, spritesortcnt, pTSprite->sectp, 32767, pTSprite);
|
|
if (!pNSprite)
|
|
break;
|
|
|
|
sectortype* pSector = pTSprite->sectp;
|
|
pNSprite->pos.X = pTSprite->pos.X;
|
|
pNSprite->pos.Y = pTSprite->pos.Y;
|
|
pNSprite->pos.Z = pSector->floorz;
|
|
pNSprite->picnum = 624;
|
|
uint8_t nShade = (pSector->floorz - pTSprite->pos.Z) >> 8;
|
|
pNSprite->shade = nShade - 32;
|
|
pNSprite->pal = 2;
|
|
pNSprite->xrepeat = pNSprite->yrepeat = nShade;
|
|
pNSprite->cstat |= CSTAT_SPRITE_ONE_SIDE | CSTAT_SPRITE_ALIGNMENT_FLOOR | CSTAT_SPRITE_TRANSLUCENT;
|
|
pNSprite->ang = pTSprite->ang;
|
|
pNSprite->ownerActor = pTSprite->ownerActor;
|
|
break;
|
|
}
|
|
case kViewEffectSpear:
|
|
{
|
|
auto pNSprite = viewInsertTSprite(tsprite, spritesortcnt, pTSprite->sectp, 32767, pTSprite);
|
|
if (!pNSprite)
|
|
break;
|
|
|
|
pNSprite->pos.Z = pTSprite->pos.Z;
|
|
if (gDetail > 1)
|
|
pNSprite->cstat |= CSTAT_SPRITE_TRANSLUCENT | CSTAT_SPRITE_TRANS_FLIP;
|
|
pNSprite->shade = ClipLow(pTSprite->shade - 32, -128);
|
|
pNSprite->xrepeat = pTSprite->xrepeat;
|
|
pNSprite->yrepeat = 64;
|
|
pNSprite->picnum = 775;
|
|
break;
|
|
}
|
|
case kViewEffectShowWeapon:
|
|
{
|
|
assert(pTSprite->type >= kDudePlayer1 && pTSprite->type <= kDudePlayer8);
|
|
PLAYER* pPlayer = &gPlayer[pTSprite->type - kDudePlayer1];
|
|
WEAPONICON weaponIcon = gWeaponIcon[pPlayer->curWeapon];
|
|
auto& nTile = weaponIcon.nTile;
|
|
if (nTile < 0) break;
|
|
auto pNSprite = viewInsertTSprite(tsprite, spritesortcnt, pTSprite->sectp, 32767, pTSprite);
|
|
if (!pNSprite)
|
|
break;
|
|
|
|
pNSprite->pos.X = pTSprite->pos.X;
|
|
pNSprite->pos.Y = pTSprite->pos.Y;
|
|
pNSprite->pos.Z = pTSprite->pos.Z - (32 << 8);
|
|
pNSprite->pos.Z -= weaponIcon.zOffset << 8; // offset up
|
|
pNSprite->picnum = nTile;
|
|
pNSprite->shade = pTSprite->shade;
|
|
pNSprite->xrepeat = 32;
|
|
pNSprite->yrepeat = 32;
|
|
auto& nVoxel = voxelIndex[nTile];
|
|
if (cl_showweapon == 2 && r_voxels && nVoxel != -1)
|
|
{
|
|
pNSprite->ang = (gView->actor->spr.ang + 512) & 2047; // always face viewer
|
|
pNSprite->cstat |= CSTAT_SPRITE_ALIGNMENT_SLAB;
|
|
pNSprite->cstat &= ~CSTAT_SPRITE_YFLIP;
|
|
pNSprite->picnum = nVoxel;
|
|
if (pPlayer->curWeapon == kWeapLifeLeech) // position lifeleech behind player
|
|
{
|
|
pNSprite->pos.X += MulScale(128, Cos(gView->actor->spr.ang), 30);
|
|
pNSprite->pos.Y += MulScale(128, Sin(gView->actor->spr.ang), 30);
|
|
}
|
|
if ((pPlayer->curWeapon == kWeapLifeLeech) || (pPlayer->curWeapon == kWeapVoodooDoll)) // make lifeleech/voodoo doll always face viewer like sprite
|
|
pNSprite->ang = (pNSprite->ang + 512) & 2047; // offset angle 90 degrees
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
return NULL;
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
static void viewApplyDefaultPal(tspritetype* pTSprite, sectortype const* pSector)
|
|
{
|
|
XSECTOR const* pXSector = pSector->hasX() ? &pSector->xs() : nullptr;
|
|
if (pXSector && pXSector->color && (VanillaMode() || pSector->floorpal != 0))
|
|
{
|
|
copyfloorpal(pTSprite, pSector);
|
|
}
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void viewProcessSprites(tspritetype* tsprite, int& spritesortcnt, int32_t cX, int32_t cY, int32_t cZ, int32_t cA, int32_t smoothratio)
|
|
{
|
|
// shift before interpolating to increase precision.
|
|
int myclock = (PlayClock << 3) + MulScale(4 << 3, smoothratio, 16);
|
|
assert(spritesortcnt <= MAXSPRITESONSCREEN);
|
|
gCameraAng = cA;
|
|
int nViewSprites = spritesortcnt;
|
|
for (int nTSprite = spritesortcnt - 1; nTSprite >= 0; nTSprite--)
|
|
{
|
|
validateTSpriteSize(tsprite, spritesortcnt);
|
|
tspritetype* pTSprite = &tsprite[nTSprite];
|
|
auto owneractor = static_cast<DBloodActor*>(pTSprite->ownerActor);
|
|
if (owneractor->spr.detail > gDetail)
|
|
{
|
|
pTSprite->xrepeat = 0;
|
|
continue;
|
|
}
|
|
int nTile = pTSprite->picnum;
|
|
if (nTile < 0 || nTile >= kMaxTiles)
|
|
{
|
|
pTSprite->xrepeat = 0;
|
|
continue;
|
|
}
|
|
// skip picnum 0 on face sprites. picnum 0 is a simple wall texture in Blood,
|
|
// but there are maps that use 0 on some operator sprites that may show up in potals as a result.
|
|
// Since the wall texture is perfectly fine for wall and floor sprites, these will be allowed to pass.
|
|
if (nTile == 0 && (pTSprite->cstat & CSTAT_SPRITE_ALIGNMENT_MASK) == CSTAT_SPRITE_ALIGNMENT_FACING)
|
|
{
|
|
pTSprite->xrepeat = 0;
|
|
continue;
|
|
}
|
|
|
|
if (cl_interpolate && owneractor->interpolated && !(pTSprite->flags & 512))
|
|
{
|
|
pTSprite->pos = owneractor->interpolatedvec3(gInterpolate);
|
|
pTSprite->ang = owneractor->interpolatedang(gInterpolate);
|
|
}
|
|
int nAnim = 0;
|
|
switch (picanm[nTile].extra & 7) {
|
|
case 0:
|
|
if (!owneractor->hasX()) break;
|
|
switch (pTSprite->type) {
|
|
#ifdef NOONE_EXTENSIONS
|
|
case kModernCondition:
|
|
case kModernConditionFalse:
|
|
if (!gModernMap) break;
|
|
[[fallthrough]];
|
|
#endif
|
|
case kSwitchToggle:
|
|
case kSwitchOneWay:
|
|
if (owneractor->xspr.state) nAnim = 1;
|
|
break;
|
|
case kSwitchCombo:
|
|
nAnim = owneractor->xspr.data1;
|
|
break;
|
|
}
|
|
break;
|
|
case 1:
|
|
{
|
|
if (tilehasmodelorvoxel(pTSprite->picnum, pTSprite->pal) && !(owneractor->sprext.renderflags & SPREXT_NOTMD))
|
|
{
|
|
pTSprite->cstat &= ~CSTAT_SPRITE_XFLIP;
|
|
break;
|
|
}
|
|
int dX = cX - pTSprite->pos.X;
|
|
int dY = cY - pTSprite->pos.Y;
|
|
RotateVector(&dX, &dY, 128 - pTSprite->ang);
|
|
nAnim = GetOctant(dX, dY);
|
|
if (nAnim <= 4)
|
|
{
|
|
pTSprite->cstat &= ~CSTAT_SPRITE_XFLIP;
|
|
}
|
|
else
|
|
{
|
|
nAnim = 8 - nAnim;
|
|
pTSprite->cstat |= CSTAT_SPRITE_XFLIP;
|
|
}
|
|
break;
|
|
}
|
|
case 2:
|
|
{
|
|
if (tilehasmodelorvoxel(pTSprite->picnum, pTSprite->pal) && !(owneractor->sprext.renderflags & SPREXT_NOTMD))
|
|
{
|
|
pTSprite->cstat &= ~CSTAT_SPRITE_XFLIP;
|
|
break;
|
|
}
|
|
int dX = cX - pTSprite->pos.X;
|
|
int dY = cY - pTSprite->pos.Y;
|
|
RotateVector(&dX, &dY, 128 - pTSprite->ang);
|
|
nAnim = GetOctant(dX, dY);
|
|
break;
|
|
}
|
|
case 3:
|
|
{
|
|
if (owneractor->hasX())
|
|
{
|
|
if (owneractor->hit.florhit.type == kHitNone)
|
|
nAnim = 1;
|
|
}
|
|
else
|
|
{
|
|
int top, bottom;
|
|
GetSpriteExtents(pTSprite, &top, &bottom);
|
|
if (getflorzofslopeptr(pTSprite->sectp, pTSprite->pos.X, pTSprite->pos.Y) > bottom)
|
|
nAnim = 1;
|
|
}
|
|
break;
|
|
}
|
|
case 6:
|
|
case 7:
|
|
{
|
|
if (hw_models && md_tilehasmodel(pTSprite->picnum, pTSprite->pal) >= 0 && !(owneractor->sprext.renderflags & SPREXT_NOTMD))
|
|
break;
|
|
|
|
// Can be overridden by def script
|
|
if (r_voxels && tiletovox[pTSprite->picnum] == -1 && voxelIndex[pTSprite->picnum] != -1 && !(owneractor->sprext.renderflags & SPREXT_NOTMD))
|
|
{
|
|
if ((pTSprite->flags & kHitagRespawn) == 0)
|
|
{
|
|
pTSprite->cstat |= CSTAT_SPRITE_ALIGNMENT_SLAB;
|
|
pTSprite->cstat &= ~(CSTAT_SPRITE_XFLIP | CSTAT_SPRITE_YFLIP);
|
|
pTSprite->yoffset += tileTopOffset(pTSprite->picnum);
|
|
pTSprite->picnum = voxelIndex[pTSprite->picnum];
|
|
if ((picanm[nTile].extra & 7) == 7)
|
|
{
|
|
pTSprite->ang = myclock & 2047;
|
|
}
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
while (nAnim > 0)
|
|
{
|
|
pTSprite->picnum += picanm[pTSprite->picnum].num + 1;
|
|
nAnim--;
|
|
}
|
|
|
|
if ((pTSprite->cstat & CSTAT_SPRITE_ALIGNMENT_MASK) != CSTAT_SPRITE_ALIGNMENT_SLAB && r_voxels && !(owneractor->sprext.renderflags & SPREXT_NOTMD))
|
|
{
|
|
int const nRootTile = pTSprite->picnum;
|
|
int nAnimTile = pTSprite->picnum + qanimateoffs(pTSprite->picnum, 32768 + (pTSprite->ownerActor->GetIndex() & 16383));
|
|
|
|
#if 0
|
|
if (tiletovox[nAnimTile] != -1)
|
|
{
|
|
pTSprite->yoffset += tileTopOffset(nAnimTile);
|
|
pTSprite->xoffset += tileLeftOffset(nAnimTile);
|
|
}
|
|
#endif
|
|
|
|
int const nVoxel = tiletovox[pTSprite->picnum];
|
|
|
|
if (nVoxel != -1 && (picanm[nRootTile].extra & 7) == 7)
|
|
pTSprite->clipdist |= TSPR_MDLROTATE; // per-sprite rotation setting.
|
|
}
|
|
|
|
if ((pTSprite->cstat & CSTAT_SPRITE_ALIGNMENT_MASK) != CSTAT_SPRITE_ALIGNMENT_SLAB && hw_models && !(owneractor->sprext.renderflags & SPREXT_NOTMD))
|
|
{
|
|
int const nRootTile = pTSprite->picnum;
|
|
int nAnimTile = pTSprite->picnum + qanimateoffs(pTSprite->picnum, 32768 + (pTSprite->ownerActor->GetIndex() & 16383));
|
|
|
|
if (tile2model[Ptile2tile(nAnimTile, pTSprite->pal)].modelid >= 0 &&
|
|
tile2model[Ptile2tile(nAnimTile, pTSprite->pal)].framenum >= 0)
|
|
{
|
|
pTSprite->yoffset += tileTopOffset(nAnimTile);
|
|
pTSprite->xoffset += tileLeftOffset(nAnimTile);
|
|
|
|
if ((picanm[nRootTile].extra & 7) == 7)
|
|
pTSprite->clipdist |= TSPR_MDLROTATE; // per-sprite rotation setting.
|
|
}
|
|
}
|
|
|
|
sectortype* pSector = pTSprite->sectp;
|
|
XSECTOR const* pXSector = pSector->hasX() ? &pSector->xs() : nullptr;
|
|
int nShade = pTSprite->shade;
|
|
|
|
if ((pSector->ceilingstat & CSTAT_SECTOR_SKY) && (pSector->floorstat & CSTAT_SECTOR_NO_CEILINGSHADE) == 0)
|
|
{
|
|
nShade += tileShade[pSector->ceilingpicnum] + pSector->ceilingshade;
|
|
}
|
|
else
|
|
{
|
|
nShade += tileShade[pSector->floorpicnum] + pSector->floorshade;
|
|
}
|
|
nShade += tileShade[pTSprite->picnum];
|
|
pTSprite->shade = ClipRange(nShade, -128, 127);
|
|
if ((pTSprite->flags & kHitagRespawn) && pTSprite->ownerActor->spr.intowner == 3 && owneractor->hasX()) // Where does this 3 come from? Nothing sets it.
|
|
{
|
|
pTSprite->xrepeat = 48;
|
|
pTSprite->yrepeat = 48;
|
|
pTSprite->shade = -128;
|
|
pTSprite->picnum = 2272 + 2 * owneractor->xspr.respawnPending;
|
|
pTSprite->cstat &= ~(CSTAT_SPRITE_TRANSLUCENT | CSTAT_SPRITE_TRANS_FLIP);
|
|
if (((IsItemSprite(pTSprite) || IsAmmoSprite(pTSprite)) && gGameOptions.nItemSettings == 2)
|
|
|| (IsWeaponSprite(pTSprite) && gGameOptions.nWeaponSettings == 3))
|
|
{
|
|
pTSprite->xrepeat = pTSprite->yrepeat = 48;
|
|
}
|
|
else
|
|
{
|
|
pTSprite->xrepeat = pTSprite->yrepeat = 0;
|
|
}
|
|
}
|
|
if (spritesortcnt >= MAXSPRITESONSCREEN) continue;
|
|
if (owneractor->hasX() && owneractor->xspr.burnTime > 0)
|
|
{
|
|
pTSprite->shade = ClipRange(pTSprite->shade - 16 - QRandom(8), -128, 127);
|
|
}
|
|
if (pTSprite->flags & 256)
|
|
{
|
|
viewAddEffect(tsprite, spritesortcnt, nTSprite, kViewEffectSmokeHigh);
|
|
}
|
|
if (pTSprite->flags & 1024)
|
|
{
|
|
pTSprite->cstat |= CSTAT_SPRITE_XFLIP;
|
|
}
|
|
if (pTSprite->flags & 2048)
|
|
{
|
|
pTSprite->cstat |= CSTAT_SPRITE_YFLIP;
|
|
}
|
|
switch (pTSprite->statnum) {
|
|
case kStatDecoration: {
|
|
switch (pTSprite->type) {
|
|
case kDecorationCandle:
|
|
if (!owneractor->hasX() || owneractor->xspr.state == 1) {
|
|
pTSprite->shade = -128;
|
|
viewAddEffect(tsprite, spritesortcnt, nTSprite, kViewEffectPhase);
|
|
}
|
|
else {
|
|
pTSprite->shade = -8;
|
|
}
|
|
break;
|
|
case kDecorationTorch:
|
|
if (!owneractor->hasX() || owneractor->xspr.state == 1) {
|
|
pTSprite->picnum++;
|
|
viewAddEffect(tsprite, spritesortcnt, nTSprite, kViewEffectTorchHigh);
|
|
}
|
|
else {
|
|
viewAddEffect(tsprite, spritesortcnt, nTSprite, kViewEffectSmokeHigh);
|
|
}
|
|
break;
|
|
default:
|
|
viewApplyDefaultPal(pTSprite, pSector);
|
|
break;
|
|
}
|
|
}
|
|
break;
|
|
case kStatItem: {
|
|
switch (pTSprite->type) {
|
|
case kItemFlagABase:
|
|
if (owneractor->hasX() && owneractor->xspr.state > 0 && gGameOptions.nGameType == 3) {
|
|
auto pNTSprite = viewAddEffect(tsprite, spritesortcnt, nTSprite, kViewEffectBigFlag);
|
|
if (pNTSprite) pNTSprite->pal = 10;
|
|
}
|
|
break;
|
|
case kItemFlagBBase:
|
|
if (owneractor->hasX() && owneractor->xspr.state > 0 && gGameOptions.nGameType == 3) {
|
|
auto pNTSprite = viewAddEffect(tsprite, spritesortcnt, nTSprite, kViewEffectBigFlag);
|
|
if (pNTSprite) pNTSprite->pal = 7;
|
|
}
|
|
break;
|
|
case kItemFlagA:
|
|
pTSprite->pal = 10;
|
|
pTSprite->cstat |= CSTAT_SPRITE_BLOOD_BIT2;
|
|
break;
|
|
case kItemFlagB:
|
|
pTSprite->pal = 7;
|
|
pTSprite->cstat |= CSTAT_SPRITE_BLOOD_BIT2;
|
|
break;
|
|
default:
|
|
if (pTSprite->type >= kItemKeySkull && pTSprite->type < kItemKeyMax)
|
|
pTSprite->shade = -128;
|
|
|
|
viewApplyDefaultPal(pTSprite, pSector);
|
|
break;
|
|
}
|
|
}
|
|
break;
|
|
case kStatProjectile: {
|
|
switch (pTSprite->type) {
|
|
case kMissileTeslaAlt:
|
|
pTSprite->yrepeat = 128;
|
|
pTSprite->cstat |= CSTAT_SPRITE_ALIGNMENT_FLOOR;
|
|
break;
|
|
case kMissileTeslaRegular:
|
|
viewAddEffect(tsprite, spritesortcnt, nTSprite, kViewEffectTesla);
|
|
break;
|
|
case kMissileButcherKnife:
|
|
viewAddEffect(tsprite, spritesortcnt, nTSprite, kViewEffectTrail);
|
|
break;
|
|
case kMissileFlareRegular:
|
|
case kMissileFlareAlt:
|
|
if (pTSprite->statnum == kStatFlare) {
|
|
if (owneractor->GetTarget() == gView->actor)
|
|
{
|
|
pTSprite->xrepeat = 0;
|
|
break;
|
|
}
|
|
}
|
|
|
|
viewAddEffect(tsprite, spritesortcnt, nTSprite, kViewEffectFlareHalo);
|
|
if (pTSprite->type != kMissileFlareRegular) break;
|
|
sectortype* pSector1 = pTSprite->sectp;
|
|
|
|
int zDiff = (pTSprite->pos.Z - pSector1->ceilingz) >> 8;
|
|
if ((pSector1->ceilingstat & CSTAT_SECTOR_SKY) == 0 && zDiff < 64) {
|
|
viewAddEffect(tsprite, spritesortcnt, nTSprite, kViewEffectCeilGlow);
|
|
}
|
|
|
|
zDiff = (pSector1->floorz - pTSprite->pos.Z) >> 8;
|
|
if ((pSector1->floorstat & CSTAT_SECTOR_SKY) == 0 && zDiff < 64) {
|
|
viewAddEffect(tsprite, spritesortcnt, nTSprite, kViewEffectFloorGlow);
|
|
}
|
|
break;
|
|
}
|
|
break;
|
|
}
|
|
case kStatDude:
|
|
{
|
|
if (pTSprite->type == kDudeHand && owneractor->hasX() && owneractor->xspr.aiState == &hand13A3B4)
|
|
{
|
|
auto target = owneractor->GetTarget();
|
|
if (target && target->IsPlayerActor())
|
|
{
|
|
pTSprite->xrepeat = 0;
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (pXSector && pXSector->color) copyfloorpal(pTSprite, pSector);
|
|
if (powerupCheck(gView, kPwUpBeastVision) > 0) pTSprite->shade = -128;
|
|
|
|
if (IsPlayerSprite(pTSprite)) {
|
|
PLAYER* pPlayer = &gPlayer[pTSprite->type - kDudePlayer1];
|
|
if (powerupCheck(pPlayer, kPwUpShadowCloak) && !powerupCheck(gView, kPwUpBeastVision)) {
|
|
pTSprite->cstat |= CSTAT_SPRITE_TRANSLUCENT;
|
|
pTSprite->pal = 5;
|
|
}
|
|
else if (powerupCheck(pPlayer, kPwUpDeathMask)) {
|
|
pTSprite->shade = -128;
|
|
pTSprite->pal = 5;
|
|
}
|
|
else if (powerupCheck(pPlayer, kPwUpDoppleganger)) {
|
|
pTSprite->pal = 11 + (gView->teamId & 3);
|
|
}
|
|
|
|
if (powerupCheck(pPlayer, kPwUpReflectShots)) {
|
|
viewAddEffect(tsprite, spritesortcnt, nTSprite, kViewEffectReflectiveBall);
|
|
}
|
|
|
|
if (cl_showweapon && gGameOptions.nGameType > 0 && gView) {
|
|
viewAddEffect(tsprite, spritesortcnt, nTSprite, kViewEffectShowWeapon);
|
|
}
|
|
|
|
if (pPlayer->flashEffect && (gView != pPlayer || gViewPos != VIEWPOS_0)) {
|
|
auto pNTSprite = viewAddEffect(tsprite, spritesortcnt, nTSprite, kViewEffectShoot);
|
|
if (pNTSprite) {
|
|
POSTURE* pPosture = &pPlayer->pPosture[pPlayer->lifeMode][pPlayer->posture];
|
|
pNTSprite->pos.X += MulScale(pPosture->zOffset, Cos(pTSprite->ang), 28);
|
|
pNTSprite->pos.Y += MulScale(pPosture->zOffset, Sin(pTSprite->ang), 28);
|
|
pNTSprite->pos.Z = pPlayer->actor->spr.pos.Z - pPosture->xOffset;
|
|
}
|
|
}
|
|
|
|
if (pPlayer->hasFlag > 0 && gGameOptions.nGameType == 3) {
|
|
if (pPlayer->hasFlag & 1) {
|
|
auto pNTSprite = viewAddEffect(tsprite, spritesortcnt, nTSprite, kViewEffectFlag);
|
|
if (pNTSprite)
|
|
{
|
|
pNTSprite->pal = 10;
|
|
pNTSprite->cstat |= CSTAT_SPRITE_XFLIP;
|
|
}
|
|
}
|
|
if (pPlayer->hasFlag & 2) {
|
|
auto pNTSprite = viewAddEffect(tsprite, spritesortcnt, nTSprite, kViewEffectFlag);
|
|
if (pNTSprite)
|
|
{
|
|
pNTSprite->pal = 7;
|
|
pNTSprite->cstat |= CSTAT_SPRITE_XFLIP;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if (pTSprite->ownerActor != gView->actor || gViewPos != VIEWPOS_0) {
|
|
if (getflorzofslopeptr(pTSprite->sectp, pTSprite->pos.X, pTSprite->pos.Y) >= cZ)
|
|
{
|
|
viewAddEffect(tsprite, spritesortcnt, nTSprite, kViewEffectShadow);
|
|
}
|
|
}
|
|
|
|
if (gModernMap && owneractor->hasX()) { // add target spot indicator for patrol dudes
|
|
if (owneractor->xspr.dudeFlag4 && aiInPatrolState(owneractor->xspr.aiState) && owneractor->xspr.data3 > 0 && owneractor->xspr.data3 <= kMaxPatrolSpotValue)
|
|
viewAddEffect(tsprite, spritesortcnt, nTSprite, kViewEffectSpotProgress);
|
|
}
|
|
break;
|
|
}
|
|
case kStatTraps: {
|
|
if (pTSprite->type == kTrapSawCircular) {
|
|
if (owneractor->xspr.state) {
|
|
if (owneractor->xspr.data1) {
|
|
pTSprite->picnum = 772;
|
|
if (owneractor->xspr.data2)
|
|
viewAddEffect(tsprite, spritesortcnt, nTSprite, kViewEffectSpear);
|
|
}
|
|
}
|
|
else if (owneractor->xspr.data1) pTSprite->picnum = 773;
|
|
else pTSprite->picnum = 656;
|
|
|
|
}
|
|
break;
|
|
}
|
|
case kStatThing: {
|
|
viewApplyDefaultPal(pTSprite, pSector);
|
|
|
|
if (pTSprite->type < kThingBase || pTSprite->type >= kThingMax || owneractor->hit.florhit.type == kHitNone)
|
|
{
|
|
if ((pTSprite->flags & kPhysMove) && getflorzofslopeptr(pTSprite->sectp, pTSprite->pos.X, pTSprite->pos.Y) >= cZ)
|
|
viewAddEffect(tsprite, spritesortcnt, nTSprite, kViewEffectShadow);
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
|
|
for (int nTSprite = spritesortcnt - 1; nTSprite >= nViewSprites; nTSprite--)
|
|
{
|
|
tspritetype* pTSprite = &tsprite[nTSprite];
|
|
int nAnim = 0;
|
|
switch (picanm[pTSprite->picnum].extra & 7)
|
|
{
|
|
case 1:
|
|
{
|
|
int dX = cX - pTSprite->pos.X;
|
|
int dY = cY - pTSprite->pos.Y;
|
|
RotateVector(&dX, &dY, 128 - pTSprite->ang);
|
|
nAnim = GetOctant(dX, dY);
|
|
if (nAnim <= 4)
|
|
{
|
|
pTSprite->cstat &= ~CSTAT_SPRITE_XFLIP;
|
|
}
|
|
else
|
|
{
|
|
nAnim = 8 - nAnim;
|
|
pTSprite->cstat |= CSTAT_SPRITE_XFLIP;
|
|
}
|
|
break;
|
|
}
|
|
case 2:
|
|
{
|
|
int dX = cX - pTSprite->pos.X;
|
|
int dY = cY - pTSprite->pos.Y;
|
|
RotateVector(&dX, &dY, 128 - pTSprite->ang);
|
|
nAnim = GetOctant(dX, dY);
|
|
break;
|
|
}
|
|
}
|
|
while (nAnim > 0)
|
|
{
|
|
pTSprite->picnum += picanm[pTSprite->picnum].num + 1;
|
|
nAnim--;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void GameInterface::processSprites(tspritetype* tsprite, int& spritesortcnt, int viewx, int viewy, int viewz, binangle viewang, double smoothRatio)
|
|
{
|
|
viewProcessSprites(tsprite, spritesortcnt, viewx, viewy, viewz, viewang.asbuild(), int(smoothRatio));
|
|
}
|
|
|
|
int display_mirror;
|
|
|
|
void GameInterface::EnterPortal(DCoreActor* viewer, int type)
|
|
{
|
|
if (type == PORTAL_WALL_MIRROR)
|
|
{
|
|
display_mirror++;
|
|
if (viewer) viewer->spr.cstat &= ~CSTAT_SPRITE_INVISIBLE;
|
|
}
|
|
}
|
|
|
|
void GameInterface::LeavePortal(DCoreActor* viewer, int type)
|
|
{
|
|
if (type == PORTAL_WALL_MIRROR)
|
|
{
|
|
display_mirror--;
|
|
if (viewer && display_mirror == 0 && !(viewer->spr.cstat & CSTAT_SPRITE_TRANSLUCENT)) viewer->spr.cstat |= CSTAT_SPRITE_INVISIBLE;
|
|
}
|
|
}
|
|
|
|
END_BLD_NS
|