raze/source/games/sw/src/_polymost.cpp
Christoph Oelckers 8a1c602dc8 - 10 more s().
2021-12-30 09:57:43 +01:00

313 lines
11 KiB
C++

BEGIN_SW_NS
bool FindCeilingView(int match, int* x, int* y, int z, sectortype** sect);
bool FindFloorView(int match, int* x, int* y, int z, sectortype** sect);
int ViewSectorInScene(sectortype* cursect, int level)
{
SWStatIterator it(STAT_FAF);
while (auto actor = it.Next())
{
if (actor->spr.hitag == level)
{
if (cursect == actor->spr.sector())
{
// ignore case if sprite is pointing up
if (actor->spr.ang == 1536)
continue;
// only gets to here is sprite is pointing down
// found a potential match
int match = actor->spr.lotag;
if (!testgotpic(FAF_MIRROR_PIC, true))
return -1;
return match;
}
}
}
return -1;
}
void DrawOverlapRoom(int tx, int ty, int tz, fixed_t tq16ang, fixed_t tq16horiz, sectortype* tsect)
{
save.zcount = 0;
int match = ViewSectorInScene(tsect, VIEW_LEVEL1);
if (match != -1)
{
FindCeilingView(match, &tx, &ty, tz, &tsect);
if (tsect == nullptr)
return;
renderDrawRoomsQ16(tx, ty, tz, tq16ang, tq16horiz, sectnum(tsect), false);
// reset Z's
for (int i = 0; i < save.zcount; i++)
{
save.sect[i]->floorz = save.zval[i];
save.sect[i]->floorpicnum = save.pic[i];
save.sect[i]->setfloorslope(save.slope[i]);
}
analyzesprites(pm_tsprite, pm_spritesortcnt, tx, ty, tz, false);
post_analyzesprites(pm_tsprite, pm_spritesortcnt);
renderDrawMasks();
}
else
{
match = ViewSectorInScene(tsect, VIEW_LEVEL2);
if (match != -1)
{
FindFloorView(match, &tx, &ty, tz, &tsect);
if (tsect == nullptr)
return;
renderDrawRoomsQ16(tx, ty, tz, tq16ang, tq16horiz, sectnum(tsect), false);
// reset Z's
for (int i = 0; i < save.zcount; i++)
{
save.sect[i]->ceilingz = save.zval[i];
save.sect[i]->ceilingpicnum = save.pic[i];
save.sect[i]->setceilingslope(save.slope[i]);
}
analyzesprites(pm_tsprite, pm_spritesortcnt, tx, ty, tz, false);
post_analyzesprites(pm_tsprite, pm_spritesortcnt);
renderDrawMasks();
}
}
}
void FAF_DrawRooms(int x, int y, int z, fixed_t q16ang, fixed_t q16horiz, int sectnum)
{
SWStatIterator it(STAT_CEILING_FLOOR_PIC_OVERRIDE);
while (auto actor = it.Next())
{
if (SP_TAG3(actor) == 0)
{
// back up ceilingpicnum and ceilingstat
SP_TAG5(actor) = actor->spr.sector()->ceilingpicnum;
actor->spr.sector()->ceilingpicnum = SP_TAG2(actor);
SP_TAG4(actor) = actor->spr.sector()->ceilingstat;
SET(actor->spr.sector()->ceilingstat, ESectorFlags::FromInt(SP_TAG6(actor)));
RESET(actor->spr.sector()->ceilingstat, CSTAT_SECTOR_SKY);
}
else if (SP_TAG3(actor) == 1)
{
SP_TAG5(actor) = actor->spr.sector()->floorpicnum;
actor->spr.sector()->floorpicnum = SP_TAG2(actor);
SP_TAG4(actor) = actor->spr.sector()->floorstat;
SET(actor->spr.sector()->floorstat, ESectorFlags::FromInt(SP_TAG6(actor)));
RESET(actor->spr.sector()->floorstat, CSTAT_SECTOR_SKY);
}
}
renderDrawRoomsQ16(x,y,z,q16ang,q16horiz,sectnum, false);
it.Reset(STAT_CEILING_FLOOR_PIC_OVERRIDE);
while (auto actor = it.Next())
{
// manually set gotpic
if (gotsector[actor->spr.sectno()])
{
gotpic.Set(FAF_MIRROR_PIC);
}
if (SP_TAG3(actor) == 0)
{
// restore ceilingpicnum and ceilingstat
actor->spr.sector()->ceilingpicnum = SP_TAG5(actor);
actor->spr.sector()->ceilingstat = ESectorFlags::FromInt(SP_TAG4(actor));
RESET(actor->spr.sector()->ceilingstat, CSTAT_SECTOR_SKY);
}
else if (SP_TAG3(actor) == 1)
{
actor->spr.sector()->floorpicnum = SP_TAG5(actor);
actor->spr.sector()->floorstat = ESectorFlags::FromInt(SP_TAG4(actor));
RESET(actor->spr.sector()->floorstat, CSTAT_SECTOR_SKY);
}
}
}
void polymost_drawscreen(PLAYERp pp, int tx, int ty, int tz, binangle tang, fixedhoriz thoriz, sectortype* tsect)
{
videoSetCorrectedAspect();
renderSetAspect(xs_CRoundToInt(double(viewingrange) * tan(r_fov * (pi::pi() / 360.))), yxaspect);
OverlapDraw = true;
DrawOverlapRoom(tx, ty, tz, tang.asq16(), thoriz.asq16(), tsect);
OverlapDraw = false;
if (automapMode != am_full)// && !ScreenSavePic)
{
// TEST this! Changed to camerapp
//JS_DrawMirrors(camerapp, tx, ty, tz, tang.asq16(), thoriz.asq16());
JS_DrawMirrors(pp, tx, ty, tz, tang.asq16(), thoriz.asq16());
}
// TODO: This call is redundant if the tiled overhead map is shown, but the
// HUD elements should be properly outputted with hardware rendering first.
if (!FAF_DebugView)
FAF_DrawRooms(tx, ty, tz, tang.asq16(), thoriz.asq16(), sectnum(tsect));
analyzesprites(pm_tsprite, pm_spritesortcnt, tx, ty, tz, tang.asbuild());
post_analyzesprites(pm_tsprite, pm_spritesortcnt);
renderDrawMasks();
}
void JS_DrawMirrors(PLAYERp pp, int tx, int ty, int tz, fixed_t tpq16ang, fixed_t tpq16horiz)
{
int j, cnt;
int dist;
int tposx, tposy; // Camera
int *longptr;
fixed_t tang;
// int tx, ty, tz, tpang; // Interpolate so mirror doesn't
// drift!
bool bIsWallMirror = false;
{
for (cnt = mirrorcnt - 1; cnt >= 0; cnt--)
//if (testgotpic(cnt + MIRRORLABEL) || testgotpic(cnt + CAMSPRITE))
if (testgotpic(cnt + MIRRORLABEL) || ((unsigned)mirror[cnt].campic < MAXTILES && testgotpic(mirror[cnt].campic)))
{
bIsWallMirror = false;
if (testgotpic(cnt + MIRRORLABEL, true))
{
bIsWallMirror = true;
}
else if ((unsigned)mirror[cnt].campic < MAXTILES && testgotpic(mirror[cnt].campic))
{
gotpic.Clear(mirror[cnt].campic);
}
mirrorinview = true;
// tx = interpolatedvalue(pp->oposx, pp->posx, smoothratio);
// ty = interpolatedvalue(pp->oposy, pp->posy, smoothratio);
// tz = interpolatedvalue(pp->oposz, pp->posz, smoothratio);
// tpq16ang = pp->angle.ang.asq16();
dist = 0x7fffffff;
if (bIsWallMirror)
{
j = abs(mirror[cnt].mirrorWall->pos.X - tx);
j += abs(mirror[cnt].mirrorWall->pos.Y - ty);
if (j < dist)
dist = j;
}
else if (mirror[cnt].camspriteActor)
{
auto pos = mirror[cnt].camspriteActor->spr.pos;
j = abs(pos.X - tx);
j += abs(pos.Y - ty);
if (j < dist)
dist = j;
}
if (mirror[cnt].ismagic)
{
int camhoriz;
int w;
int dx, dy, dz, tdx, tdy, tdz, midx, midy;
auto actor = mirror[cnt].cameraActor;
ASSERT(actor != nullptr);
// Calculate the angle of the mirror wall
auto wal = mirror[cnt].mirrorWall;
// Get wall midpoint for offset in mirror view
midx = (wal->pos.X + wal->point2Wall()->pos.X) / 2;
midy = (wal->pos.Y + wal->point2Wall()->pos.Y) / 2;
// Finish finding offsets
tdx = abs(midx - tx);
tdy = abs(midy - ty);
if (midx >= tx)
dx = actor->spr.pos.X - tdx;
else
dx = actor->spr.pos.X + tdx;
if (midy >= ty)
dy = actor->spr.pos.Y - tdy;
else
dy = actor->spr.pos.Y + tdy;
tdz = abs(tz - actor->spr.pos.Z);
if (tz >= actor->spr.pos.Z)
dz = actor->spr.pos.Z + tdz;
else
dz = actor->spr.pos.Z - tdz;
// Is it a TV cam or a teleporter that shows destination?
// true = It's a TV cam
mirror[cnt].mstate = m_normal;
if (TEST_BOOL1(actor))
mirror[cnt].mstate = m_viewon;
// Show teleport destination
// NOTE: Adding true lets you draw a room, even if
// you are outside of it!
if (mirror[cnt].mstate != m_viewon)
{
tileDelete(MIRROR);
// Set TV camera sprite size to 0 to show mirror
// behind in this case!
if (mirror[cnt].campic != -1)
tileDelete(mirror[cnt].campic);
renderDrawRoomsQ16(dx, dy, dz, tpq16ang, tpq16horiz, actor->spr.sector(), true);
analyzesprites(pm_tsprite, pm_spritesortcnt, dx, dy, dz, false);
renderDrawMasks();
}
}
else if (mirror[cnt].mirrorWall)
{
// It's just a mirror
// Prepare drawrooms for drawing mirror and calculate
// reflected
// position into tposx, tposy, and tang (tposz == cposz)
// Must call preparemirror before drawrooms and
// completemirror after drawrooms
display_mirror = true;
renderPrepareMirror(tx, ty, tz, tpq16ang, tpq16horiz,
wallnum(mirror[cnt].mirrorWall), /*mirror[cnt].mirrorsector,*/ &tposx, &tposy, &tang);
renderDrawRoomsQ16(tposx, tposy, tz, (tang), tpq16horiz, sectnum(mirror[cnt].mirrorSector), true);
analyzesprites(pm_tsprite, pm_spritesortcnt, tposx, tposy, tz, tang >> 16);
renderDrawMasks();
renderCompleteMirror(); // Reverse screen x-wise in this
display_mirror = false;
}
// Clean up anything that the camera view might have done
tileDelete(MIRROR);
mirror[cnt].mirrorWall->overpicnum = MIRRORLABEL + cnt;
}
else
mirrorinview = false;
}
}
END_SW_NS