raze/source/games/duke/src/animatesprites_r.cpp
Christoph Oelckers 8dfbbc8220 - migrated floorpicnum and ceilingpicnum to FTextures.
The sky code still needs some work.
2022-12-18 14:32:52 +01:00

432 lines
11 KiB
C++

//-------------------------------------------------------------------------
/*
Copyright (C) 1996, 2003 - 3D Realms Entertainment
Copyright (C) 2017-2019 Nuke.YKT
Copyright (C) 2020 - Christoph Oelckers
This file is part of Duke Nukem 3D version 1.5 - Atomic Edition
Duke Nukem 3D is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
Original Source: 1996 - Todd Replogle
Prepared for public release: 03/21/2003 - Charlie Wiederhold, 3D Realms
*/
//-------------------------------------------------------------------------
#include "ns.h"
#include "global.h"
#include "names_r.h"
#include "prediction.h"
#include "dukeactor.h"
#include "gamefuncs.h"
#include "models/modeldata.h"
BEGIN_DUKE_NS
void animatesprites_r(tspriteArray& tsprites, const DVector2& viewVec, DAngle viewang, double interpfrac)
{
int k, p;
int t1, t3, t4;
tspritetype* t;
DDukeActor* h;
int bg = 0;
for (unsigned j = 0; j < tsprites.Size(); j++)
{
t = tsprites.get(j);
h = static_cast<DDukeActor*>(t->ownerActor);
if (!actorflag(h, SFLAG2_FORCESECTORSHADE) && ((t->cstat & CSTAT_SPRITE_ALIGNMENT_WALL)) || (badguypic(t->picnum) && t->extra > 0) || t->statnum == STAT_PLAYER)
{
if (h->sector()->shadedsector == 1 && h->spr.statnum != 1)
{
t->shade = 16;
}
continue;
}
if (t->sectp != nullptr)
t->shade = clamp<int>(t->sectp->ceilingstat & CSTAT_SECTOR_SKY ? h->spr.shade : t->sectp->floorshade, -127, 127);
}
for (unsigned j = 0; j < tsprites.Size(); j++)
{
t = tsprites.get(j);
h = static_cast<DDukeActor*>(t->ownerActor);
auto OwnerAc = h->GetOwner();
if (iseffector(h))
{
if (t->lotag == SE_27_DEMO_CAM && ud.recstat == 1)
{
t->picnum = 11 + ((PlayClock >> 3) & 1);
t->cstat |= CSTAT_SPRITE_YCENTER;
}
else
t->scale = DVector2(0, 0);
}
if (t->statnum == STAT_TEMP) continue;
auto pp = &ps[h->PlayerIndex()];
if (h->spr.statnum != STAT_ACTOR && h->isPlayer() && pp->newOwner == nullptr && h->GetOwner())
{
t->pos = h->interpolatedpos(interpfrac);
t->Angles.Yaw = h->interpolatedyaw(interpfrac);
h->spr.scale = DVector2(0.375, 0.265625);
}
else if (!actorflag(h, SFLAG_NOINTERPOLATE))
{
t->pos = h->interpolatedpos(interpfrac);
t->Angles.Yaw = h->interpolatedyaw(interpfrac);
}
auto sectp = h->sector();
bool res = CallAnimate(h, t);
// some actors have 4, some 6 rotation frames - in true Build fashion there's no pointers what to do here without flagging it.
if (actorflag(h, SFLAG2_ALWAYSROTATE1) || (t->clipdist & TSPR_ROTATE8FRAMES))
applyRotation1(h, t, viewang);
else if (actorflag(h, SFLAG2_ALWAYSROTATE2) || (t->clipdist & TSPR_ROTATE12FRAMES))
applyRotation2(h, t, viewang);
if (sectp->floorpal && !actorflag(h, SFLAG2_NOFLOORPAL) && !(t->clipdist & TSPR_NOFLOORPAL))
copyfloorpal(t, sectp);
if (res)
{
if (h->dispicnum >= 0)
h->dispicnum = t->picnum;
continue;
}
t1 = h->temp_data[1];
t3 = h->temp_data[3];
t4 = h->temp_data[4];
switch (h->spr.picnum)
{
case RTILE_DUKELYINGDEAD:
h->spr.scale = DVector2(0.375, 0.265625);
if (h->spr.extra > 0)
t->pos.Z += 6;
break;
case RTILE_POWDERKEG:
continue;
case RTILE_BURNING:
if (OwnerAc && OwnerAc->spr.statnum == STAT_PLAYER)
{
if (display_mirror == 0 && OwnerAc->PlayerIndex() == screenpeek && ps[OwnerAc->PlayerIndex()].over_shoulder_on == 0)
t->scale = DVector2(0, 0);
else
{
t->Angles.Yaw = (viewVec - t->pos.XY()).Angle();
t->pos.XY() = OwnerAc->spr.pos.XY() + t->Angles.Yaw.ToVector();
}
}
break;
case RTILE_ATOMICHEALTH:
t->pos.Z -= 4;
break;
case RTILE_CRYSTALAMMO:
t->shade = int(BobVal(PlayClock << 4) * 16);
break;
case RTILE_APLAYER:
p = h->PlayerIndex();
if (t->pal == 1) t->pos.Z -= 18;
if (ps[p].over_shoulder_on > 0 && ps[p].newOwner == nullptr)
{
t->cstat |= CSTAT_SPRITE_TRANSLUCENT;
#if 0 // multiplayer only
if (screenpeek == myconnectindex && numplayers >= 2)
{
t->pos = interpolatedvalue(omypos, mypos, interpfrac).plusZ(gs_playerheight);
t->angle = interpolatedvalue(omyang, myang, interpfrac);
t->sector = mycursectnum;
}
#endif
}
if ((display_mirror == 1 || screenpeek != p || !h->GetOwner()) && ud.multimode > 1 && cl_showweapon && ps[p].GetActor()->spr.extra > 0 && ps[p].curr_weapon > 0)
{
auto newtspr = tsprites.newTSprite();
*newtspr = *t;
newtspr->statnum = 99;
newtspr->scale.Y = (max(t->scale.Y * 0.125, 0.0625));
newtspr->shade = t->shade;
newtspr->cstat = 0;
switch (ps[p].curr_weapon)
{
case PISTOL_WEAPON: newtspr->picnum = RTILE_FIRSTGUNSPRITE; break;
case SHOTGUN_WEAPON: newtspr->picnum = RTILE_SHOTGUNSPRITE; break;
case RIFLEGUN_WEAPON: newtspr->picnum = RTILE_RIFLEGUNSPRITE; break;
case CROSSBOW_WEAPON: newtspr->picnum = RTILE_CROSSBOWSPRITE; break;
case CHICKEN_WEAPON: newtspr->picnum = RTILE_CROSSBOWSPRITE; break;
case THROWINGDYNAMITE_WEAPON:
case DYNAMITE_WEAPON: newtspr->picnum = RTILE_DYNAMITE; break;
case POWDERKEG_WEAPON: newtspr->picnum = RTILE_POWDERKEG; break;
case BOWLING_WEAPON: newtspr->picnum = RTILE_BOWLINGBALLSPRITE; break;
case THROWSAW_WEAPON: newtspr->picnum = RTILE_RIPSAWSPRITE; break;
case BUZZSAW_WEAPON: newtspr->picnum = RTILE_RIPSAWSPRITE; break;
case ALIENBLASTER_WEAPON: newtspr->picnum = RTILE_ALIENBLASTERSPRITE; break;
case TIT_WEAPON: newtspr->picnum = RTILE_TITSPRITE; break;
}
if (h->GetOwner()) newtspr->pos.Z = ps[p].GetActor()->getOffsetZ() - 12;
else newtspr->pos.Z = h->spr.pos.Z - 51;
if (ps[p].curr_weapon == HANDBOMB_WEAPON)
{
newtspr->scale = DVector2(0.15625, 0.15625);
}
else if (ps[p].OnMotorcycle || ps[p].OnBoat)
{
newtspr->scale = DVector2(0, 0);
}
else
{
newtspr->scale = DVector2(0.25, 0.25);
}
newtspr->pal = 0;
}
if (!h->GetOwner())
{
if (hw_models && modelManager.CheckModel(h->spr.picnum, h->spr.pal))
{
k = 0;
t->cstat &= ~CSTAT_SPRITE_XFLIP;
} else
{
k = angletorotation1(t->Angles.Yaw, viewang);
if (k > 4)
{
k = 8 - k;
t->cstat |= CSTAT_SPRITE_XFLIP;
}
else t->cstat &= ~CSTAT_SPRITE_XFLIP;
}
if (t->sectp->lotag == 2) k += 1795 - 1405;
else if ((h->floorz - h->spr.pos.Z) > 64) k += 60;
t->picnum += k;
t->pal = ps[p].palookup;
goto PALONLY;
}
if (ps[p].on_crane == nullptr && (h->sector()->lotag & 0x7ff) != 1)
{
double v = h->spr.pos.Z - ps[p].GetActor()->floorz + 3;
if (v > 4 && h->spr.scale.Y > 0.5 && h->spr.extra > 0)
h->spr.yoffset = (int8_t)(v / h->spr.scale.Y);
else h->spr.yoffset = 0;
}
if (ps[p].newOwner != nullptr)
{
t4 = ScriptCode[gs.actorinfo[RTILE_APLAYER].scriptaddress + 1];
t3 = 0;
t1 = ScriptCode[gs.actorinfo[RTILE_APLAYER].scriptaddress + 2];
}
if (ud.cameraactor == nullptr && ps[p].newOwner == nullptr)
if (h->GetOwner() && display_mirror == 0 && ps[p].over_shoulder_on == 0)
if (ud.multimode < 2 || (ud.multimode > 1 && p == screenpeek))
{
t->ownerActor = nullptr;
t->scale = DVector2(0, 0);
continue;
}
PALONLY:
if (sectp->floorpal)
copyfloorpal(t, sectp);
if (!h->GetOwner()) continue;
if (t->pos.Z > h->floorz && t->scale.X < 0.5)
t->pos.Z = h->floorz;
if (ps[p].OnMotorcycle && p == screenpeek)
{
t->picnum = RTILE_RRTILE7219;
t->scale = DVector2(0.28125, 0.28125);
t4 = 0;
t3 = 0;
t1 = 0;
}
else if (ps[p].OnMotorcycle)
{
k = angletorotation2(h->spr.Angles.Yaw, viewang);
if (k > 6)
{
k = 12 - k;
t->cstat |= CSTAT_SPRITE_XFLIP;
}
else t->cstat &= ~CSTAT_SPRITE_XFLIP;
t->picnum = RTILE_RRTILE7213 + k;
t->scale = DVector2(0.28125, 0.28125);
t4 = 0;
t3 = 0;
t1 = 0;
}
else if (ps[p].OnBoat && p == screenpeek)
{
t->picnum = RTILE_RRTILE7190;
t->scale = DVector2(0.5, 0.5);
t4 = 0;
t3 = 0;
t1 = 0;
}
else if (ps[p].OnBoat)
{
k = angletorotation2(h->spr.Angles.Yaw, viewang);
if (k > 6)
{
k = 12 - k;
t->cstat |= CSTAT_SPRITE_XFLIP;
}
else t->cstat &= ~CSTAT_SPRITE_XFLIP;
t->picnum = RTILE_RRTILE7184 + k;
t->scale = DVector2(0.5, 0.5);
t4 = 0;
t3 = 0;
t1 = 0;
}
break;
case RTILE_WATERBUBBLE:
if (tilesurface(t->sectp->floortexture) == TSURF_SLIME)
{
t->pal = 7;
break;
}
[[fallthrough]];
default:
if (sectp->floorpal)
copyfloorpal(t, sectp);
break;
}
applyanimations(t, h, viewVec, viewang);
if (h->spr.statnum == STAT_DUMMYPLAYER || badguy(h) || (h->isPlayer() && h->GetOwner()))
{
drawshadows(tsprites, t, h);
}
switch (h->spr.picnum)
{
case RTILE_SBMOVE:
if (!isRRRA())
t->shade = -127;
break;
case RTILE_EXPLOSION2:
case RTILE_ATOMICHEALTH:
case RTILE_CHAINGUN:
case RTILE_EXPLOSION3:
if (t->picnum == RTILE_EXPLOSION2)
{
ps[screenpeek].visibility = -127;
lastvisinc = PlayClock + 32;
t->pal = 0;
}
t->shade = -127;
break;
case RTILE_UFOBEAM:
case RTILE_RRTILE3586:
case RTILE_LADDER:
t->cstat |= CSTAT_SPRITE_INVISIBLE;
h->spr.cstat |= CSTAT_SPRITE_INVISIBLE;
break;
case RTILE_DESTRUCTO:
t->cstat |= CSTAT_SPRITE_INVISIBLE;
break;
case RTILE_FIRE:
case RTILE_BURNING:
if (!OwnerAc || !actorflag(OwnerAc, SFLAG_NOFLOORFIRE))
t->pos.Z = getflorzofslopeptr(t->sectp, t->pos);
t->shade = -127;
break;
case RTILE_CHEER:
if (!isRRRA()) break;
if (t->picnum >= RTILE_CHEER + 102 && t->picnum <= RTILE_CHEER + 151)
t->shade = -127;
break;
case RTILE_MINION:
if (!isRRRA()) break;
if (t->pal == 19)
t->shade = -127;
break;
case RTILE_BIKER:
if (!isRRRA()) break;
if (t->picnum >= RTILE_BIKER + 54 && t->picnum <= RTILE_BIKER + 58)
t->shade = -127;
else if (t->picnum >= RTILE_BIKER + 84 && t->picnum <= RTILE_BIKER + 88)
t->shade = -127;
break;
case RTILE_BILLYRAY:
case RTILE_BILLYRAYSTAYPUT:
if (!isRRRA()) break;
if (t->picnum >= RTILE_BILLYRAY + 5 && t->picnum <= RTILE_BILLYRAY + 9)
t->shade = -127;
break;
case RTILE_RRTILE2034:
t->picnum = RTILE_RRTILE2034 + ((PlayClock >> 2) & 1);
break;
case RTILE_RRTILE2944:
t->shade = -127;
t->picnum = RTILE_RRTILE2944 + ((PlayClock >> 2) & 4);
break;
case RTILE_PLAYERONWATER:
k = angletorotation1(t->Angles.Yaw, viewang);
if (k > 4)
{
k = 8 - k;
t->cstat |= CSTAT_SPRITE_XFLIP;
}
else t->cstat &= ~CSTAT_SPRITE_XFLIP;
t->picnum = h->spr.picnum + k + ((h->temp_data[0] < 4) * 5);
if (OwnerAc) t->shade = OwnerAc->spr.shade;
break;
}
h->dispicnum = t->picnum;
if (t->sectp->floortexture == mirrortex)
t->scale = DVector2(0, 0);
}
}
END_DUKE_NS