*** empty log message ***

git-svn-id: svn://svn.code.sf.net/p/actiongame/code/trunk/ac@932 e016b1c5-ed68-44aa-a2f7-31cac88cffde
This commit is contained in:
Lee Salzman
2007-04-06 08:59:50 +00:00
parent 960e89416f
commit 3f200a7009
12 changed files with 266 additions and 110 deletions
+1 -1
View File
@@ -82,7 +82,7 @@ extern int lastmillis; // last time
extern int curtime; // current frame time
extern int gamemode, nextmode;
extern int xtraverts;
extern bool minimap;
extern bool minimap, reflecting;
extern bool demoplayback;
extern bool intermission;
extern bool arenajoin;
+9 -9
View File
@@ -45,22 +45,22 @@ void screenshot(char *imagepath)
{
SDL_Surface *image;
SDL_Surface *temp;
int idx;
if((image = SDL_CreateRGBSurface(SDL_SWSURFACE, scr_w, scr_h, 24, 0x0000FF, 0x00FF00, 0xFF0000, 0)))
{
if((temp = SDL_CreateRGBSurface(SDL_SWSURFACE, scr_w, scr_h, 24, 0x0000FF, 0x00FF00, 0xFF0000, 0)))
if((temp = SDL_CreateRGBSurface(SDL_SWSURFACE, scr_w, scr_h, 24, 0x0000FF, 0x00FF00, 0xFF0000, 0)))
{
glReadPixels(0, 0, scr_w, scr_h, GL_RGB, GL_UNSIGNED_BYTE, image->pixels);
for (idx = 0; idx<scr_h; idx++)
loopi(scr_h)
{
char *dest = (char *)temp->pixels+temp->pitch*idx;
memcpy(dest, (char *)image->pixels+image->pitch*(scr_h-1-idx), 3*scr_w);
char *dest = (char *)temp->pixels+temp->pitch*i;
memcpy(dest, (char *)image->pixels+image->pitch*(scr_h-1-i), 3*scr_w);
endianswap(dest, 3, scr_w);
}
if(!imagepath)
if(!imagepath[0])
{
imagepath = new string;
s_sprintf(imagepath)("screenshots/screenshot_%d.bmp", lastmillis);
static string buf;
s_sprintf(buf)("screenshots/screenshot_%d.bmp", lastmillis);
imagepath = buf;
}
SDL_SaveBMP(temp, path(imagepath));
SDL_FreeSurface(temp);
@@ -69,7 +69,7 @@ void screenshot(char *imagepath)
}
}
COMMAND(screenshot, ARG_NONE);
COMMAND(screenshot, ARG_1STR);
COMMAND(quit, ARG_NONE);
SDL_Surface *screen = NULL;
+2 -1
View File
@@ -75,8 +75,9 @@ extern void render_flat(int tex, int x, int y, int size, int h, sqr *l1, sqr *l2
extern void render_flatdelta(int wtex, int x, int y, int size, float h1, float h2, float h3, float h4, sqr *l1, sqr *l2, sqr *l3, sqr *l4, bool isceil);
extern void render_square(int wtex, float floor1, float floor2, float ceil1, float ceil2, int x1, int y1, int x2, int y2, int size, sqr *l1, sqr *l2, bool topleft);
extern void render_tris(int x, int y, int size, bool topleft, sqr *h1, sqr *h2, sqr *s, sqr *t, sqr *u, sqr *v);
extern void setwatercolor(char *r = "", char *g = "", char *b = "", char *a = "");
extern void addwaterquad(int x, int y, int size);
extern int renderwater(float hf);
extern int renderwater(float hf, GLuint tex);
extern void resetcubes();
extern void setupstrips();
extern void renderstripssky();
+84 -36
View File
@@ -358,60 +358,108 @@ int wx1, wy1, wx2, wy2;
VARP(watersubdiv, 1, 4, 64);
VARF(waterlevel, -128, -128, 127, if(!noteditmode()) hdr.waterlevel = waterlevel);
inline void vertw(int v1, float v2, int v3, float t1, float t2, float t)
void setwatercolor(char *r, char *g, char *b, char *a)
{
glTexCoord2f(t1, t2);
glVertex3f((float)v1, v2-sinf(v1*v3*0.1+t)*0.2f, (float)v3);
if(r[0])
{
hdr.watercolor[0] = ATOI(r);
hdr.watercolor[1] = ATOI(g);
hdr.watercolor[2] = ATOI(b);
hdr.watercolor[3] = a[0] ? ATOI(a) : 178;
}
else
{
hdr.watercolor[0] = 25;
hdr.watercolor[1] = 76;
hdr.watercolor[2] = 102;
hdr.watercolor[3] = 178;
}
}
inline float dx(float x) { return x+sinf(x*2+lastmillis/1000.0f)*0.04f; }
inline float dy(float x) { return x+sinf(x*2+lastmillis/900.0f+PI/5)*0.05f; }
COMMANDN(watercolour, setwatercolor, ARG_4STR);
inline void vertw(int v1, float v2, int v3, float t, int tex)
{
float h = sinf(v1*v3*0.1f+t);
if(tex>0)
{
glColor4f(1, 1, 1, 0.2f - h*0.1f);
float xoff = (v1%2 ? h : -h)*0.2f, yoff = ((v3+1)%2 ? -h : h)*0.2f;
glTexCoord3f(v1+xoff, v2, v3+yoff);
}
else if(tex<0) glColor4ub(hdr.watercolor[0], hdr.watercolor[1], hdr.watercolor[2], (uchar)(hdr.watercolor[3] - h*25.5f));
glVertex3f((float)v1, v2 + h*0.2f, (float)v3);
}
// renders water for bounding rect area that contains water... simple but very inefficient
int renderwater(float hf)
void renderwaterstrips(float hf, int tex, float t)
{
for(int x = wx1; x<wx2; x += watersubdiv)
{
glBegin(GL_TRIANGLE_STRIP);
vertw(x, hf, wy1, t, tex);
vertw(x+watersubdiv, hf, wy1, t, tex);
for(int y = wy1; y<wy2; y += watersubdiv)
{
vertw(x, hf, y+watersubdiv, t, tex);
vertw(x+watersubdiv, hf, y+watersubdiv, t, tex);
}
glEnd();
}
}
int renderwater(float hf, GLuint tex)
{
if(wx1<0) return nquads;
glDepthMask(GL_FALSE);
glEnable(GL_BLEND);
glBlendFunc(GL_ONE, GL_SRC_COLOR);
int sx, sy;
glBindTexture(GL_TEXTURE_2D, lookuptexture(DEFAULT_LIQUID, sx, sy));
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
wx1 &= ~(watersubdiv-1);
wy1 &= ~(watersubdiv-1);
float xf = TEXTURESCALE/sx;
float yf = TEXTURESCALE/sy;
float xs = watersubdiv*xf;
float ys = watersubdiv*yf;
float t1 = lastmillis/300.0f;
float t2 = lastmillis/4000.0f;
glColor3ub(255, 255, 255);
for(int xx = wx1; xx<wx2; xx += watersubdiv)
glDisable(GL_TEXTURE_2D);
float t = lastmillis/300.0f;
if(tex)
{
glBegin(GL_TRIANGLE_STRIP);
for(int yy = wy1; yy<wy2; yy += watersubdiv)
{
float xo = xf*(xx+t2);
float yo = yf*(yy+t2);
if(yy==wy1)
{
vertw(xx, hf, yy, dx(xo), dy(yo), t1);
vertw(xx+watersubdiv, hf, yy, dx(xo+xs), dy(yo), t1);
}
vertw(xx, hf, yy+watersubdiv, dx(xo), dy(yo+ys), t1);
vertw(xx+watersubdiv, hf, yy+watersubdiv, dx(xo+xs), dy(yo+ys), t1);
}
glEnd();
glColor4ubv(hdr.watercolor);
renderwaterstrips(hf, 0, t);
glEnable(GL_TEXTURE_2D);
GLfloat tm[16] = {0.5f, 0, 0, 0,
0, 0.5f, 0, 0,
0, 0, 0.5f, 0,
0.5f, 0.5f, 0.5f, 1};
GLfloat pm[16], mm[16];
glGetFloatv(GL_PROJECTION_MATRIX, pm);
glGetFloatv(GL_MODELVIEW_MATRIX, mm);
glMatrixMode(GL_TEXTURE);
glLoadMatrixf(tm);
glMultMatrixf(pm);
glMultMatrixf(mm);
glBindTexture(GL_TEXTURE_2D, tex);
}
renderwaterstrips(hf, tex ? 1 : -1, t);
if(tex)
{
glLoadIdentity();
glMatrixMode(GL_MODELVIEW);
}
else glEnable(GL_TEXTURE_2D);
glDisable(GL_BLEND);
glDepthMask(GL_TRUE);
return nquads;
}
@@ -440,7 +488,7 @@ void resetcubes()
verts.setsizenodelete(0);
floorstrip = deltastrip = false;
wx1 = -1;
if(!reflecting) wx1 = -1;
nquads = 0;
sbright.r = sbright.g = sbright.b = 255;
sdark.r = sdark.g = sdark.b = 0;
+133 -38
View File
@@ -194,6 +194,10 @@ void blendbox(int x1, int y1, int x2, int y2, bool border, int tex)
glDepthMask(GL_TRUE);
}
VARP(fov, 90, 100, 120);
VAR(fog, 64, 180, 1024);
VAR(fogcolour, 0, 0x8099B3, 0xFFFFFF);
physent *camera1 = NULL;
void trypitch(int i) { camera1->pitch = (float)i; }
@@ -231,6 +235,112 @@ void transplayer()
glTranslatef(-camera1->o.x, -camera1->o.z, -camera1->o.y);
}
void genclipmatrix(float a, float b, float c, float d, GLfloat matrix[16])
{
// transform the clip plane into camera space
GLdouble clip[4] = {a, b, c, d};
glClipPlane(GL_CLIP_PLANE0, clip);
glGetClipPlane(GL_CLIP_PLANE0, clip);
glGetFloatv(GL_PROJECTION_MATRIX, matrix);
float x = ((clip[0]<0 ? -1 : (clip[0]>0 ? 1 : 0)) + matrix[8]) / matrix[0],
y = ((clip[1]<0 ? -1 : (clip[1]>0 ? 1 : 0)) + matrix[9]) / matrix[5],
w = (1 + matrix[10]) / matrix[14],
scale = 2 / (x*clip[0] + y*clip[1] - clip[2] + w*clip[3]);
matrix[2] = clip[0]*scale;
matrix[6] = clip[1]*scale;
matrix[10] = clip[2]*scale + 1.0f;
matrix[14] = clip[3]*scale;
}
bool reflecting = false;
GLuint reflecttex = 0;
int reflectlastsize = 0;
VARP(reflectres, 6, 7, 10);
VARP(waterreflect, 0, 1, 1);
void drawreflection(float hf, int w, int h, float changelod)
{
reflecting = true;
int size = 1<<reflectres;
while(size > w || size > h) size /= 2;
if(size!=reflectlastsize)
{
glDeleteTextures(1, &reflecttex);
reflecttex = 0;
}
if(!reflecttex)
{
glGenTextures(1, &reflecttex);
createtexture(reflecttex, size, size, NULL, 3, false, GL_RGB);
reflectlastsize = size;
}
resetcubes();
render_world(camera1->o.x, camera1->o.y, hf, changelod,
(int)camera1->yaw, -(int)camera1->pitch, (float)fov, size, size);
setupstrips();
glCullFace(GL_BACK);
glViewport(0, 0, size, size);
glClear(GL_DEPTH_BUFFER_BIT);
glEnable(GL_TEXTURE_2D);
transplayer();
glTranslatef(0, 2*hf, 0);
glScalef(1, -1, 1);
GLfloat clipmat[16];
genclipmatrix(0, 1, 0, 0.1f-hf, clipmat);
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadMatrixf(clipmat);
glMatrixMode(GL_MODELVIEW);
renderstripssky();
glPushMatrix();
glLoadIdentity();
glRotatef(camera1->pitch, -1, 0, 0);
glRotatef(camera1->yaw, 0, 1, 0);
glRotatef(90, 1, 0, 0);
glScalef(1, 1, -1);
glColor3f(1, 1, 1);
glDisable(GL_FOG);
glDepthFunc(GL_GREATER);
draw_envbox(fog*4/3);
glDepthFunc(GL_LESS);
glEnable(GL_FOG);
glPopMatrix();
overbright(2);
renderstrips();
renderentities();
renderclients();
overbright(1);
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
glCullFace(GL_FRONT);
glViewport(0, 0, w, h);
glBindTexture(GL_TEXTURE_2D, reflecttex);
glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, size, size);
glDisable(GL_TEXTURE_2D);
reflecting = false;
}
bool minimap = false, minimapdirty = true;
int minimaplastsize = 0;
GLuint minimaptex = 0;
@@ -244,13 +354,12 @@ COMMAND(clearminimap, ARG_NONE);
VARFP(minimapres, 7, 9, 10, clearminimap());
void drawminimap()
void drawminimap(int w, int h)
{
if(!minimapdirty) return;
extern int scr_w, scr_h;
int size = 1<<minimapres;
while(size > scr_w || size > scr_h) size /= 2;
while(size > w || size > h) size /= 2;
if(size!=minimaplastsize)
{
glDeleteTextures(1, &minimaptex);
@@ -304,7 +413,7 @@ void drawminimap()
overbright(1);
float hf = hdr.waterlevel-0.3f;
renderwater(hf);
renderwater(hf, 0);
minimap = false;
@@ -316,17 +425,12 @@ void drawminimap()
glEnable(GL_FOG);
glDisable(GL_TEXTURE_2D);
glViewport(0, 0, scr_w, scr_h);
glViewport(0, 0, w, h);
glClearDepth(1.0);
}
VARP(fov, 90, 100, 120);
int xtraverts;
VAR(fog, 64, 180, 1024);
VAR(fogcolour, 0, 0x8099B3, 0xFFFFFF);
void drawhudgun(int w, int h, float aspect, int farplane)
{
if(scoped && player1->gunselect==GUN_SNIPER) return;
@@ -391,24 +495,9 @@ void readdepth(int w, int h, vec &pos)
pos.z = (float)worldz;
}
void invertperspective()
{
// This only generates a valid inverse matrix for matrices generated by gluPerspective()
GLdouble inv[16];
memset(inv, 0, sizeof(inv));
inv[0*4+0] = 1.0/pm[0*4+0];
inv[1*4+1] = 1.0/pm[1*4+1];
inv[2*4+3] = 1.0/pm[3*4+2];
inv[3*4+2] = -1.0;
inv[3*4+3] = pm[2*4+2]/pm[3*4+2];
glLoadMatrixd(inv);
}
void gl_drawframe(int w, int h, float changelod, float curfps)
{
drawminimap();
drawminimap(w, h);
recomputecamera();
@@ -423,22 +512,29 @@ void gl_drawframe(int w, int h, float changelod, float curfps)
glFogfv(GL_FOG_COLOR, fogc);
glClearColor(fogc[0], fogc[1], fogc[2], 1.0f);
if(underwater)
{
fovy += sinf(lastmillis/1000.0f)*2.0f;
aspect += sinf(lastmillis/1000.0f+PI)*0.1f;
glFogi(GL_FOG_START, 0);
glFogi(GL_FOG_END, (fog+96)/8);
}
glClear((outsidemap(camera1) ? GL_COLOR_BUFFER_BIT : 0) | GL_DEPTH_BUFFER_BIT);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
int farplane = fog*5/2;
gluPerspective(fovy, aspect, 0.15f, farplane);
glMatrixMode(GL_MODELVIEW);
if(underwater)
{
fovy += sinf(lastmillis/1000.0f)*2.0f;
aspect += sinf(lastmillis/1000.0f+PI)*0.1f;
float wfogc[4] = { hdr.watercolor[0]/255.0f, hdr.watercolor[1]/255.0f, hdr.watercolor[2]/255.0f, 1.0f };
glFogfv(GL_FOG_COLOR, wfogc);
glFogi(GL_FOG_START, 0);
glFogi(GL_FOG_END, (fog+96)/8);
}
else if(waterreflect)
{
extern int wx1;
if(wx1>=0) drawreflection(hf, w, h, changelod);
}
glClear((outsidemap(camera1) ? GL_COLOR_BUFFER_BIT : 0) | GL_DEPTH_BUFFER_BIT);
transplayer();
glEnable(GL_TEXTURE_2D);
@@ -495,7 +591,7 @@ void gl_drawframe(int w, int h, float changelod, float curfps)
render_particles(curtime);
glDisable(GL_CULL_FACE);
int nquads = renderwater(hf);
int nquads = renderwater(hf, !waterreflect || underwater ? 0 : reflecttex);
glDisable(GL_FOG);
glDisable(GL_TEXTURE_2D);
@@ -508,7 +604,6 @@ void gl_drawframe(int w, int h, float changelod, float curfps)
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
}
invertperspective();
extern vector<vertex> verts;
gl_drawhud(w, h, (int)curfps, nquads, verts.length(), underwater);
+28 -19
View File
@@ -145,8 +145,6 @@ bool insideradar(const vec &centerpos, float radius, const vec &o)
return o.distxy(centerpos)<=radius;
}
VAR(foop, 0, 10, 1000);
void drawradar(int w, int h)
{
vec center = showmap ? vec(ssize/2, ssize/2, 0) : player1->o;
@@ -227,17 +225,28 @@ void gl_drawhud(int w, int h, int curfps, int nquads, int curvert, bool underwat
{
glDisable(GL_DEPTH_TEST);
glPushMatrix();
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(0, VIRTW, VIRTH, 0, -1, 1);
glEnable(GL_BLEND);
if(dblend || underwater)
{
glDepthMask(GL_FALSE);
glBlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
if(dblend)
{
glBlendFunc(GL_ZERO, GL_SRC_COLOR);
glColor3f(1.0f, 0.1f, 0.1f);
}
else
{
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glColor4ub(hdr.watercolor[0], hdr.watercolor[1], hdr.watercolor[2], 102);
}
glBegin(GL_QUADS);
if(dblend) glColor3f(0.0f, 0.9f, 0.9f);
else glColor3f(0.9f, 0.5f, 0.0f);
glVertex2i(0, 0);
glVertex2i(VIRTW, 0);
glVertex2i(VIRTW, VIRTH);
@@ -263,16 +272,19 @@ void gl_drawhud(int w, int h, int curfps, int nquads, int curvert, bool underwat
drawequipicons();
if(!hideradar) drawradar(w, h);
if(!hideradar)
{
glMatrixMode(GL_MODELVIEW);
drawradar(w, h);
glMatrixMode(GL_PROJECTION);
}
char *infostr = editinfo();
if(getcurcommand()) rendercommand(20, 1570);
else if(infostr) draw_text(infostr, 20, 1570);
else if(targetplayer) draw_text(targetplayer->name, 20, 1570);
glPopMatrix();
glPushMatrix();
glLoadIdentity();
glOrtho(0, VIRTW*2, VIRTH*2, 0, -1, 1);
renderconsole();
@@ -285,11 +297,10 @@ void gl_drawhud(int w, int h, int curfps, int nquads, int curvert, bool underwat
draw_textf("wvt %d", left, top+240, curvert);
draw_textf("evt %d", left, top+320, xtraverts);
}
glPopMatrix();
if(player1->state==CS_ALIVE)
{
glPushMatrix();
glLoadIdentity();
glOrtho(0, VIRTW/2, VIRTH/2, 0, -1, 1);
draw_textf("%d", 90, 827, player1->health);
if(player1->armour) draw_textf("%d", 390, 827, player1->armour);
@@ -300,30 +311,27 @@ void gl_drawhud(int w, int h, int curfps, int nquads, int curvert, bool underwat
else sprintf(gunstats,"%i",player1->mag[player1->gunselect]);
draw_text(gunstats, 690, 827);
}
glPopMatrix();
if(m_teammode && !hideteamhud)
{
glPushMatrix();
glLoadIdentity();
glOrtho(0, VIRTW, VIRTH, 0, -1, 1);
glDisable(GL_BLEND);
drawctficon(VIRTW-120-10, VIRTH/6+10+10, 120, team_int(player1->team), 1, 1/4.0f); // local players team
glEnable(GL_BLEND);
draw_textf(player1->team, VIRTW-VIRTH/6-10, VIRTH/6+10+10+120/2);
glPopMatrix();
}
if(didteamkill)
{
glPushMatrix();
glLoadIdentity();
glOrtho(0, VIRTW/3, VIRTH/3, 0, -1, 1);
draw_text("\f3you killed a teammate", VIRTW/3/40, VIRTH/3/2);
glPopMatrix();
}
if(m_ctf && !hidectfhud)
{
glPushMatrix();
glLoadIdentity();
glOrtho(0, VIRTW, VIRTH, 0, -1, 1);
glColor4f(1.0f, 1.0f, 1.0f, 0.2f);
glBlendFunc(GL_SRC_ALPHA, GL_ONE);
@@ -343,13 +351,14 @@ void gl_drawhud(int w, int h, int curfps, int nquads, int curvert, bool underwat
drawctficon(VIRTW-225-10, VIRTH*5/8, 225, team_opposite(team_int(player1->team)), 1, 1/2.0f);
glDisable(GL_BLEND);
}
glPopMatrix();
}
}
glDisable(GL_BLEND);
glDisable(GL_TEXTURE_2D);
glEnable(GL_DEPTH_TEST);
glMatrixMode(GL_MODELVIEW);
}
void loadingscreen(const char *fmt, ...)
+1 -1
View File
@@ -259,6 +259,6 @@ void renderclients()
{
playerent *d;
loopv(players) if((d = players[i]) && (!demoplayback || i!=democlientnum)) renderclient(d);
if(player1->state==CS_DEAD) renderclient(player1);
if(player1->state==CS_DEAD || reflecting) renderclient(player1);
}
+1 -1
View File
@@ -120,7 +120,7 @@ int lookuptexture(int tex, int &xs, int &ys)
return t->id;
}
static Texture *sky[6] = {NULL, NULL, NULL, NULL, NULL, NULL};
Texture *sky[6] = {NULL, NULL, NULL, NULL, NULL, NULL};
void loadsky(char *basename)
{
+2 -1
View File
@@ -311,7 +311,8 @@ void empty_world(int factor, bool force) // main empty world creation routine
{
s_strncpy(hdr.maptitle, "Untitled Map by Unknown", 128);
hdr.waterlevel = -100000;
loopi(15) hdr.reserved[i] = 0;
setwatercolor();
loopi(sizeof(hdr.reserved)/sizeof(hdr.reserved[0])) hdr.reserved[i] = 0;
loopk(3) loopi(256) hdr.texlists[k][i] = i;
ents.setsize(0);
block b = { 8, 8, ssize-16, ssize-16 };
+2 -1
View File
@@ -43,7 +43,8 @@ struct header // map file format header
char maptitle[128];
uchar texlists[3][256];
int waterlevel;
int reserved[15];
uchar watercolor[4];
int reserved[14];
};
#define SWS(w,x,y,s) (&(w)[(y)*(s)+(x)])
+1
View File
@@ -225,6 +225,7 @@ void load_world(char *mname) // still supports all map formats that have
{
gzread(f, &hdr.waterlevel, sizeof(int)*16);
endianswap(&hdr.waterlevel, sizeof(int), 16);
if(!hdr.watercolor[3]) setwatercolor();
}
else
{
+2 -2
View File
@@ -158,12 +158,12 @@ void render_seg_new(float vx, float vy, float vh, int mip, int x, int y, int xs,
if((s->type==SPACE || s->type==CHF) && s->floor<=vh && render_floor)
{
render_flat(s->ftex, xx<<mip, yy<<mip, 1<<mip, s->floor, s, t, u, v, false);
if(s->floor<hdr.waterlevel && !SOLID(s)) addwaterquad(xx<<mip, yy<<mip, 1<<mip);
if(s->floor<hdr.waterlevel && !SOLID(s) && !reflecting) addwaterquad(xx<<mip, yy<<mip, 1<<mip);
}
if(s->type==FHF)
{
render_flatdelta(s->ftex, xx<<mip, yy<<mip, 1<<mip, df(s), df(t), df(u), df(v), s, t, u, v, false);
if(s->floor-s->vdelta/4.0f<hdr.waterlevel && !SOLID(s)) addwaterquad(xx<<mip, yy<<mip, 1<<mip);
if(s->floor-s->vdelta/4.0f<hdr.waterlevel && !SOLID(s) && !reflecting) addwaterquad(xx<<mip, yy<<mip, 1<<mip);
}
}}