Kart-Public/src/r_things.c
Eidolon 8f354ad9c1 Implement Uncapped (squashed)
Co-Authored-By: Sally Coolatta <tehrealsalt@gmail.com>
Co-Authored-By: James R <justsomejames2@gmail.com>
Co-Authored-By: Monster Iestyn <iestynjealous@ntlworld.com>
Co-Authored-By: katsy <katmint@live.com>

Place Frame Interpolation in "Experimental" video options header

This seems like an appropriate way to describe the feature for now.

Add smooth level platter under interpolation, `renderdeltatics`

`renderdeltatics` can be used as a standard delta time in any place,
allowing for smooth menus. It will always be equal to `realtics`
when frame interpolation is turned off, producing consistent
framerate behavior everywhere it is used.

Add smooth rendering to save select screen

Add smooth rendering to Record/NiGHTS Attack, F_SkyScroll

Ensure viewsector is accurate to viewx/viewy

This fixes a potential crash in OpenGL when changing between levels.

Ensure + commands get executed before map start

Always have precise_t defined

Fix misc dropshadow issues

Reset view interpolation on level load

Remove unnecessary precipmobj thinker hack

Add reset interpolation state functions

Reset precip interpolation on snap to ceil

Reset mobj interp state on TeleportMove

Only swap view interp state if a tick is run

Run anti-lag chasecam at tic frequency

Fixes jittery and unstable chasecam in high latency netgames

Homogenize mobj interpolations

Add sector plane level interpolations

Add SectorScroll interpolator

Add SideScroll interpolator

Add Polyobj interpolator

Intialize interpolator list at a better time

Delete interpolators associated with thinkers

Interpolate mobj angles and player drawangle

Interpolate HWR_DrawModel

Add functions to handle interpolation

Much less code duplication

P_InitAngle, to fix angle interpolation on spawning objects

Fully fix drop shadows

It used the thing's floorz / ceilingz directly -- that wouldn't account for interpolated coordinates.

Do not speed up underwater/heatwave effect in OpenGL

Closer OpenGL underwater/heatwave effect to Software

Interpolate from time of previous tic

Previously interpolated from last 35th of a second, which
may be offset from game time due to connection lag.

Consider this the proper fix to 54148a0dd0 too.

Calculate FPS stuff even if frame is skipped

I decided ultimately to actually keep the frame skip optimization disabled, because I think it is actually a little bit helpful that you can still get accurate rendering perfstats while paused, however if we decide otherwise then we can have this optimization back without making the game act like it's lagging.

Keep rect in memory

Feel better about this than creating one all da time

Lots of FPS stuff

- Disabled VSync, due to the numerous problems it has.
- Instead, added an FPS cap.
- Frame interpolation is now tied to fpscap != 35.
- By default, the FPS cap is set to the monitor's refresh rate.
- Rewrote the FPS counter.

(This also consolidates several more commits ahead of this
fixing various issues. -eid)

Misc changes after Kart cherry-picks

Fix renderdeltatics with new timing data

Update mobj oldstates before all thinkers

Allow FPS cap values

Adjust how FPS cap is checked to improve FPS stability

Fix precip crash from missing vars

Improve the framerate limiter's timing for extreme stable FPS

Handle the sleep at the end of D_SRB2Loop instead of the start

Simplifies logic in the other parts of the loop, and fixes problems with it frequently waiting too long.

Reset mobj interp state on add

Add mobj interpolator on load netgame

Move mobj interpolators to r_fps

Dynamic slope interpolators

I_GetFrameTime to try and improve frame pace

(It doesn't feel that much better though.)

Move I_FinishUpdate to D_SRB2Loop to sync screen updates with FPS cap, use timestamps in I_FrameCapSleep to simplify the code

Fix plane interpolation light level flickering

Fix flickering plane interpolation for OpenGL in the exact same way

Funny OpenGL renderer being at least 50% copy-pasted Software code :)

P_SetOrigin & P_MoveOrigin to replace P_TeleportMove

Convert P_TeleportMove use to origin funcs

Revert "P_InitAngle, to fix angle interpolation on spawning objects"

This reverts commit a80c98bd164a2748cbbfad9027b34601185d93f5.

Waypoint polyobjects interpolate z & children

Add interpolation to more moving plane types

Adds interpolation to the following:
- Crumbling platforms
- Mario blocks
- Floatbob platforms (this one works really strangely due to two thinkers, maybe double-check this one?)

Reset overlays interp states each TryRunTics

Interpolate model interpolation (lol)

Use interp tracer pos for GL linkdraw

Papersprite angle interpolation

Makes the ending signpost smooth

Move intermission emerald bounce to ticker

Bring back shadows on polyobjects

Also optimizes the method used so rings can show their shadows too. Using just the subsector is a tad bit imprecise admittedly but any more precise methods get really laggy.

Fix a bunch of ticking in hu_ drawing functions

Revert "Reset overlays interp states each TryRunTics"

This reverts commit a71a216faa20e8751b3bd0157354e8d748940c92.

Move intro ticking out of the drawer

Adjust 1up monitor icon z offsets

Fixes interpolation issues with 1up monitors.

Delta time choose player menu animations

Add drawerlib deltaTime function

Interpolate afterimages further back

Use old sleep in dedicated mode

Clamp cechotimer to 0

Fixes issues with cechos staying on-screen and glitching out
(NiGHTS items for example).

Revert "Remove unnecessary precipmobj thinker hack"

This reverts commit 0e38208620d19ec2ab690740438ac2fc7862a49e.

Fix frame pacing when game lags behind

The frame timestamp should've been made at the start of the frame, not the end.

Fix I_FrameCapSleep not respecting cpusleep

Jonathan Joestar bruh

Allow dedicated to use precise sleep timing again

Instead of only using one old sleep, just enforce framerate cap to match TICRATE.

Make Lua TeleportMove call MoveOrigin

Reset Metal fume interp state on appear

Add interpdebug

Put interpdebug stuff in perfstats instead

Add timescale cvar

Slow the game down to debug animations / interpolation problems! Speed it up if you need to get somewhere quickly while mapping!

Enable timescale outside of DEVELOP builds

It has NETVAR, so it should be fine -- put an end to useful debugging features excluded in multiplayer!

Force interpolation when timescale != 1.0

Reset old_z in MT_LOCKON think

Fixes interpolation artifacting due to spawn pos.

Fix cutscenes in interp

Fix boss1 laser in interp

Interpolate mobj scale

Precalculate refresh rate

Slower PCs can have issue querying mode over and over. This might kinda suck for windowed mode if you have different refresh rate displays but oh well

Fix interp scaling crashing software

Reset interp scale when Lua sets .scale

Disable angle interp on fresh mobjs

Fix interp scale crash for hires sprites

Interp shadow scales

Copy interp state in P_SpawnMobjFromMobj

Fix multiplayer character select

Don't interpolate mobj state if frac = 1.0

Fix Mario block item placement

Interpolate spritescale/offset x/y

Fix offset copies for SpawnMobjFromMobj

THANKS SAL

Add Lua HUD drawlists

Buffers draw calls between tics to ensure hooks
run at the originally intended rate.

Rename drawerlib deltaTime to getDeltaTime

Make renderisnewtic is false between tics

I know what I'm doing! I swear

Completely refactor timing system

Time is now tracked internally in the game using I_GetPreciseTime
and I_UpdateTime. I_Time now pulls from this internal timer. The
system code no longer needs to keep track of time itself.

This significantly improves frame and tic timing in interp mode,
resulting in a much smoother image with essentially no judder at
any framerate.

Ensure mobj interpolators reset on level load

Ensure view is not interpolated on first frame

Disable sprite offset interpolation (for now)

Refactor timing code even more

System layer is greatly simplified and framecap
logic has been moved internally. I_Sleep now
takes a sleep duration and I_SleepDuration
generically implements a precise sleep with spin
loop.
2022-05-01 17:35:30 -05:00

3077 lines
82 KiB
C

// SONIC ROBO BLAST 2
//-----------------------------------------------------------------------------
// Copyright (C) 1993-1996 by id Software, Inc.
// Copyright (C) 1998-2000 by DooM Legacy Team.
// Copyright (C) 1999-2018 by Sonic Team Junior.
//
// This program is free software distributed under the
// terms of the GNU General Public License, version 2.
// See the 'LICENSE' file for more details.
//-----------------------------------------------------------------------------
/// \file r_things.c
/// \brief Refresh of things, i.e. objects represented by sprites
#include "doomdef.h"
#include "console.h"
#include "g_game.h"
#include "r_local.h"
#include "st_stuff.h"
#include "w_wad.h"
#include "z_zone.h"
#include "m_misc.h"
#include "i_video.h" // rendermode
#include "r_fps.h"
#include "r_things.h"
#include "r_plane.h"
#include "p_tick.h"
#include "p_local.h"
#include "p_slopes.h"
#include "dehacked.h" // get_number (for thok)
#include "d_netfil.h" // blargh. for nameonly().
#include "m_cheat.h" // objectplace
#include "k_kart.h" // SRB2kart
#include "p_local.h" // stplyr
#ifdef HWRENDER
#include "hardware/hw_md2.h"
#endif
#ifdef PC_DOS
#include <stdio.h> // for snprintf
int snprintf(char *str, size_t n, const char *fmt, ...);
//int vsnprintf(char *str, size_t n, const char *fmt, va_list ap);
#endif
CV_PossibleValue_t Forceskin_cons_t[MAXSKINS+2];
static void R_InitSkins(void);
#define MINZ (FRACUNIT*4)
#define BASEYCENTER (BASEVIDHEIGHT/2)
typedef struct
{
INT32 x1, x2;
INT32 column;
INT32 topclip, bottomclip;
} maskdraw_t;
//
// Sprite rotation 0 is facing the viewer,
// rotation 1 is one angle turn CLOCKWISE around the axis.
// This is not the same as the angle,
// which increases counter clockwise (protractor).
// There was a lot of stuff grabbed wrong, so I changed it...
//
static lighttable_t **spritelights;
// constant arrays used for psprite clipping and initializing clipping
INT16 negonearray[MAXVIDWIDTH];
INT16 screenheightarray[MAXVIDWIDTH];
//
// INITIALIZATION FUNCTIONS
//
// variables used to look up and range check thing_t sprites patches
spritedef_t *sprites;
size_t numsprites;
static spriteframe_t sprtemp[64];
static size_t maxframe;
static const char *spritename;
// ==========================================================================
//
// Sprite loading routines: support sprites in pwad, dehacked sprite renaming,
// replacing not all frames of an existing sprite, add sprites at run-time,
// add wads at run-time.
//
// ==========================================================================
//
//
//
static void R_InstallSpriteLump(UINT16 wad, // graphics patch
UINT16 lump,
size_t lumpid, // identifier
UINT8 frame,
UINT8 rotation,
UINT8 flipped)
{
char cn = R_Frame2Char(frame); // for debugging
INT32 r;
lumpnum_t lumppat = wad;
lumppat <<= 16;
lumppat += lump;
if (frame >= 64 || !(R_ValidSpriteAngle(rotation)))
I_Error("R_InstallSpriteLump: Bad frame characters in lump %s", W_CheckNameForNum(lumppat));
if (maxframe ==(size_t)-1 || frame > maxframe)
maxframe = frame;
if (rotation == 0)
{
// the lump should be used for all rotations
if (sprtemp[frame].rotate == SRF_SINGLE)
CONS_Debug(DBG_SETUP, "R_InitSprites: Sprite %s frame %c has multiple rot = 0 lump\n", spritename, cn);
else if (sprtemp[frame].rotate != SRF_NONE) // Let's complain for both 1-8 and L/R rotations.
CONS_Debug(DBG_SETUP, "R_InitSprites: Sprite %s frame %c has rotations and a rot = 0 lump\n", spritename, cn);
sprtemp[frame].rotate = SRF_SINGLE;
for (r = 0; r < 8; r++)
{
sprtemp[frame].lumppat[r] = lumppat;
sprtemp[frame].lumpid[r] = lumpid;
}
sprtemp[frame].flip = flipped ? UINT8_MAX : 0; // 11111111 in binary
return;
}
if (rotation == ROT_L || rotation == ROT_R)
{
UINT8 rightfactor = ((rotation == ROT_R) ? 4 : 0);
// the lump should be used for half of all rotations
if (sprtemp[frame].rotate == SRF_SINGLE)
CONS_Debug(DBG_SETUP, "R_InitSprites: Sprite %s frame %c has L/R rotations and a rot = 0 lump\n", spritename, cn);
else if (sprtemp[frame].rotate == SRF_3D)
CONS_Debug(DBG_SETUP, "R_InitSprites: Sprite %s frame %c has both L/R and 1-8 rotations\n", spritename, cn);
// Let's not complain about multiple L/R rotations. It's not worth the effort.
if (sprtemp[frame].rotate == SRF_NONE)
sprtemp[frame].rotate = SRF_SINGLE;
sprtemp[frame].rotate |= ((rotation == ROT_R) ? SRF_RIGHT : SRF_LEFT);
if (sprtemp[frame].rotate == (SRF_3D|SRF_2D))
sprtemp[frame].rotate = SRF_2D; // SRF_3D|SRF_2D being enabled at the same time doesn't HURT in the current sprite angle implementation, but it DOES mean more to check in some of the helper functions. Let's not allow this scenario to happen.
for (r = 0; r < 4; r++) // Thanks to R_PrecacheLevel, we can't leave sprtemp[*].lumppat[*] == LUMPERROR... so we load into the front/back angle too.
{
sprtemp[frame].lumppat[r + rightfactor] = lumppat;
sprtemp[frame].lumpid[r + rightfactor] = lumpid;
}
if (flipped)
sprtemp[frame].flip |= (0x0F<<rightfactor); // 00001111 or 11110000 in binary, depending on rotation being ROT_L or ROT_R
else
sprtemp[frame].flip &= ~(0x0F<<rightfactor); // ditto
return;
}
// the lump is only used for one rotation
if (sprtemp[frame].rotate == SRF_SINGLE)
CONS_Debug(DBG_SETUP, "R_InitSprites: Sprite %s frame %c has 1-8 rotations and a rot = 0 lump\n", spritename, cn);
else if ((sprtemp[frame].rotate != SRF_3D) && (sprtemp[frame].rotate != SRF_NONE))
CONS_Debug(DBG_SETUP, "R_InitSprites: Sprite %s frame %c has both L/R and 1-8 rotations\n", spritename, cn);
// make 0 based
rotation--;
if (rotation == 0 || rotation == 4) // Front or back...
sprtemp[frame].rotate = SRF_3D; // Prevent L and R changeover
else if (rotation > 3) // Right side
sprtemp[frame].rotate = (SRF_3D | (sprtemp[frame].rotate & SRF_LEFT)); // Continue allowing L frame changeover
else // if (rotation <= 3) // Left side
sprtemp[frame].rotate = (SRF_3D | (sprtemp[frame].rotate & SRF_RIGHT)); // Continue allowing R frame changeover
if (sprtemp[frame].lumppat[rotation] != LUMPERROR)
CONS_Debug(DBG_SETUP, "R_InitSprites: Sprite %s: %c%c has two lumps mapped to it\n", spritename, cn, '1'+rotation);
// lumppat & lumpid are the same for original Doom, but different
// when using sprites in pwad : the lumppat points the new graphics
sprtemp[frame].lumppat[rotation] = lumppat;
sprtemp[frame].lumpid[rotation] = lumpid;
if (flipped)
sprtemp[frame].flip |= (1<<rotation);
else
sprtemp[frame].flip &= ~(1<<rotation);
}
// Install a single sprite, given its identifying name (4 chars)
//
// (originally part of R_AddSpriteDefs)
//
// Pass: name of sprite : 4 chars
// spritedef_t
// wadnum : wad number, indexes wadfiles[], where patches
// for frames are found
// startlump : first lump to search for sprite frames
// endlump : AFTER the last lump to search
//
// Returns true if the sprite was succesfully added
//
static boolean R_AddSingleSpriteDef(const char *sprname, spritedef_t *spritedef, UINT16 wadnum, UINT16 startlump, UINT16 endlump)
{
UINT16 l;
UINT8 frame;
UINT8 rotation;
lumpinfo_t *lumpinfo;
patch_t patch;
UINT8 numadded = 0;
memset(sprtemp,0xFF, sizeof (sprtemp));
maxframe = (size_t)-1;
// are we 'patching' a sprite already loaded ?
// if so, it might patch only certain frames, not all
if (spritedef->numframes) // (then spriteframes is not null)
{
// copy the already defined sprite frames
M_Memcpy(sprtemp, spritedef->spriteframes,
spritedef->numframes * sizeof (spriteframe_t));
maxframe = spritedef->numframes - 1;
}
// scan the lumps,
// filling in the frames for whatever is found
lumpinfo = wadfiles[wadnum]->lumpinfo;
if (endlump > wadfiles[wadnum]->numlumps)
endlump = wadfiles[wadnum]->numlumps;
for (l = startlump; l < endlump; l++)
{
if (memcmp(lumpinfo[l].name,sprname,4)==0)
{
frame = R_Char2Frame(lumpinfo[l].name[4]);
rotation = (UINT8)(lumpinfo[l].name[5] - '0');
if (frame >= 64 || !(R_ValidSpriteAngle(rotation))) // Give an actual NAME error -_-...
{
CONS_Alert(CONS_WARNING, M_GetText("Bad sprite name: %s\n"), W_CheckNameForNumPwad(wadnum,l));
continue;
}
// skip NULL sprites from very old dmadds pwads
if (W_LumpLengthPwad(wadnum,l)<=8)
continue;
// store sprite info in lookup tables
//FIXME : numspritelumps do not duplicate sprite replacements
W_ReadLumpHeaderPwad(wadnum, l, &patch, sizeof (patch_t), 0);
spritecachedinfo[numspritelumps].width = SHORT(patch.width)<<FRACBITS;
spritecachedinfo[numspritelumps].offset = SHORT(patch.leftoffset)<<FRACBITS;
spritecachedinfo[numspritelumps].topoffset = SHORT(patch.topoffset)<<FRACBITS;
spritecachedinfo[numspritelumps].height = SHORT(patch.height)<<FRACBITS;
//BP: we cannot use special tric in hardware mode because feet in ground caused by z-buffer
if (rendermode != render_none) // not for psprite
spritecachedinfo[numspritelumps].topoffset += 4<<FRACBITS;
// Being selective with this causes bad things. :( Like the special stage tokens breaking apart.
/*if (rendermode != render_none // not for psprite
&& SHORT(patch.topoffset)>0 && SHORT(patch.topoffset)<SHORT(patch.height))
// perfect is patch.height but sometime it is too high
spritecachedinfo[numspritelumps].topoffset = min(SHORT(patch.topoffset)+4,SHORT(patch.height))<<FRACBITS;*/
//----------------------------------------------------
R_InstallSpriteLump(wadnum, l, numspritelumps, frame, rotation, 0);
if (lumpinfo[l].name[6])
{
frame = R_Char2Frame(lumpinfo[l].name[6]);
rotation = (UINT8)(lumpinfo[l].name[7] - '0');
R_InstallSpriteLump(wadnum, l, numspritelumps, frame, rotation, 1);
}
if (++numspritelumps >= max_spritelumps)
{
max_spritelumps *= 2;
Z_Realloc(spritecachedinfo, max_spritelumps*sizeof(*spritecachedinfo), PU_STATIC, &spritecachedinfo);
}
++numadded;
}
}
//
// if no frames found for this sprite
//
if (maxframe == (size_t)-1)
{
// the first time (which is for the original wad),
// all sprites should have their initial frames
// and then, patch wads can replace it
// we will skip non-replaced sprite frames, only if
// they have already have been initially defined (original wad)
//check only after all initial pwads added
//if (spritedef->numframes == 0)
// I_Error("R_AddSpriteDefs: no initial frames found for sprite %s\n",
// namelist[i]);
// sprite already has frames, and is not replaced by this wad
return false;
}
else if (!numadded)
{
// Nothing related to this spritedef has been changed
// so there is no point going back through these checks again.
return false;
}
maxframe++;
//
// some checks to help development
//
for (frame = 0; frame < maxframe; frame++)
{
switch (sprtemp[frame].rotate)
{
case SRF_NONE:
// no rotations were found for that frame at all
I_Error("R_AddSingleSpriteDef: No patches found for %.4s frame %c", sprname, R_Frame2Char(frame));
break;
case SRF_SINGLE:
// only the first rotation is needed
break;
case SRF_2D: // both Left and Right rotations
// we test to see whether the left and right slots are present
if ((sprtemp[frame].lumppat[2] == LUMPERROR) || (sprtemp[frame].lumppat[6] == LUMPERROR))
I_Error("R_AddSingleSpriteDef: Sprite %s frame %c is missing rotations",
sprname, R_Frame2Char(frame));
break;
default:
// must have all 8 frames
for (rotation = 0; rotation < 8; rotation++)
// we test the patch lump, or the id lump whatever
// if it was not loaded the two are LUMPERROR
if (sprtemp[frame].lumppat[rotation] == LUMPERROR)
I_Error("R_AddSingleSpriteDef: Sprite %.4s frame %c is missing rotations",
sprname, R_Frame2Char(frame));
break;
}
}
// allocate space for the frames present and copy sprtemp to it
if (spritedef->numframes && // has been allocated
spritedef->numframes < maxframe) // more frames are defined ?
{
Z_Free(spritedef->spriteframes);
spritedef->spriteframes = NULL;
}
// allocate this sprite's frames
if (!spritedef->spriteframes)
spritedef->spriteframes =
Z_Malloc(maxframe * sizeof (*spritedef->spriteframes), PU_STATIC, NULL);
spritedef->numframes = maxframe;
M_Memcpy(spritedef->spriteframes, sprtemp, maxframe*sizeof (spriteframe_t));
return true;
}
//
// Search for sprites replacements in a wad whose names are in namelist
//
void R_AddSpriteDefs(UINT16 wadnum)
{
size_t i, addsprites = 0;
UINT16 start, end;
char wadname[MAX_WADPATH];
switch (wadfiles[wadnum]->type)
{
case RET_WAD:
start = W_CheckNumForNamePwad("S_START", wadnum, 0);
if (start == INT16_MAX)
start = W_CheckNumForNamePwad("SS_START", wadnum, 0); //deutex compatib.
if (start == INT16_MAX)
start = 0; //let say S_START is lump 0
else
start++; // just after S_START
end = W_CheckNumForNamePwad("S_END",wadnum,start);
if (end == INT16_MAX)
end = W_CheckNumForNamePwad("SS_END",wadnum,start); //deutex compatib.
break;
case RET_PK3:
start = W_CheckNumForFolderStartPK3("Sprites/", wadnum, 0);
end = W_CheckNumForFolderEndPK3("Sprites/", wadnum, start);
break;
default:
return;
}
if (end == INT16_MAX)
{
CONS_Debug(DBG_SETUP, "no sprites in pwad %d\n", wadnum);
return;
}
//
// scan through lumps, for each sprite, find all the sprite frames
//
for (i = 0; i < numsprites; i++)
{
spritename = sprnames[i];
if (spritename[4] && wadnum >= (UINT16)spritename[4])
continue;
if (R_AddSingleSpriteDef(spritename, &sprites[i], wadnum, start, end))
{
#ifdef HWRENDER
if (rendermode == render_opengl)
HWR_AddSpriteMD2(i);
#endif
// if a new sprite was added (not just replaced)
addsprites++;
#ifndef ZDEBUG
CONS_Debug(DBG_SETUP, "sprite %s set in pwad %d\n", spritename, wadnum);
#endif
}
}
nameonly(strcpy(wadname, wadfiles[wadnum]->filename));
CONS_Printf(M_GetText("%s added %d frames in %s sprites\n"), wadname, end-start, sizeu1(addsprites));
}
#ifdef DELFILE
static void R_RemoveSpriteLump(UINT16 wad, // graphics patch
UINT16 lump,
size_t lumpid, // identifier
UINT8 frame,
UINT8 rotation,
UINT8 flipped)
{
(void)wad; /// \todo: how do I remove sprites?
(void)lump;
(void)lumpid;
(void)frame;
(void)rotation;
(void)flipped;
}
static boolean R_DelSingleSpriteDef(const char *sprname, spritedef_t *spritedef, UINT16 wadnum, UINT16 startlump, UINT16 endlump)
{
UINT16 l;
UINT8 frame;
UINT8 rotation;
lumpinfo_t *lumpinfo;
maxframe = (size_t)-1;
// scan the lumps,
// filling in the frames for whatever is found
lumpinfo = wadfiles[wadnum]->lumpinfo;
if (endlump > wadfiles[wadnum]->numlumps)
endlump = wadfiles[wadnum]->numlumps;
for (l = startlump; l < endlump; l++)
{
if (memcmp(lumpinfo[l].name,sprname,4)==0)
{
frame = (UINT8)(lumpinfo[l].name[4] - 'A');
rotation = (UINT8)(lumpinfo[l].name[5] - '0');
// skip NULL sprites from very old dmadds pwads
if (W_LumpLengthPwad(wadnum,l)<=8)
continue;
//----------------------------------------------------
R_RemoveSpriteLump(wadnum, l, numspritelumps, frame, rotation, 0);
if (lumpinfo[l].name[6])
{
frame = (UINT8)(lumpinfo[l].name[6] - 'A');
rotation = (UINT8)(lumpinfo[l].name[7] - '0');
R_RemoveSpriteLump(wadnum, l, numspritelumps, frame, rotation, 1);
}
}
}
if (maxframe == (size_t)-1)
return false;
spritedef->numframes = 0;
Z_Free(spritedef->spriteframes);
spritedef->spriteframes = NULL;
return true;
}
void R_DelSpriteDefs(UINT16 wadnum)
{
size_t i, delsprites = 0;
UINT16 start, end;
// find the sprites section in this pwad
// we need at least the S_END
// (not really, but for speedup)
start = W_CheckNumForNamePwad("S_START", wadnum, 0);
if (start == INT16_MAX)
start = W_CheckNumForNamePwad("SS_START", wadnum, 0); //deutex compatib.
if (start == INT16_MAX)
start = 0; //let say S_START is lump 0
else
start++; // just after S_START
end = W_CheckNumForNamePwad("S_END",wadnum,start);
if (end == INT16_MAX)
end = W_CheckNumForNamePwad("SS_END",wadnum,start); //deutex compatib.
if (end == INT16_MAX)
{
CONS_Debug(DBG_SETUP, "no sprites in pwad %d\n", wadnum);
return;
//I_Error("R_DelSpriteDefs: S_END, or SS_END missing for sprites "
// "in pwad %d\n",wadnum);
}
//
// scan through lumps, for each sprite, find all the sprite frames
//
for (i = 0; i < numsprites; i++)
{
spritename = sprnames[i];
if (R_DelSingleSpriteDef(spritename, &sprites[i], wadnum, start, end))
{
// if a new sprite was removed (not just replaced)
delsprites++;
CONS_Debug(DBG_SETUP, "sprite %s set in pwad %d\n", spritename, wadnum);
}
}
CONS_Printf(M_GetText("%s sprites removed from file %s\n"), sizeu1(delsprites), wadfiles[wadnum]->filename);
}
#endif
//
// GAME FUNCTIONS
//
static UINT32 visspritecount;
static UINT32 clippedvissprites;
static vissprite_t *visspritechunks[MAXVISSPRITES >> VISSPRITECHUNKBITS] = {NULL};
//
// R_InitSprites
// Called at program start.
//
void R_InitSprites(void)
{
size_t i;
for (i = 0; i < MAXVIDWIDTH; i++)
{
negonearray[i] = -1;
}
//
// count the number of sprite names, and allocate sprites table
//
numsprites = 0;
for (i = 0; i < NUMSPRITES + 1; i++)
if (sprnames[i][0] != '\0') numsprites++;
if (!numsprites)
I_Error("R_AddSpriteDefs: no sprites in namelist\n");
sprites = Z_Calloc(numsprites * sizeof (*sprites), PU_STATIC, NULL);
// find sprites in each -file added pwad
for (i = 0; i < numwadfiles; i++)
R_AddSpriteDefs((UINT16)i);
//
// now check for skins
//
// it can be is do before loading config for skin cvar possible value
R_InitSkins();
for (i = 0; i < numwadfiles; i++)
R_AddSkins((UINT16)i);
//
// check if all sprites have frames
//
/*
for (i = 0; i < numsprites; i++)
if (sprites[i].numframes < 1)
CONS_Debug(DBG_SETUP, "R_InitSprites: sprite %s has no frames at all\n", sprnames[i]);
*/
}
//
// R_ClearSprites
// Called at frame start.
//
void R_ClearSprites(void)
{
visspritecount = clippedvissprites = 0;
}
//
// R_NewVisSprite
//
static vissprite_t overflowsprite;
static vissprite_t *R_GetVisSprite(UINT32 num)
{
UINT32 chunk = num >> VISSPRITECHUNKBITS;
// Allocate chunk if necessary
if (!visspritechunks[chunk])
Z_Malloc(sizeof(vissprite_t) * VISSPRITESPERCHUNK, PU_LEVEL, &visspritechunks[chunk]);
return visspritechunks[chunk] + (num & VISSPRITEINDEXMASK);
}
static vissprite_t *R_NewVisSprite(void)
{
if (visspritecount == MAXVISSPRITES)
return &overflowsprite;
return R_GetVisSprite(visspritecount++);
}
//
// R_DrawMaskedColumn
// Used for sprites and masked mid textures.
// Masked means: partly transparent, i.e. stored
// in posts/runs of opaque pixels.
//
INT16 *mfloorclip;
INT16 *mceilingclip;
fixed_t spryscale = 0, sprtopscreen = 0, sprbotscreen = 0;
fixed_t windowtop = 0, windowbottom = 0;
void R_DrawMaskedColumn(column_t *column)
{
INT32 topscreen;
INT32 bottomscreen;
fixed_t basetexturemid;
INT32 topdelta, prevdelta = 0;
basetexturemid = dc_texturemid;
for (; column->topdelta != 0xff ;)
{
// calculate unclipped screen coordinates
// for post
topdelta = column->topdelta;
if (topdelta <= prevdelta)
topdelta += prevdelta;
prevdelta = topdelta;
topscreen = sprtopscreen + spryscale*topdelta;
bottomscreen = topscreen + spryscale*column->length;
dc_yl = (topscreen+FRACUNIT-1)>>FRACBITS;
dc_yh = (bottomscreen-1)>>FRACBITS;
if (windowtop != INT32_MAX && windowbottom != INT32_MAX)
{
if (windowtop > topscreen)
dc_yl = (windowtop + FRACUNIT - 1)>>FRACBITS;
if (windowbottom < bottomscreen)
dc_yh = (windowbottom - 1)>>FRACBITS;
}
if (dc_yh >= mfloorclip[dc_x])
dc_yh = mfloorclip[dc_x]-1;
if (dc_yl <= mceilingclip[dc_x])
dc_yl = mceilingclip[dc_x]+1;
if (dc_yl < 0)
dc_yl = 0;
if (dc_yh >= vid.height)
dc_yh = vid.height - 1;
if (dc_yl <= dc_yh && dc_yl < vid.height && dc_yh > 0)
{
dc_source = (UINT8 *)column + 3;
dc_texturemid = basetexturemid - (topdelta<<FRACBITS);
// Drawn by R_DrawColumn.
// This stuff is a likely cause of the splitscreen water crash bug.
// FIXTHIS: Figure out what "something more proper" is and do it.
// quick fix... something more proper should be done!!!
if (ylookup[dc_yl])
colfunc();
else if (colfunc == R_DrawColumn_8
#ifdef USEASM
|| colfunc == R_DrawColumn_8_ASM || colfunc == R_DrawColumn_8_MMX
#endif
)
{
static INT32 first = 1;
if (first)
{
CONS_Debug(DBG_RENDER, "WARNING: avoiding a crash in %s %d\n", __FILE__, __LINE__);
first = 0;
}
}
}
column = (column_t *)((UINT8 *)column + column->length + 4);
}
dc_texturemid = basetexturemid;
}
static void R_DrawFlippedMaskedColumn(column_t *column, INT32 texheight)
{
INT32 topscreen;
INT32 bottomscreen;
fixed_t basetexturemid = dc_texturemid;
INT32 topdelta, prevdelta = -1;
UINT8 *d,*s;
for (; column->topdelta != 0xff ;)
{
// calculate unclipped screen coordinates
// for post
topdelta = column->topdelta;
if (topdelta <= prevdelta)
topdelta += prevdelta;
prevdelta = topdelta;
topdelta = texheight-column->length-topdelta;
topscreen = sprtopscreen + spryscale*topdelta;
bottomscreen = sprbotscreen == INT32_MAX ? topscreen + spryscale*column->length
: sprbotscreen + spryscale*column->length;
dc_yl = (topscreen+FRACUNIT-1)>>FRACBITS;
dc_yh = (bottomscreen-1)>>FRACBITS;
if (windowtop != INT32_MAX && windowbottom != INT32_MAX)
{
if (windowtop > topscreen)
dc_yl = (windowtop + FRACUNIT - 1)>>FRACBITS;
if (windowbottom < bottomscreen)
dc_yh = (windowbottom - 1)>>FRACBITS;
}
if (dc_yh >= mfloorclip[dc_x])
dc_yh = mfloorclip[dc_x]-1;
if (dc_yl <= mceilingclip[dc_x])
dc_yl = mceilingclip[dc_x]+1;
if (dc_yl < 0)
dc_yl = 0;
if (dc_yh >= vid.height)
dc_yh = vid.height - 1;
if (dc_yl <= dc_yh && dc_yl < vid.height && dc_yh > 0)
{
dc_source = ZZ_Alloc(column->length);
for (s = (UINT8 *)column+2+column->length, d = dc_source; d < dc_source+column->length; --s)
*d++ = *s;
dc_texturemid = basetexturemid - (topdelta<<FRACBITS);
// Still drawn by R_DrawColumn.
if (ylookup[dc_yl])
colfunc();
else if (colfunc == R_DrawColumn_8
#ifdef USEASM
|| colfunc == R_DrawColumn_8_ASM || colfunc == R_DrawColumn_8_MMX
#endif
)
{
static INT32 first = 1;
if (first)
{
CONS_Debug(DBG_RENDER, "WARNING: avoiding a crash in %s %d\n", __FILE__, __LINE__);
first = 0;
}
}
Z_Free(dc_source);
}
column = (column_t *)((UINT8 *)column + column->length + 4);
}
dc_texturemid = basetexturemid;
}
//
// R_DrawVisSprite
// mfloorclip and mceilingclip should also be set.
//
static void R_DrawVisSprite(vissprite_t *vis)
{
column_t *column;
#ifdef RANGECHECK
INT32 texturecolumn;
#endif
fixed_t frac;
patch_t *patch = W_CacheLumpNum(vis->patch, PU_CACHE);
fixed_t this_scale = vis->mobj->scale;
INT32 x1, x2;
INT64 overflow_test;
if (!patch)
return;
// Check for overflow
overflow_test = (INT64)centeryfrac - (((INT64)vis->texturemid*vis->scale)>>FRACBITS);
if (overflow_test < 0) overflow_test = -overflow_test;
if ((UINT64)overflow_test&0xFFFFFFFF80000000ULL) return; // fixed point mult would overflow
if (vis->scalestep) // handles right edge too
{
overflow_test = (INT64)centeryfrac - (((INT64)vis->texturemid*(vis->scale + (vis->scalestep*(vis->x2 - vis->x1))))>>FRACBITS);
if (overflow_test < 0) overflow_test = -overflow_test;
if ((UINT64)overflow_test&0xFFFFFFFF80000000ULL) return; // ditto
}
colfunc = basecolfunc; // hack: this isn't resetting properly somewhere.
dc_colormap = vis->colormap;
if ((vis->mobj->flags & MF_BOSS) && (vis->mobj->flags2 & MF2_FRET) && (leveltime & 1)) // Bosses "flash"
{
// translate certain pixels to white
colfunc = transcolfunc;
if (vis->mobj->type == MT_CYBRAKDEMON)
dc_translation = R_GetTranslationColormap(TC_ALLWHITE, 0, GTC_CACHE);
else if (vis->mobj->type == MT_METALSONIC_BATTLE)
dc_translation = R_GetTranslationColormap(TC_METALSONIC, 0, GTC_CACHE);
else
dc_translation = R_GetTranslationColormap(TC_BOSS, 0, GTC_CACHE);
}
else if (vis->mobj->color && vis->transmap) // Color mapping
{
colfunc = transtransfunc;
dc_transmap = vis->transmap;
if (vis->mobj->colorized)
dc_translation = R_GetTranslationColormap(TC_RAINBOW, vis->mobj->color, GTC_CACHE);
else if (vis->mobj->skin && vis->mobj->sprite == SPR_PLAY) // MT_GHOST LOOKS LIKE A PLAYER SO USE THE PLAYER TRANSLATION TABLES. >_>
{
size_t skinnum = (skin_t*)vis->mobj->skin-skins;
dc_translation = R_GetTranslationColormap((INT32)skinnum, vis->mobj->color, GTC_CACHE);
}
else // Use the defaults
dc_translation = R_GetTranslationColormap(TC_DEFAULT, vis->mobj->color, GTC_CACHE);
}
else if (vis->transmap)
{
colfunc = fuzzcolfunc;
dc_transmap = vis->transmap; //Fab : 29-04-98: translucency table
}
else if (vis->mobj->color)
{
// translate green skin to another color
colfunc = transcolfunc;
// New colormap stuff for skins Tails 06-07-2002
if (vis->mobj->colorized)
dc_translation = R_GetTranslationColormap(TC_RAINBOW, vis->mobj->color, GTC_CACHE);
else if (vis->mobj->skin && vis->mobj->sprite == SPR_PLAY) // This thing is a player!
{
size_t skinnum = (skin_t*)vis->mobj->skin-skins;
dc_translation = R_GetTranslationColormap((INT32)skinnum, vis->mobj->color, GTC_CACHE);
}
else // Use the defaults
dc_translation = R_GetTranslationColormap(TC_DEFAULT, vis->mobj->color, GTC_CACHE);
}
else if (vis->mobj->sprite == SPR_PLAY) // Looks like a player, but doesn't have a color? Get rid of green sonic syndrome.
{
colfunc = transcolfunc;
dc_translation = R_GetTranslationColormap(TC_DEFAULT, SKINCOLOR_BLUE, GTC_CACHE);
}
if (vis->extra_colormap)
{
if (!dc_colormap)
dc_colormap = vis->extra_colormap->colormap;
else
dc_colormap = &vis->extra_colormap->colormap[dc_colormap - colormaps];
}
if (!dc_colormap)
dc_colormap = colormaps;
if (encoremap && !vis->mobj->color && !(vis->mobj->flags & MF_DONTENCOREMAP))
dc_colormap += (256*32);
dc_texturemid = vis->texturemid;
dc_texheight = 0;
frac = vis->startfrac;
windowtop = windowbottom = sprbotscreen = INT32_MAX;
if (vis->mobj->skin && ((skin_t *)vis->mobj->skin)->flags & SF_HIRES)
this_scale = FixedMul(this_scale, ((skin_t *)vis->mobj->skin)->highresscale);
if (this_scale <= 0)
this_scale = 1;
if (this_scale != FRACUNIT)
{
if (!vis->isScaled)
{
vis->scale = FixedMul(vis->scale, this_scale);
vis->scalestep = FixedMul(vis->scalestep, this_scale);
vis->xiscale = FixedDiv(vis->xiscale,this_scale);
vis->isScaled = true;
}
dc_texturemid = FixedDiv(dc_texturemid,this_scale);
}
spryscale = vis->scale;
if (!(vis->scalestep))
{
sprtopscreen = centeryfrac - FixedMul(dc_texturemid, spryscale);
dc_iscale = FixedDiv(FRACUNIT, vis->scale);
}
x1 = vis->x1;
x2 = vis->x2;
if (vis->x1 < 0)
{
spryscale += vis->scalestep*(-vis->x1);
vis->x1 = 0;
}
if (vis->x2 >= vid.width)
vis->x2 = vid.width-1;
#if 1
// Something is occasionally setting 1px-wide sprites whose frac is exactly the width of the sprite, causing crashes due to
// accessing invalid column info. Until the cause is found, let's try to correct those manually...
while (frac + vis->xiscale*(vis->x2-vis->x1) > SHORT(patch->width)<<FRACBITS && vis->x2 >= vis->x1)
vis->x2--;
#endif
for (dc_x = vis->x1; dc_x <= vis->x2; dc_x++, frac += vis->xiscale)
{
if (vis->scalestep) // currently papersprites only
{
#ifndef RANGECHECK
if ((frac>>FRACBITS) < 0 || (frac>>FRACBITS) >= SHORT(patch->width)) // if this doesn't work i'm removing papersprites
break;
#endif
sprtopscreen = (centeryfrac - FixedMul(dc_texturemid, spryscale));
dc_iscale = (0xffffffffu / (unsigned)spryscale);
spryscale += vis->scalestep;
}
#ifdef RANGECHECK
texturecolumn = frac>>FRACBITS;
if (texturecolumn < 0 || texturecolumn >= SHORT(patch->width))
I_Error("R_DrawSpriteRange: bad texturecolumn");
column = (column_t *)((UINT8 *)patch + LONG(patch->columnofs[texturecolumn]));
#else
column = (column_t *)((UINT8 *)patch + LONG(patch->columnofs[frac>>FRACBITS]));
#endif
if (vis->vflip)
R_DrawFlippedMaskedColumn(column, patch->height);
else
R_DrawMaskedColumn(column);
}
colfunc = basecolfunc;
dc_hires = 0;
vis->x1 = x1;
vis->x2 = x2;
}
// Special precipitation drawer Tails 08-18-2002
static void R_DrawPrecipitationVisSprite(vissprite_t *vis)
{
column_t *column;
#ifdef RANGECHECK
INT32 texturecolumn;
#endif
fixed_t frac;
patch_t *patch;
INT64 overflow_test;
//Fab : R_InitSprites now sets a wad lump number
patch = W_CacheLumpNum(vis->patch, PU_CACHE);
if (!patch)
return;
// Check for overflow
overflow_test = (INT64)centeryfrac - (((INT64)vis->texturemid*vis->scale)>>FRACBITS);
if (overflow_test < 0) overflow_test = -overflow_test;
if ((UINT64)overflow_test&0xFFFFFFFF80000000ULL) return; // fixed point mult would overflow
if (vis->transmap)
{
colfunc = fuzzcolfunc;
dc_transmap = vis->transmap; //Fab : 29-04-98: translucency table
}
dc_colormap = colormaps;
if (encoremap)
dc_colormap += (256*32);
dc_iscale = FixedDiv(FRACUNIT, vis->scale);
dc_texturemid = vis->texturemid;
dc_texheight = 0;
frac = vis->startfrac;
spryscale = vis->scale;
sprtopscreen = centeryfrac - FixedMul(dc_texturemid,spryscale);
windowtop = windowbottom = sprbotscreen = INT32_MAX;
if (vis->x1 < 0)
vis->x1 = 0;
if (vis->x2 >= vid.width)
vis->x2 = vid.width-1;
for (dc_x = vis->x1; dc_x <= vis->x2; dc_x++, frac += vis->xiscale)
{
#ifdef RANGECHECK
texturecolumn = frac>>FRACBITS;
if (texturecolumn < 0 || texturecolumn >= SHORT(patch->width))
I_Error("R_DrawPrecipitationSpriteRange: bad texturecolumn");
column = (column_t *)((UINT8 *)patch + LONG(patch->columnofs[texturecolumn]));
#else
column = (column_t *)((UINT8 *)patch + LONG(patch->columnofs[frac>>FRACBITS]));
#endif
R_DrawMaskedColumn(column);
}
colfunc = basecolfunc;
}
//
// R_SplitSprite
// runs through a sector's lightlist and
static void R_SplitSprite(vissprite_t *sprite, mobj_t *thing)
{
INT32 i, lightnum, lindex;
INT16 cutfrac;
sector_t *sector;
vissprite_t *newsprite;
sector = sprite->sector;
for (i = 1; i < sector->numlights; i++)
{
fixed_t testheight = sector->lightlist[i].height;
if (!(sector->lightlist[i].caster->flags & FF_CUTSPRITES))
continue;
if (sector->lightlist[i].slope)
testheight = P_GetZAt(sector->lightlist[i].slope, sprite->gx, sprite->gy);
if (testheight >= sprite->gzt)
continue;
if (testheight <= sprite->gz)
return;
cutfrac = (INT16)((centeryfrac - FixedMul(testheight - viewz, sprite->sortscale))>>FRACBITS);
if (cutfrac < 0)
continue;
if (cutfrac > viewheight)
return;
// Found a split! Make a new sprite, copy the old sprite to it, and
// adjust the heights.
newsprite = M_Memcpy(R_NewVisSprite(), sprite, sizeof (vissprite_t));
sprite->cut |= SC_BOTTOM;
sprite->gz = testheight;
newsprite->gzt = sprite->gz;
sprite->sz = cutfrac;
newsprite->szt = (INT16)(sprite->sz - 1);
if (testheight < sprite->pzt && testheight > sprite->pz)
sprite->pz = newsprite->pzt = testheight;
else
{
newsprite->pz = newsprite->gz;
newsprite->pzt = newsprite->gzt;
}
newsprite->szt -= 8;
newsprite->cut |= SC_TOP;
if (!(sector->lightlist[i].caster->flags & FF_NOSHADE))
{
lightnum = (*sector->lightlist[i].lightlevel >> LIGHTSEGSHIFT);
if (lightnum < 0)
spritelights = scalelight[0];
else if (lightnum >= LIGHTLEVELS)
spritelights = scalelight[LIGHTLEVELS-1];
else
spritelights = scalelight[lightnum];
newsprite->extra_colormap = sector->lightlist[i].extra_colormap;
/*
if (thing->frame & FF_TRANSMASK)
;
else if (thing->flags2 & MF2_SHADOW)
;
else
*/
if (!((thing->frame & (FF_FULLBRIGHT|FF_TRANSMASK) || thing->flags2 & MF2_SHADOW)
&& (!newsprite->extra_colormap || !(newsprite->extra_colormap->fog & 1))))
{
lindex = FixedMul(sprite->xscale, FixedDiv(640, vid.width))>>(LIGHTSCALESHIFT);
if (lindex >= MAXLIGHTSCALE)
lindex = MAXLIGHTSCALE-1;
newsprite->colormap = spritelights[lindex];
}
}
sprite = newsprite;
}
}
//
// R_ProjectSprite
// Generates a vissprite for a thing
// if it might be visible.
//
static void R_ProjectSprite(mobj_t *thing)
{
fixed_t tr_x, tr_y;
fixed_t gxt, gyt;
fixed_t tx, tz;
fixed_t xscale, yscale, sortscale; //added : 02-02-98 : aaargll..if I were a math-guy!!!
INT32 x1, x2;
spritedef_t *sprdef;
spriteframe_t *sprframe;
size_t lump;
size_t rot;
UINT8 flip;
INT32 lindex;
vissprite_t *vis;
angle_t ang = 0; // gcc 4.6 and lower fix
fixed_t iscale;
fixed_t scalestep; // toast '16
fixed_t offset, offset2;
boolean papersprite = (thing->frame & FF_PAPERSPRITE);
//SoM: 3/17/2000
fixed_t gz, gzt;
INT32 heightsec, phs;
INT32 light = 0;
fixed_t this_scale;
fixed_t ang_scale = FRACUNIT;
// uncapped/interpolation
interpmobjstate_t interp = {0};
// do interpolation
if (R_UsingFrameInterpolation() && !paused)
{
R_InterpolateMobjState(thing, rendertimefrac, &interp);
}
else
{
R_InterpolateMobjState(thing, FRACUNIT, &interp);
}
this_scale = interp.scale;
// transform the origin point
tr_x = interp.x - viewx;
tr_y = interp.y - viewy;
gxt = FixedMul(tr_x, viewcos);
gyt = -FixedMul(tr_y, viewsin);
tz = gxt-gyt;
// thing is behind view plane?
if (!(papersprite) && (tz < FixedMul(MINZ, this_scale))) // papersprite clipping is handled later
return;
gxt = -FixedMul(tr_x, viewsin);
gyt = FixedMul(tr_y, viewcos);
tx = -(gyt + gxt);
// too far off the side?
if (abs(tx) > tz<<2)
return;
// aspect ratio stuff
xscale = FixedDiv(projection, tz);
sortscale = FixedDiv(projectiony, tz);
// decide which patch to use for sprite relative to player
#ifdef RANGECHECK
if ((size_t)(thing->sprite) >= numsprites)
I_Error("R_ProjectSprite: invalid sprite number %d ", thing->sprite);
#endif
rot = thing->frame&FF_FRAMEMASK;
//Fab : 02-08-98: 'skin' override spritedef currently used for skin
if (thing->skin && thing->sprite == SPR_PLAY)
{
sprdef = &((skin_t *)thing->skin)->spritedef;
if (rot >= sprdef->numframes)
sprdef = &sprites[thing->sprite];
}
else
sprdef = &sprites[thing->sprite];
if (rot >= sprdef->numframes)
{
CONS_Alert(CONS_ERROR, M_GetText("R_ProjectSprite: invalid sprite frame %s/%s for %s\n"),
sizeu1(rot), sizeu2(sprdef->numframes), sprnames[thing->sprite]);
thing->sprite = states[S_UNKNOWN].sprite;
thing->frame = states[S_UNKNOWN].frame;
sprdef = &sprites[thing->sprite];
rot = thing->frame&FF_FRAMEMASK;
if (!thing->skin)
{
thing->state->sprite = thing->sprite;
thing->state->frame = thing->frame;
}
}
sprframe = &sprdef->spriteframes[rot];
#ifdef PARANOIA
if (!sprframe)
I_Error("R_ProjectSprite: sprframes NULL for sprite %d\n", thing->sprite);
#endif
if (sprframe->rotate != SRF_SINGLE || papersprite)
{
ang = R_PointToAngle (interp.x, interp.y) - interp.angle;
if (papersprite)
ang_scale = abs(FINESINE(ang>>ANGLETOFINESHIFT));
}
if (sprframe->rotate == SRF_SINGLE)
{
// use single rotation for all views
rot = 0; //Fab: for vis->patch below
lump = sprframe->lumpid[0]; //Fab: see note above
flip = sprframe->flip; // Will only be 0x00 or 0xFF
}
else
{
// choose a different rotation based on player view
//ang = R_PointToAngle (interp.x, interp.y) - interpangle;
if ((ang < ANGLE_180) && (sprframe->rotate & SRF_RIGHT)) // See from right
rot = 6; // F7 slot
else if ((ang >= ANGLE_180) && (sprframe->rotate & SRF_LEFT)) // See from left
rot = 2; // F3 slot
else // Normal behaviour
rot = (ang+ANGLE_202h)>>29;
//Fab: lumpid is the index for spritewidth,spriteoffset... tables
lump = sprframe->lumpid[rot];
flip = sprframe->flip & (1<<rot);
}
I_Assert(lump < max_spritelumps);
if (thing->skin && ((skin_t *)thing->skin)->flags & SF_HIRES)
this_scale = FixedMul(this_scale, ((skin_t *)thing->skin)->highresscale);
// calculate edges of the shape
if (flip)
offset = spritecachedinfo[lump].offset - spritecachedinfo[lump].width;
else
offset = -spritecachedinfo[lump].offset;
offset = FixedMul(offset, this_scale);
tx += FixedMul(offset, ang_scale);
x1 = (centerxfrac + FixedMul (tx,xscale)) >>FRACBITS;
// off the right side?
if (x1 > viewwidth)
return;
offset2 = FixedMul(spritecachedinfo[lump].width, this_scale);
tx += FixedMul(offset2, ang_scale);
x2 = ((centerxfrac + FixedMul (tx,xscale)) >> FRACBITS) - 1;
// off the left side
if (x2 < 0)
return;
if (papersprite)
{
fixed_t yscale2, cosmul, sinmul, tz2;
if (x2 <= x1)
return;
if (ang >= ANGLE_180)
{
offset *= -1;
offset2 *= -1;
}
cosmul = FINECOSINE(interp.angle >> ANGLETOFINESHIFT);
sinmul = FINESINE(interp.angle >> ANGLETOFINESHIFT);
tr_x += FixedMul(offset, cosmul);
tr_y += FixedMul(offset, sinmul);
gxt = FixedMul(tr_x, viewcos);
gyt = -FixedMul(tr_y, viewsin);
tz = gxt-gyt;
yscale = FixedDiv(projectiony, tz);
if (yscale < 64) return; // Fix some funky visuals
tr_x += FixedMul(offset2, cosmul);
tr_y += FixedMul(offset2, sinmul);
gxt = FixedMul(tr_x, viewcos);
gyt = -FixedMul(tr_y, viewsin);
tz2 = gxt-gyt;
yscale2 = FixedDiv(projectiony, tz2);
if (yscale2 < 64) return; // ditto
if (max(tz, tz2) < FixedMul(MINZ, this_scale)) // non-papersprite clipping is handled earlier
return;
scalestep = (yscale2 - yscale)/(x2 - x1);
scalestep = scalestep ? scalestep : 1;
// The following two are alternate sorting methods which might be more applicable in some circumstances. TODO - maybe enable via MF2?
// sortscale = max(yscale, yscale2);
// sortscale = min(yscale, yscale2);
}
else
{
scalestep = 0;
yscale = sortscale;
}
xscale = FixedMul(xscale, ang_scale);
// PORTAL SPRITE CLIPPING
if (portalrender)
{
if (x2 < portalclipstart || x1 > portalclipend)
return;
if (P_PointOnLineSide(interp.x, interp.y, portalclipline) != 0)
return;
}
//SoM: 3/17/2000: Disregard sprites that are out of view..
if (thing->eflags & MFE_VERTICALFLIP)
{
// When vertical flipped, draw sprites from the top down, at least as far as offsets are concerned.
// sprite height - sprite topoffset is the proper inverse of the vertical offset, of course.
// remember gz and gzt should be seperated by sprite height, not thing height - thing height can be shorter than the sprite itself sometimes!
gz = interp.z + thing->height - FixedMul(spritecachedinfo[lump].topoffset, this_scale);
gzt = gz + FixedMul(spritecachedinfo[lump].height, this_scale);
}
else
{
gzt = interp.z + FixedMul(spritecachedinfo[lump].topoffset, this_scale);
gz = gzt - FixedMul(spritecachedinfo[lump].height, this_scale);
}
if (thing->subsector->sector->cullheight)
{
if (R_DoCulling(thing->subsector->sector->cullheight, viewsector->cullheight, viewz, gz, gzt))
return;
}
if (thing->subsector->sector->numlights)
{
INT32 lightnum;
light = thing->subsector->sector->numlights - 1;
for (lightnum = 1; lightnum < thing->subsector->sector->numlights; lightnum++) {
fixed_t h = thing->subsector->sector->lightlist[lightnum].slope ? P_GetZAt(thing->subsector->sector->lightlist[lightnum].slope, interp.x, interp.y)
: thing->subsector->sector->lightlist[lightnum].height;
if (h <= gzt) {
light = lightnum - 1;
break;
}
}
lightnum = (*thing->subsector->sector->lightlist[light].lightlevel >> LIGHTSEGSHIFT);
if (lightnum < 0)
spritelights = scalelight[0];
else if (lightnum >= LIGHTLEVELS)
spritelights = scalelight[LIGHTLEVELS-1];
else
spritelights = scalelight[lightnum];
}
heightsec = thing->subsector->sector->heightsec;
if (viewplayer->mo && viewplayer->mo->subsector)
phs = viewplayer->mo->subsector->sector->heightsec;
else
phs = -1;
if (heightsec != -1 && phs != -1) // only clip things which are in special sectors
{
if (viewz < sectors[phs].floorheight ?
thing->z >= sectors[heightsec].floorheight :
gzt < sectors[heightsec].floorheight)
return;
if (viewz > sectors[phs].ceilingheight ?
gzt < sectors[heightsec].ceilingheight && viewz >= sectors[heightsec].ceilingheight :
thing->z >= sectors[heightsec].ceilingheight)
return;
}
// store information in a vissprite
vis = R_NewVisSprite();
vis->heightsec = heightsec; //SoM: 3/17/2000
vis->mobjflags = thing->flags;
vis->scale = yscale; //<<detailshift;
vis->sortscale = sortscale;
vis->dispoffset = thing->info->dispoffset; // Monster Iestyn: 23/11/15
vis->gx = interp.x;
vis->gy = interp.y;
vis->gz = gz;
vis->gzt = gzt;
vis->thingheight = thing->height;
vis->pz = interp.z;
vis->pzt = vis->pz + vis->thingheight;
vis->texturemid = vis->gzt - viewz;
vis->scalestep = scalestep;
vis->mobj = thing; // Easy access! Tails 06-07-2002
vis->x1 = x1 < 0 ? 0 : x1;
vis->x2 = x2 >= viewwidth ? viewwidth-1 : x2;
// PORTAL SEMI-CLIPPING
if (portalrender)
{
if (vis->x1 < portalclipstart)
vis->x1 = portalclipstart;
if (vis->x2 > portalclipend)
vis->x2 = portalclipend;
}
vis->xscale = xscale; //SoM: 4/17/2000
vis->sector = thing->subsector->sector;
vis->szt = (INT16)((centeryfrac - FixedMul(vis->gzt - viewz, sortscale))>>FRACBITS);
vis->sz = (INT16)((centeryfrac - FixedMul(vis->gz - viewz, sortscale))>>FRACBITS);
vis->cut = SC_NONE;
if (thing->subsector->sector->numlights)
vis->extra_colormap = thing->subsector->sector->lightlist[light].extra_colormap;
else
vis->extra_colormap = thing->subsector->sector->extra_colormap;
iscale = FixedDiv(FRACUNIT, xscale);
if (flip)
{
vis->startfrac = spritecachedinfo[lump].width-1;
vis->xiscale = -iscale;
}
else
{
vis->startfrac = 0;
vis->xiscale = iscale;
}
if (vis->x1 > x1)
{
vis->startfrac += FixedDiv(vis->xiscale, this_scale)*(vis->x1-x1);
vis->scale += scalestep*(vis->x1 - x1);
}
//Fab: lumppat is the lump number of the patch to use, this is different
// than lumpid for sprites-in-pwad : the graphics are patched
vis->patch = sprframe->lumppat[rot];
//
// determine the colormap (lightlevel & special effects)
//
vis->transmap = NULL;
// specific translucency
if (!cv_translucency.value)
; // no translucency
else if (thing->flags2 & MF2_SHADOW) // actually only the player should use this (temporary invisibility)
vis->transmap = transtables + ((tr_trans80-1)<<FF_TRANSSHIFT); // because now the translucency is set through FF_TRANSMASK
else if (thing->frame & FF_TRANSMASK)
vis->transmap = transtables + (thing->frame & FF_TRANSMASK) - 0x10000;
if (((thing->frame & FF_FULLBRIGHT) || (thing->flags2 & MF2_SHADOW))
&& (!vis->extra_colormap || !(vis->extra_colormap->fog & 1)))
{
// full bright: goggles
vis->colormap = colormaps;
}
else
{
// diminished light
lindex = FixedMul(xscale, FixedDiv(640, vid.width))>>(LIGHTSCALESHIFT);
if (lindex >= MAXLIGHTSCALE)
lindex = MAXLIGHTSCALE-1;
vis->colormap = spritelights[lindex];
}
vis->precip = false;
if (thing->eflags & MFE_VERTICALFLIP)
vis->vflip = true;
else
vis->vflip = false;
vis->isScaled = false;
if (thing->subsector->sector->numlights)
R_SplitSprite(vis, thing);
// Debug
++objectsdrawn;
}
static void R_ProjectPrecipitationSprite(precipmobj_t *thing)
{
fixed_t tr_x, tr_y;
fixed_t gxt, gyt;
fixed_t tx, tz;
fixed_t xscale, yscale; //added : 02-02-98 : aaargll..if I were a math-guy!!!
INT32 x1, x2;
spritedef_t *sprdef;
spriteframe_t *sprframe;
size_t lump;
vissprite_t *vis;
fixed_t iscale;
//SoM: 3/17/2000
fixed_t gz ,gzt;
// uncapped/interpolation
interpmobjstate_t interp = {0};
// do interpolation
if (R_UsingFrameInterpolation() && !paused)
{
R_InterpolatePrecipMobjState(thing, rendertimefrac, &interp);
}
else
{
R_InterpolatePrecipMobjState(thing, FRACUNIT, &interp);
}
// transform the origin point
tr_x = interp.x - viewx;
tr_y = interp.y - viewy;
gxt = FixedMul(tr_x, viewcos);
gyt = -FixedMul(tr_y, viewsin);
tz = gxt - gyt;
// thing is behind view plane?
if (tz < MINZ)
return;
gxt = -FixedMul(tr_x, viewsin);
gyt = FixedMul(tr_y, viewcos);
tx = -(gyt + gxt);
// too far off the side?
if (abs(tx) > tz<<2)
return;
// aspect ratio stuff :
xscale = FixedDiv(projection, tz);
yscale = FixedDiv(projectiony, tz);
// decide which patch to use for sprite relative to player
#ifdef RANGECHECK
if ((unsigned)thing->sprite >= numsprites)
I_Error("R_ProjectPrecipitationSprite: invalid sprite number %d ",
thing->sprite);
#endif
sprdef = &sprites[thing->sprite];
#ifdef RANGECHECK
if ((UINT8)(thing->frame&FF_FRAMEMASK) >= sprdef->numframes)
I_Error("R_ProjectPrecipitationSprite: invalid sprite frame %d : %d for %s",
thing->sprite, thing->frame, sprnames[thing->sprite]);
#endif
sprframe = &sprdef->spriteframes[thing->frame & FF_FRAMEMASK];
#ifdef PARANOIA
if (!sprframe)
I_Error("R_ProjectPrecipitationSprite: sprframes NULL for sprite %d\n", thing->sprite);
#endif
// use single rotation for all views
lump = sprframe->lumpid[0]; //Fab: see note above
// calculate edges of the shape
tx -= spritecachedinfo[lump].offset;
x1 = (centerxfrac + FixedMul (tx,xscale)) >>FRACBITS;
// off the right side?
if (x1 > viewwidth)
return;
tx += spritecachedinfo[lump].width;
x2 = ((centerxfrac + FixedMul (tx,xscale)) >>FRACBITS) - 1;
// off the left side
if (x2 < 0)
return;
// PORTAL SPRITE CLIPPING
if (portalrender)
{
if (x2 < portalclipstart || x1 > portalclipend)
return;
if (P_PointOnLineSide(interp.x, interp.y, portalclipline) != 0)
return;
}
// okay, we can't return now except for vertical clipping... this is a hack, but weather isn't networked, so it should be ok
if (!(thing->precipflags & PCF_THUNK))
{
if (thing->precipflags & PCF_RAIN)
P_RainThinker(thing);
else
P_SnowThinker(thing);
thing->precipflags |= PCF_THUNK;
}
//SoM: 3/17/2000: Disregard sprites that are out of view..
gzt = interp.z + spritecachedinfo[lump].topoffset;
gz = gzt - spritecachedinfo[lump].height;
if (thing->subsector->sector->cullheight)
{
if (R_DoCulling(thing->subsector->sector->cullheight, viewsector->cullheight, viewz, gz, gzt))
return;
}
// store information in a vissprite
vis = R_NewVisSprite();
vis->scale = vis->sortscale = yscale; //<<detailshift;
vis->dispoffset = 0; // Monster Iestyn: 23/11/15
vis->gx = interp.x;
vis->gy = interp.y;
vis->gz = gz;
vis->gzt = gzt;
vis->thingheight = 4*FRACUNIT;
vis->pz = interp.z;
vis->pzt = vis->pz + vis->thingheight;
vis->texturemid = vis->gzt - viewz;
vis->scalestep = 0;
vis->x1 = x1 < 0 ? 0 : x1;
vis->x2 = x2 >= viewwidth ? viewwidth-1 : x2;
// PORTAL SEMI-CLIPPING
if (portalrender)
{
if (vis->x1 < portalclipstart)
vis->x1 = portalclipstart;
if (vis->x2 > portalclipend)
vis->x2 = portalclipend;
}
vis->xscale = xscale; //SoM: 4/17/2000
vis->sector = thing->subsector->sector;
vis->szt = (INT16)((centeryfrac - FixedMul(vis->gzt - viewz, yscale))>>FRACBITS);
vis->sz = (INT16)((centeryfrac - FixedMul(vis->gz - viewz, yscale))>>FRACBITS);
iscale = FixedDiv(FRACUNIT, xscale);
vis->startfrac = 0;
vis->xiscale = iscale;
if (vis->x1 > x1)
vis->startfrac += vis->xiscale*(vis->x1-x1);
//Fab: lumppat is the lump number of the patch to use, this is different
// than lumpid for sprites-in-pwad : the graphics are patched
vis->patch = sprframe->lumppat[0];
// specific translucency
if (thing->frame & FF_TRANSMASK)
vis->transmap = (thing->frame & FF_TRANSMASK) - 0x10000 + transtables;
else
vis->transmap = NULL;
vis->mobjflags = 0;
vis->cut = SC_NONE;
vis->extra_colormap = thing->subsector->sector->extra_colormap;
vis->heightsec = thing->subsector->sector->heightsec;
// Fullbright
vis->colormap = colormaps;
vis->precip = true;
vis->vflip = false;
vis->isScaled = false;
}
// R_AddSprites
// During BSP traversal, this adds sprites by sector.
//
void R_AddSprites(sector_t *sec, INT32 lightlevel)
{
mobj_t *thing;
precipmobj_t *precipthing; // Tails 08-25-2002
INT32 lightnum;
fixed_t approx_dist, limit_dist;
INT32 splitflags; // check if a mobj has spliscreen flags
boolean split_drawsprite; // used for splitscreen flags
if (rendermode != render_soft)
return;
// BSP is traversed by subsector.
// A sector might have been split into several
// subsectors during BSP building.
// Thus we check whether its already added.
if (sec->validcount == validcount)
return;
// Well, now it will be done.
sec->validcount = validcount;
if (!sec->numlights)
{
if (sec->heightsec == -1) lightlevel = sec->lightlevel;
lightnum = (lightlevel >> LIGHTSEGSHIFT);
if (lightnum < 0)
spritelights = scalelight[0];
else if (lightnum >= LIGHTLEVELS)
spritelights = scalelight[LIGHTLEVELS-1];
else
spritelights = scalelight[lightnum];
}
// Handle all things in sector.
// If a limit exists, handle things a tiny bit different.
if ((limit_dist = (fixed_t)(/*(maptol & TOL_NIGHTS) ? cv_drawdist_nights.value : */cv_drawdist.value) << FRACBITS))
{
for (thing = sec->thinglist; thing; thing = thing->snext)
{
split_drawsprite = false;
if (thing->sprite == SPR_NULL || thing->flags2 & MF2_DONTDRAW)
continue;
splitflags = thing->eflags & (MFE_DRAWONLYFORP1|MFE_DRAWONLYFORP2|MFE_DRAWONLYFORP3|MFE_DRAWONLYFORP4);
if (splitscreen && splitflags)
{
if (thing->eflags & MFE_DRAWONLYFORP1)
if (viewssnum == 0)
split_drawsprite = true;
if (thing->eflags & MFE_DRAWONLYFORP2)
if (viewssnum == 1)
split_drawsprite = true;
if (thing->eflags & MFE_DRAWONLYFORP3 && splitscreen > 1)
if (viewssnum == 2)
split_drawsprite = true;
if (thing->eflags & MFE_DRAWONLYFORP4 && splitscreen > 2)
if (viewssnum == 3)
split_drawsprite = true;
}
else
split_drawsprite = true;
if (!split_drawsprite)
continue;
approx_dist = P_AproxDistance(viewx-thing->x, viewy-thing->y);
if (approx_dist > limit_dist)
continue;
R_ProjectSprite(thing);
}
}
else
{
// Draw everything in sector, no checks
for (thing = sec->thinglist; thing; thing = thing->snext)
{
split_drawsprite = false;
if (thing->sprite == SPR_NULL || thing->flags2 & MF2_DONTDRAW)
continue;
splitflags = thing->eflags & (MFE_DRAWONLYFORP1|MFE_DRAWONLYFORP2|MFE_DRAWONLYFORP3|MFE_DRAWONLYFORP4);
if (splitscreen && splitflags)
{
if (thing->eflags & MFE_DRAWONLYFORP1)
if (viewssnum == 0)
split_drawsprite = true;
if (thing->eflags & MFE_DRAWONLYFORP2)
if (viewssnum == 1)
split_drawsprite = true;
if (thing->eflags & MFE_DRAWONLYFORP3 && splitscreen > 1)
if (viewssnum == 2)
split_drawsprite = true;
if (thing->eflags & MFE_DRAWONLYFORP4 && splitscreen > 2)
if (viewssnum == 3)
split_drawsprite = true;
}
else
split_drawsprite = true;
if (!split_drawsprite)
continue;
R_ProjectSprite(thing);
}
}
// no, no infinite draw distance for precipitation. this option at zero is supposed to turn it off
if ((limit_dist = (fixed_t)cv_drawdist_precip.value << FRACBITS))
{
for (precipthing = sec->preciplist; precipthing; precipthing = precipthing->snext)
{
if (precipthing->precipflags & PCF_INVISIBLE)
continue;
approx_dist = P_AproxDistance(viewx-precipthing->x, viewy-precipthing->y);
if (approx_dist > limit_dist)
continue;
R_ProjectPrecipitationSprite(precipthing);
}
}
}
//
// R_SortVisSprites
//
static vissprite_t vsprsortedhead;
void R_SortVisSprites(void)
{
UINT32 i;
vissprite_t *ds, *dsprev, *dsnext, *dsfirst;
vissprite_t *best = NULL;
vissprite_t unsorted;
fixed_t bestscale;
INT32 bestdispoffset;
if (!visspritecount)
return;
unsorted.next = unsorted.prev = &unsorted;
dsfirst = R_GetVisSprite(0);
// The first's prev and last's next will be set to
// nonsense, but are fixed in a moment
for (i = 0, dsnext = dsfirst, ds = NULL; i < visspritecount; i++)
{
dsprev = ds;
ds = dsnext;
if (i < visspritecount - 1) dsnext = R_GetVisSprite(i + 1);
ds->next = dsnext;
ds->prev = dsprev;
}
// Fix first and last. ds still points to the last one after the loop
dsfirst->prev = &unsorted;
unsorted.next = dsfirst;
if (ds)
ds->next = &unsorted;
unsorted.prev = ds;
// pull the vissprites out by scale
vsprsortedhead.next = vsprsortedhead.prev = &vsprsortedhead;
for (i = 0; i < visspritecount; i++)
{
bestscale = bestdispoffset = INT32_MAX;
for (ds = unsorted.next; ds != &unsorted; ds = ds->next)
{
if (ds->sortscale < bestscale)
{
bestscale = ds->sortscale;
bestdispoffset = ds->dispoffset;
best = ds;
}
// order visprites of same scale by dispoffset, smallest first
else if (ds->sortscale == bestscale && ds->dispoffset < bestdispoffset)
{
bestdispoffset = ds->dispoffset;
best = ds;
}
}
best->next->prev = best->prev;
best->prev->next = best->next;
best->next = &vsprsortedhead;
best->prev = vsprsortedhead.prev;
vsprsortedhead.prev->next = best;
vsprsortedhead.prev = best;
}
}
//
// R_CreateDrawNodes
// Creates and sorts a list of drawnodes for the scene being rendered.
static drawnode_t *R_CreateDrawNode(drawnode_t *link);
static drawnode_t nodebankhead;
static drawnode_t nodehead;
static void R_CreateDrawNodes(void)
{
drawnode_t *entry;
drawseg_t *ds;
INT32 i, p, best, x1, x2;
fixed_t bestdelta, delta;
vissprite_t *rover;
drawnode_t *r2;
visplane_t *plane;
INT32 sintersect;
fixed_t scale = 0;
// Add the 3D floors, thicksides, and masked textures...
for (ds = ds_p; ds-- > drawsegs ;)
{
if (ds->numthicksides)
{
for (i = 0; i < ds->numthicksides; i++)
{
entry = R_CreateDrawNode(&nodehead);
entry->thickseg = ds;
entry->ffloor = ds->thicksides[i];
}
}
// Check for a polyobject plane, but only if this is a front line
if (ds->curline->polyseg && ds->curline->polyseg->visplane && !ds->curline->side) {
plane = ds->curline->polyseg->visplane;
R_PlaneBounds(plane);
if (plane->low < 0 || plane->high > vid.height || plane->high > plane->low)
;
else {
// Put it in!
entry = R_CreateDrawNode(&nodehead);
entry->plane = plane;
entry->seg = ds;
}
ds->curline->polyseg->visplane = NULL;
}
if (ds->maskedtexturecol)
{
entry = R_CreateDrawNode(&nodehead);
entry->seg = ds;
}
if (ds->numffloorplanes)
{
for (i = 0; i < ds->numffloorplanes; i++)
{
best = -1;
bestdelta = 0;
for (p = 0; p < ds->numffloorplanes; p++)
{
if (!ds->ffloorplanes[p])
continue;
plane = ds->ffloorplanes[p];
R_PlaneBounds(plane);
if (plane->low < 0 || plane->high > vid.height || plane->high > plane->low || plane->polyobj)
{
ds->ffloorplanes[p] = NULL;
continue;
}
delta = abs(plane->height - viewz);
if (delta > bestdelta)
{
best = p;
bestdelta = delta;
}
}
if (best != -1)
{
entry = R_CreateDrawNode(&nodehead);
entry->plane = ds->ffloorplanes[best];
entry->seg = ds;
ds->ffloorplanes[best] = NULL;
}
else
break;
}
}
}
// find all the remaining polyobject planes and add them on the end of the list
// probably this is a terrible idea if we wanted them to be sorted properly
// but it works getting them in for now
for (i = 0; i < numPolyObjects; i++)
{
if (!PolyObjects[i].visplane)
continue;
plane = PolyObjects[i].visplane;
R_PlaneBounds(plane);
if (plane->low < 0 || plane->high > vid.height || plane->high > plane->low)
{
PolyObjects[i].visplane = NULL;
continue;
}
entry = R_CreateDrawNode(&nodehead);
entry->plane = plane;
// note: no seg is set, for what should be obvious reasons
PolyObjects[i].visplane = NULL;
}
if (visspritecount == 0)
return;
R_SortVisSprites();
for (rover = vsprsortedhead.prev; rover != &vsprsortedhead; rover = rover->prev)
{
if (rover->szt > vid.height || rover->sz < 0)
continue;
sintersect = (rover->x1 + rover->x2) / 2;
for (r2 = nodehead.next; r2 != &nodehead; r2 = r2->next)
{
if (r2->plane)
{
fixed_t planeobjectz, planecameraz;
if (r2->plane->minx > rover->x2 || r2->plane->maxx < rover->x1)
continue;
if (rover->szt > r2->plane->low || rover->sz < r2->plane->high)
continue;
// Effective height may be different for each comparison in the case of slopes
if (r2->plane->slope) {
planeobjectz = P_GetZAt(r2->plane->slope, rover->gx, rover->gy);
planecameraz = P_GetZAt(r2->plane->slope, viewx, viewy);
} else
planeobjectz = planecameraz = r2->plane->height;
if (rover->mobjflags & MF_NOCLIPHEIGHT)
{
//Objects with NOCLIPHEIGHT can appear halfway in.
if (planecameraz < viewz && rover->pz+(rover->thingheight/2) >= planeobjectz)
continue;
if (planecameraz > viewz && rover->pzt-(rover->thingheight/2) <= planeobjectz)
continue;
}
else
{
if (planecameraz < viewz && rover->pz >= planeobjectz)
continue;
if (planecameraz > viewz && rover->pzt <= planeobjectz)
continue;
}
// SoM: NOTE: Because a visplane's shape and scale is not directly
// bound to any single linedef, a simple poll of it's frontscale is
// not adequate. We must check the entire frontscale array for any
// part that is in front of the sprite.
x1 = rover->x1;
x2 = rover->x2;
if (x1 < r2->plane->minx) x1 = r2->plane->minx;
if (x2 > r2->plane->maxx) x2 = r2->plane->maxx;
if (r2->seg) // if no seg set, assume the whole thing is in front or something stupid
{
for (i = x1; i <= x2; i++)
{
if (r2->seg->frontscale[i] > rover->sortscale)
break;
}
if (i > x2)
continue;
}
entry = R_CreateDrawNode(NULL);
(entry->prev = r2->prev)->next = entry;
(entry->next = r2)->prev = entry;
entry->sprite = rover;
break;
}
else if (r2->thickseg)
{
fixed_t topplaneobjectz, topplanecameraz, botplaneobjectz, botplanecameraz;
if (rover->x1 > r2->thickseg->x2 || rover->x2 < r2->thickseg->x1)
continue;
scale = r2->thickseg->scale1 > r2->thickseg->scale2 ? r2->thickseg->scale1 : r2->thickseg->scale2;
if (scale <= rover->sortscale)
continue;
scale = r2->thickseg->scale1 + (r2->thickseg->scalestep * (sintersect - r2->thickseg->x1));
if (scale <= rover->sortscale)
continue;
if (*r2->ffloor->t_slope) {
topplaneobjectz = P_GetZAt(*r2->ffloor->t_slope, rover->gx, rover->gy);
topplanecameraz = P_GetZAt(*r2->ffloor->t_slope, viewx, viewy);
} else
topplaneobjectz = topplanecameraz = *r2->ffloor->topheight;
if (*r2->ffloor->b_slope) {
botplaneobjectz = P_GetZAt(*r2->ffloor->b_slope, rover->gx, rover->gy);
botplanecameraz = P_GetZAt(*r2->ffloor->b_slope, viewx, viewy);
} else
botplaneobjectz = botplanecameraz = *r2->ffloor->bottomheight;
if ((topplanecameraz > viewz && botplanecameraz < viewz) ||
(topplanecameraz < viewz && rover->gzt < topplaneobjectz) ||
(botplanecameraz > viewz && rover->gz > botplaneobjectz))
{
entry = R_CreateDrawNode(NULL);
(entry->prev = r2->prev)->next = entry;
(entry->next = r2)->prev = entry;
entry->sprite = rover;
break;
}
}
else if (r2->seg)
{
#if 0 //#ifdef POLYOBJECTS_PLANES
if (r2->seg->curline->polyseg && rover->mobj && P_MobjInsidePolyobj(r2->seg->curline->polyseg, rover->mobj)) {
// Determine if we need to sort in front of the polyobj, based on the planes. This fixes the issue where
// polyobject planes render above the object standing on them. (A bit hacky... but it works.) -Red
mobj_t *mo = rover->mobj;
sector_t *po = r2->seg->curline->backsector;
if (po->ceilingheight < viewz && mo->z+mo->height > po->ceilingheight)
continue;
if (po->floorheight > viewz && mo->z < po->floorheight)
continue;
}
#endif
if (rover->x1 > r2->seg->x2 || rover->x2 < r2->seg->x1)
continue;
scale = r2->seg->scale1 > r2->seg->scale2 ? r2->seg->scale1 : r2->seg->scale2;
if (scale <= rover->sortscale)
continue;
scale = r2->seg->scale1 + (r2->seg->scalestep * (sintersect - r2->seg->x1));
if (rover->sortscale < scale)
{
entry = R_CreateDrawNode(NULL);
(entry->prev = r2->prev)->next = entry;
(entry->next = r2)->prev = entry;
entry->sprite = rover;
break;
}
}
else if (r2->sprite)
{
if (r2->sprite->x1 > rover->x2 || r2->sprite->x2 < rover->x1)
continue;
if (r2->sprite->szt > rover->sz || r2->sprite->sz < rover->szt)
continue;
if (r2->sprite->sortscale > rover->sortscale
|| (r2->sprite->sortscale == rover->sortscale && r2->sprite->dispoffset > rover->dispoffset))
{
entry = R_CreateDrawNode(NULL);
(entry->prev = r2->prev)->next = entry;
(entry->next = r2)->prev = entry;
entry->sprite = rover;
break;
}
}
}
if (r2 == &nodehead)
{
entry = R_CreateDrawNode(&nodehead);
entry->sprite = rover;
}
}
}
static drawnode_t *R_CreateDrawNode(drawnode_t *link)
{
drawnode_t *node = nodebankhead.next;
if (node == &nodebankhead)
{
node = malloc(sizeof (*node));
if (!node)
I_Error("No more free memory to CreateDrawNode");
}
else
(nodebankhead.next = node->next)->prev = &nodebankhead;
if (link)
{
node->next = link;
node->prev = link->prev;
link->prev->next = node;
link->prev = node;
}
node->plane = NULL;
node->seg = NULL;
node->thickseg = NULL;
node->ffloor = NULL;
node->sprite = NULL;
return node;
}
static void R_DoneWithNode(drawnode_t *node)
{
(node->next->prev = node->prev)->next = node->next;
(node->next = nodebankhead.next)->prev = node;
(node->prev = &nodebankhead)->next = node;
}
static void R_ClearDrawNodes(void)
{
drawnode_t *rover;
drawnode_t *next;
for (rover = nodehead.next; rover != &nodehead ;)
{
next = rover->next;
R_DoneWithNode(rover);
rover = next;
}
nodehead.next = nodehead.prev = &nodehead;
}
void R_InitDrawNodes(void)
{
nodebankhead.next = nodebankhead.prev = &nodebankhead;
nodehead.next = nodehead.prev = &nodehead;
}
//
// R_DrawSprite
//
//Fab : 26-04-98:
// NOTE : uses con_clipviewtop, so that when console is on,
// don't draw the part of sprites hidden under the console
static void R_DrawSprite(vissprite_t *spr)
{
mfloorclip = spr->clipbot;
mceilingclip = spr->cliptop;
R_DrawVisSprite(spr);
}
// Special drawer for precipitation sprites Tails 08-18-2002
static void R_DrawPrecipitationSprite(vissprite_t *spr)
{
mfloorclip = spr->clipbot;
mceilingclip = spr->cliptop;
R_DrawPrecipitationVisSprite(spr);
}
// R_ClipSprites
// Clips vissprites without drawing, so that portals can work. -Red
void R_ClipSprites(void)
{
vissprite_t *spr;
for (;clippedvissprites < visspritecount; clippedvissprites++)
{
drawseg_t *ds;
INT32 x;
INT32 r1;
INT32 r2;
fixed_t scale;
fixed_t lowscale;
INT32 silhouette;
spr = R_GetVisSprite(clippedvissprites);
for (x = spr->x1; x <= spr->x2; x++)
spr->clipbot[x] = spr->cliptop[x] = -2;
// Scan drawsegs from end to start for obscuring segs.
// The first drawseg that has a greater scale
// is the clip seg.
//SoM: 4/8/2000:
// Pointer check was originally nonportable
// and buggy, by going past LEFT end of array:
// for (ds = ds_p-1; ds >= drawsegs; ds--) old buggy code
for (ds = ds_p; ds-- > drawsegs ;)
{
// determine if the drawseg obscures the sprite
if (ds->x1 > spr->x2 ||
ds->x2 < spr->x1 ||
(!ds->silhouette
&& !ds->maskedtexturecol))
{
// does not cover sprite
continue;
}
if (ds->portalpass > 0 && ds->portalpass <= portalrender)
continue; // is a portal
r1 = ds->x1 < spr->x1 ? spr->x1 : ds->x1;
r2 = ds->x2 > spr->x2 ? spr->x2 : ds->x2;
if (ds->scale1 > ds->scale2)
{
lowscale = ds->scale2;
scale = ds->scale1;
}
else
{
lowscale = ds->scale1;
scale = ds->scale2;
}
if (scale < spr->sortscale ||
(lowscale < spr->sortscale &&
!R_PointOnSegSide (spr->gx, spr->gy, ds->curline)))
{
// masked mid texture?
/*if (ds->maskedtexturecol)
R_RenderMaskedSegRange (ds, r1, r2);*/
// seg is behind sprite
continue;
}
// clip this piece of the sprite
silhouette = ds->silhouette;
if (spr->gz >= ds->bsilheight)
silhouette &= ~SIL_BOTTOM;
if (spr->gzt <= ds->tsilheight)
silhouette &= ~SIL_TOP;
if (silhouette == SIL_BOTTOM)
{
// bottom sil
for (x = r1; x <= r2; x++)
if (spr->clipbot[x] == -2)
spr->clipbot[x] = ds->sprbottomclip[x];
}
else if (silhouette == SIL_TOP)
{
// top sil
for (x = r1; x <= r2; x++)
if (spr->cliptop[x] == -2)
spr->cliptop[x] = ds->sprtopclip[x];
}
else if (silhouette == (SIL_TOP|SIL_BOTTOM))
{
// both
for (x = r1; x <= r2; x++)
{
if (spr->clipbot[x] == -2)
spr->clipbot[x] = ds->sprbottomclip[x];
if (spr->cliptop[x] == -2)
spr->cliptop[x] = ds->sprtopclip[x];
}
}
}
//SoM: 3/17/2000: Clip sprites in water.
if (spr->heightsec != -1) // only things in specially marked sectors
{
fixed_t mh, h;
INT32 phs = viewplayer->mo->subsector->sector->heightsec;
if ((mh = sectors[spr->heightsec].floorheight) > spr->gz &&
(h = centeryfrac - FixedMul(mh -= viewz, spr->sortscale)) >= 0 &&
(h >>= FRACBITS) < viewheight)
{
if (mh <= 0 || (phs != -1 && viewz > sectors[phs].floorheight))
{ // clip bottom
for (x = spr->x1; x <= spr->x2; x++)
if (spr->clipbot[x] == -2 || h < spr->clipbot[x])
spr->clipbot[x] = (INT16)h;
}
else // clip top
{
for (x = spr->x1; x <= spr->x2; x++)
if (spr->cliptop[x] == -2 || h > spr->cliptop[x])
spr->cliptop[x] = (INT16)h;
}
}
if ((mh = sectors[spr->heightsec].ceilingheight) < spr->gzt &&
(h = centeryfrac - FixedMul(mh-viewz, spr->sortscale)) >= 0 &&
(h >>= FRACBITS) < viewheight)
{
if (phs != -1 && viewz >= sectors[phs].ceilingheight)
{ // clip bottom
for (x = spr->x1; x <= spr->x2; x++)
if (spr->clipbot[x] == -2 || h < spr->clipbot[x])
spr->clipbot[x] = (INT16)h;
}
else // clip top
{
for (x = spr->x1; x <= spr->x2; x++)
if (spr->cliptop[x] == -2 || h > spr->cliptop[x])
spr->cliptop[x] = (INT16)h;
}
}
}
if (spr->cut & SC_TOP && spr->cut & SC_BOTTOM)
{
for (x = spr->x1; x <= spr->x2; x++)
{
if (spr->cliptop[x] == -2 || spr->szt > spr->cliptop[x])
spr->cliptop[x] = spr->szt;
if (spr->clipbot[x] == -2 || spr->sz < spr->clipbot[x])
spr->clipbot[x] = spr->sz;
}
}
else if (spr->cut & SC_TOP)
{
for (x = spr->x1; x <= spr->x2; x++)
{
if (spr->cliptop[x] == -2 || spr->szt > spr->cliptop[x])
spr->cliptop[x] = spr->szt;
}
}
else if (spr->cut & SC_BOTTOM)
{
for (x = spr->x1; x <= spr->x2; x++)
{
if (spr->clipbot[x] == -2 || spr->sz < spr->clipbot[x])
spr->clipbot[x] = spr->sz;
}
}
// all clipping has been performed, so store the values - what, did you think we were drawing them NOW?
// check for unclipped columns
for (x = spr->x1; x <= spr->x2; x++)
{
if (spr->clipbot[x] == -2)
spr->clipbot[x] = (INT16)viewheight;
if (spr->cliptop[x] == -2)
//Fab : 26-04-98: was -1, now clips against console bottom
spr->cliptop[x] = (INT16)con_clipviewtop;
}
}
}
//
// R_DrawMasked
//
void R_DrawMasked(void)
{
drawnode_t *r2;
drawnode_t *next;
R_CreateDrawNodes();
for (r2 = nodehead.next; r2 != &nodehead; r2 = r2->next)
{
if (r2->plane)
{
next = r2->prev;
R_DrawSinglePlane(r2->plane);
R_DoneWithNode(r2);
r2 = next;
}
else if (r2->seg && r2->seg->maskedtexturecol != NULL)
{
next = r2->prev;
R_RenderMaskedSegRange(r2->seg, r2->seg->x1, r2->seg->x2);
r2->seg->maskedtexturecol = NULL;
R_DoneWithNode(r2);
r2 = next;
}
else if (r2->thickseg)
{
next = r2->prev;
R_RenderThickSideRange(r2->thickseg, r2->thickseg->x1, r2->thickseg->x2, r2->ffloor);
R_DoneWithNode(r2);
r2 = next;
}
else if (r2->sprite)
{
next = r2->prev;
// Tails 08-18-2002
if (r2->sprite->precip == true)
R_DrawPrecipitationSprite(r2->sprite);
else
R_DrawSprite(r2->sprite);
R_DoneWithNode(r2);
r2 = next;
}
}
R_ClearDrawNodes();
}
// ==========================================================================
//
// SKINS CODE
//
// ==========================================================================
INT32 numskins = 0;
skin_t skins[MAXSKINS];
// FIXTHIS: don't work because it must be inistilised before the config load
//#define SKINVALUES
#ifdef SKINVALUES
CV_PossibleValue_t skin_cons_t[MAXSKINS+1];
#endif
static void Sk_SetDefaultValue(skin_t *skin)
{
INT32 i;
//
// set default skin values
//
memset(skin, 0, sizeof (skin_t));
snprintf(skin->name,
sizeof skin->name, "skin %u", (UINT32)(skin-skins));
skin->name[sizeof skin->name - 1] = '\0';
skin->wadnum = INT16_MAX;
strcpy(skin->sprite, "");
skin->flags = 0;
strcpy(skin->realname, "Someone");
strcpy(skin->hudname, "???");
strncpy(skin->facerank, "PLAYRANK", 9);
strncpy(skin->facewant, "PLAYWANT", 9);
strncpy(skin->facemmap, "PLAYMMAP", 9);
skin->starttranscolor = 160;
skin->prefcolor = SKINCOLOR_GREEN;
// SRB2kart
skin->kartspeed = 5;
skin->kartweight = 5;
//
skin->highresscale = FRACUNIT>>1;
for (i = 0; i < sfx_skinsoundslot0; i++)
if (S_sfx[i].skinsound != -1)
skin->soundsid[S_sfx[i].skinsound] = i;
}
//
// Initialize the basic skins
//
void R_InitSkins(void)
{
skin_t *skin;
#ifdef SKINVALUES
INT32 i;
for (i = 0; i <= MAXSKINS; i++)
{
skin_cons_t[i].value = 0;
skin_cons_t[i].strvalue = NULL;
}
#endif
// skin[0] = Sonic skin
skin = &skins[0];
numskins = 1;
Sk_SetDefaultValue(skin);
// Hardcoded S_SKIN customizations for Sonic.
strcpy(skin->name, DEFAULTSKIN);
#ifdef SKINVALUES
skin_cons_t[0].strvalue = skins[0].name;
#endif
skin->flags = 0;
strcpy(skin->realname, "Sonic");
strcpy(skin->hudname, "SONIC");
strncpy(skin->facerank, "PLAYRANK", 9);
strncpy(skin->facewant, "PLAYWANT", 9);
strncpy(skin->facemmap, "PLAYMMAP", 9);
skin->prefcolor = SKINCOLOR_BLUE;
// SRB2kart
skin->kartspeed = 8;
skin->kartweight = 2;
//
skin->spritedef.numframes = sprites[SPR_PLAY].numframes;
skin->spritedef.spriteframes = sprites[SPR_PLAY].spriteframes;
ST_LoadFaceGraphics(skin->facerank, skin->facewant, skin->facemmap, 0);
// Set values for Sonic skin
Forceskin_cons_t[1].value = 0;
Forceskin_cons_t[1].strvalue = skin->name;
//MD2 for sonic doesn't want to load in Linux.
#ifdef HWRENDER
if (rendermode == render_opengl)
HWR_AddPlayerMD2(0);
#endif
}
// returns true if the skin name is found (loaded from pwad)
// warning return -1 if not found
INT32 R_SkinAvailable(const char *name)
{
INT32 i;
for (i = 0; i < numskins; i++)
{
if (stricmp(skins[i].name,name)==0)
return i;
}
return -1;
}
// network code calls this when a 'skin change' is received
boolean SetPlayerSkin(INT32 playernum, const char *skinname)
{
INT32 i;
player_t *player = &players[playernum];
for (i = 0; i < numskins; i++)
{
// search in the skin list
if (stricmp(skins[i].name, skinname) == 0)
{
SetPlayerSkinByNum(playernum, i);
return true;
}
}
if (P_IsLocalPlayer(player))
CONS_Alert(CONS_WARNING, M_GetText("Skin '%s' not found.\n"), skinname);
else if(server || IsPlayerAdmin(consoleplayer))
CONS_Alert(CONS_WARNING, M_GetText("Player %d (%s) skin '%s' not found\n"), playernum, player_names[playernum], skinname);
SetPlayerSkinByNum(playernum, 0);
return false;
}
// Same as SetPlayerSkin, but uses the skin #.
// network code calls this when a 'skin change' is received
void SetPlayerSkinByNum(INT32 playernum, INT32 skinnum)
{
player_t *player = &players[playernum];
skin_t *skin = &skins[skinnum];
if (skinnum >= 0 && skinnum < numskins) // Make sure it exists!
{
player->skin = skinnum;
if (player->mo)
player->mo->skin = skin;
player->charflags = (UINT32)skin->flags;
// SRB2kart
player->kartspeed = skin->kartspeed;
player->kartweight = skin->kartweight;
/*if (!(cv_debug || devparm) && !(netgame || multiplayer || demo.playback || modeattacking))
{
if (playernum == consoleplayer)
CV_StealthSetValue(&cv_playercolor, skin->prefcolor);
else if (playernum == displayplayers[1])
CV_StealthSetValue(&cv_playercolor2, skin->prefcolor);
else if (playernum == displayplayers[2])
CV_StealthSetValue(&cv_playercolor3, skin->prefcolor);
else if (playernum == displayplayers[3])
CV_StealthSetValue(&cv_playercolor4, skin->prefcolor);
player->skincolor = skin->prefcolor;
if (player->mo)
player->mo->color = player->skincolor;
}*/
if (player->mo)
P_SetScale(player->mo, player->mo->scale);
demo_extradata[playernum] |= DXD_SKIN;
return;
}
if (P_IsLocalPlayer(player))
CONS_Alert(CONS_WARNING, M_GetText("Skin %d not found\n"), skinnum);
else if(server || IsPlayerAdmin(consoleplayer))
CONS_Alert(CONS_WARNING, "Player %d (%s) skin %d not found\n", playernum, player_names[playernum], skinnum);
SetPlayerSkinByNum(playernum, 0); // not found put the sonic skin
}
//
// Add skins from a pwad, each skin preceded by 'S_SKIN' marker
//
// Does the same is in w_wad, but check only for
// the first 6 characters (this is so we can have S_SKIN1, S_SKIN2..
// for wad editors that don't like multiple resources of the same name)
//
static UINT16 W_CheckForSkinMarkerInPwad(UINT16 wadid, UINT16 startlump)
{
UINT16 i;
const char *S_SKIN = "S_SKIN";
lumpinfo_t *lump_p;
// scan forward, start at <startlump>
if (startlump < wadfiles[wadid]->numlumps)
{
lump_p = wadfiles[wadid]->lumpinfo + startlump;
for (i = startlump; i < wadfiles[wadid]->numlumps; i++, lump_p++)
if (memcmp(lump_p->name,S_SKIN,6)==0)
return i;
}
return INT16_MAX; // not found
}
//
// Find skin sprites, sounds & optional status bar face, & add them
//
void R_AddSkins(UINT16 wadnum)
{
UINT16 lump, lastlump = 0;
char *buf;
char *buf2;
char *stoken;
char *value;
size_t size;
skin_t *skin;
boolean hudname, realname;
//
// search for all skin markers in pwad
//
while ((lump = W_CheckForSkinMarkerInPwad(wadnum, lastlump)) != INT16_MAX)
{
// advance by default
lastlump = lump + 1;
if (numskins >= MAXSKINS)
{
CONS_Alert(CONS_WARNING, M_GetText("Unable to add skin, too many characters are loaded (%d maximum)\n"), MAXSKINS);
continue; // so we know how many skins couldn't be added
}
buf = W_CacheLumpNumPwad(wadnum, lump, PU_CACHE);
size = W_LumpLengthPwad(wadnum, lump);
// for strtok
buf2 = malloc(size+1);
if (!buf2)
I_Error("R_AddSkins: No more free memory\n");
M_Memcpy(buf2,buf,size);
buf2[size] = '\0';
// set defaults
skin = &skins[numskins];
Sk_SetDefaultValue(skin);
skin->wadnum = wadnum;
hudname = realname = false;
// parse
stoken = strtok (buf2, "\r\n= ");
while (stoken)
{
if ((stoken[0] == '/' && stoken[1] == '/')
|| (stoken[0] == '#'))// skip comments
{
stoken = strtok(NULL, "\r\n"); // skip end of line
goto next_token; // find the real next token
}
value = strtok(NULL, "\r\n= ");
if (!value)
I_Error("R_AddSkins: syntax error in S_SKIN lump# %d(%s) in WAD %s\n", lump, W_CheckNameForNumPwad(wadnum,lump), wadfiles[wadnum]->filename);
if (!stricmp(stoken, "name"))
{
// the skin name must uniquely identify a single skin
// I'm lazy so if name is already used I leave the 'skin x'
// default skin name set in Sk_SetDefaultValue
if (R_SkinAvailable(value) == -1)
{
STRBUFCPY(skin->name, value);
strlwr(skin->name);
}
// I'm not lazy, so if the name is already used I make the name 'namex'
// using the default skin name's number set above
else
{
const size_t stringspace =
strlen(value) + sizeof (numskins) + 1;
char *value2 = Z_Malloc(stringspace, PU_STATIC, NULL);
snprintf(value2, stringspace,
"%s%d", value, numskins);
value2[stringspace - 1] = '\0';
if (R_SkinAvailable(value2) == -1)
{
STRBUFCPY(skin->name,
value2);
strlwr(skin->name);
}
Z_Free(value2);
}
// copy to hudname and fullname as a default.
if (!realname)
{
STRBUFCPY(skin->realname, skin->name);
for (value = skin->realname; *value; value++)
if (*value == '_') *value = ' '; // turn _ into spaces.
}
if (!hudname)
{
STRBUFCPY(skin->hudname, skin->name);
strupr(skin->hudname);
for (value = skin->hudname; *value; value++)
if (*value == '_') *value = ' '; // turn _ into spaces.
}
}
else if (!stricmp(stoken, "realname"))
{ // Display name (eg. "Knuckles")
realname = true;
STRBUFCPY(skin->realname, value);
for (value = skin->realname; *value; value++)
if (*value == '_') *value = ' '; // turn _ into spaces.
if (!hudname)
STRBUFCPY(skin->hudname, skin->realname);
}
else if (!stricmp(stoken, "hudname"))
{ // Life icon name (eg. "K.T.E")
hudname = true;
STRBUFCPY(skin->hudname, value);
for (value = skin->hudname; *value; value++)
if (*value == '_') *value = ' '; // turn _ into spaces.
if (!realname)
STRBUFCPY(skin->realname, skin->hudname);
}
else if (!stricmp(stoken, "sprite"))
{
strupr(value);
strncpy(skin->sprite, value, sizeof skin->sprite);
}
else if (!stricmp(stoken, "facerank"))
{
strupr(value);
strncpy(skin->facerank, value, sizeof skin->facerank);
}
else if (!stricmp(stoken, "facewant"))
{
strupr(value);
strncpy(skin->facewant, value, sizeof skin->facewant);
}
else if (!stricmp(stoken, "facemmap"))
{
strupr(value);
strncpy(skin->facemmap, value, sizeof skin->facemmap);
}
#define FULLPROCESS(field) else if (!stricmp(stoken, #field)) skin->field = get_number(value);
// character type identification
FULLPROCESS(flags)
#undef FULLPROCESS
#define GETKARTSTAT(field) \
else if (!stricmp(stoken, #field)) \
{ \
skin->field = atoi(value); \
if (skin->field < 1) skin->field = 1; \
if (skin->field > 9) skin->field = 9; \
}
GETKARTSTAT(kartspeed)
GETKARTSTAT(kartweight)
#undef GETKARTSTAT
// custom translation table
else if (!stricmp(stoken, "startcolor"))
skin->starttranscolor = atoi(value);
else if (!stricmp(stoken, "prefcolor"))
skin->prefcolor = K_GetKartColorByName(value);
else if (!stricmp(stoken, "highresscale"))
skin->highresscale = FLOAT_TO_FIXED(atof(value));
else
{
INT32 found = false;
sfxenum_t i;
// copy name of sounds that are remapped
// for this skin
for (i = 0; i < sfx_skinsoundslot0; i++)
{
if (!S_sfx[i].name)
continue;
if (S_sfx[i].skinsound != -1
&& !stricmp(S_sfx[i].name,
stoken + 2))
{
skin->soundsid[S_sfx[i].skinsound] =
S_AddSoundFx(value+2, S_sfx[i].singularity, S_sfx[i].pitch, true);
found = true;
}
}
if (!found)
CONS_Debug(DBG_SETUP, "R_AddSkins: Unknown keyword '%s' in S_SKIN lump# %d (WAD %s)\n", stoken, lump, wadfiles[wadnum]->filename);
}
next_token:
stoken = strtok(NULL, "\r\n= ");
}
free(buf2);
lump++; // if no sprite defined use spirte just after this one
if (skin->sprite[0] == '\0')
{
const char *csprname = W_CheckNameForNumPwad(wadnum, lump);
// skip to end of this skin's frames
lastlump = lump;
while (W_CheckNameForNumPwad(wadnum,lastlump) && memcmp(W_CheckNameForNumPwad(wadnum, lastlump),csprname,4)==0)
lastlump++;
// allocate (or replace) sprite frames, and set spritedef
R_AddSingleSpriteDef(csprname, &skin->spritedef, wadnum, lump, lastlump);
}
else
{
// search in the normal sprite tables
size_t name;
boolean found = false;
const char *sprname = skin->sprite;
for (name = 0;sprnames[name][0] != '\0';name++)
if (strncmp(sprnames[name], sprname, 4) == 0)
{
found = true;
skin->spritedef = sprites[name];
}
// not found so make a new one
// go through the entire current wad looking for our sprite
// don't just mass add anything beginning with our four letters.
// "HOODFACE" is not a sprite name.
if (!found)
{
UINT16 localllump = 0, lstart = UINT16_MAX, lend = UINT16_MAX;
const char *lname;
while ((lname = W_CheckNameForNumPwad(wadnum,localllump)))
{
// If this is a valid sprite...
if (!memcmp(lname,sprname,4) && lname[4] && lname[5] && lname[5] >= '0' && lname[5] <= '8')
{
if (lstart == UINT16_MAX)
lstart = localllump;
// If already set do nothing
}
else
{
if (lstart != UINT16_MAX)
{
lend = localllump;
break;
}
// If not already set do nothing
}
++localllump;
}
R_AddSingleSpriteDef(sprname, &skin->spritedef, wadnum, lstart, lend);
}
// I don't particularly care about skipping to the end of the used frames.
// We could be using frames from ANYWHERE in the current WAD file, including
// right before us, which is a terrible idea.
// So just let the function in the while loop take care of it for us.
}
R_FlushTranslationColormapCache();
CONS_Printf(M_GetText("Added skin '%s'\n"), skin->name);
#ifdef SKINVALUES
skin_cons_t[numskins].value = numskins;
skin_cons_t[numskins].strvalue = skin->name;
#endif
// Update the forceskin possiblevalues
Forceskin_cons_t[numskins+1].value = numskins;
Forceskin_cons_t[numskins+1].strvalue = skins[numskins].name;
// add face graphics
ST_LoadFaceGraphics(skin->facerank, skin->facewant, skin->facemmap, numskins);
#ifdef HWRENDER
if (rendermode == render_opengl)
HWR_AddPlayerMD2(numskins);
#endif
numskins++;
}
return;
}
#ifdef DELFILE
void R_DelSkins(UINT16 wadnum)
{
UINT16 lump, lastlump = 0;
while ((lump = W_CheckForSkinMarkerInPwad(wadnum, lastlump)) != INT16_MAX)
{
if (skins[numskins].wadnum != wadnum)
break;
numskins--;
ST_UnLoadFaceGraphics(numskins); // only used by DELFILE
if (skins[numskins].sprite[0] != '\0')
{
const char *csprname = W_CheckNameForNumPwad(wadnum, lump);
// skip to end of this skin's frames
lastlump = lump;
while (W_CheckNameForNumPwad(wadnum,lastlump) && memcmp(W_CheckNameForNumPwad(wadnum, lastlump),csprname,4)==0)
lastlump++;
// allocate (or replace) sprite frames, and set spritedef
R_DelSingleSpriteDef(csprname, &skins[numskins].spritedef, wadnum, lump, lastlump);
}
else
{
// search in the normal sprite tables
size_t name;
boolean found = false;
const char *sprname = skins[numskins].sprite;
for (name = 0;sprnames[name][0] != '\0';name++)
if (strcmp(sprnames[name], sprname) == 0)
{
found = true;
skins[numskins].spritedef = sprites[name];
}
// not found so make a new one
if (!found)
R_DelSingleSpriteDef(sprname, &skins[numskins].spritedef, wadnum, 0, INT16_MAX);
while (W_CheckNameForNumPwad(wadnum,lastlump) && memcmp(W_CheckNameForNumPwad(wadnum, lastlump),sprname,4)==0)
lastlump++;
}
CONS_Printf(M_GetText("Removed skin '%s'\n"), skins[numskins].name);
}
}
#endif