mirror of
https://git.do.srb2.org/KartKrew/Kart-Public.git
synced 2024-11-17 10:11:12 +00:00
238 lines
6.6 KiB
C
238 lines
6.6 KiB
C
// SONIC ROBO BLAST 2
|
|
//-----------------------------------------------------------------------------
|
|
// Copyright (C) 1993-1996 by id Software, Inc.
|
|
// Copyright (C) 1998-2000 by DooM Legacy Team.
|
|
// Copyright (C) 1999-2016 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.h
|
|
/// \brief Rendering of moving objects, sprites
|
|
|
|
#ifndef __R_THINGS__
|
|
#define __R_THINGS__
|
|
|
|
#include "sounds.h"
|
|
#include "r_plane.h"
|
|
|
|
// number of sprite lumps for spritewidth,offset,topoffset lookup tables
|
|
// Fab: this is a hack : should allocate the lookup tables per sprite
|
|
#define MAXVISSPRITES 2048 // added 2-2-98 was 128
|
|
|
|
#define VISSPRITECHUNKBITS 6 // 2^6 = 64 sprites per chunk
|
|
#define VISSPRITESPERCHUNK (1 << VISSPRITECHUNKBITS)
|
|
#define VISSPRITEINDEXMASK (VISSPRITESPERCHUNK - 1)
|
|
|
|
// Constant arrays used for psprite clipping
|
|
// and initializing clipping.
|
|
extern INT16 negonearray[MAXVIDWIDTH];
|
|
extern INT16 screenheightarray[MAXVIDWIDTH];
|
|
|
|
// vars for R_DrawMaskedColumn
|
|
extern INT16 *mfloorclip;
|
|
extern INT16 *mceilingclip;
|
|
extern fixed_t spryscale;
|
|
extern fixed_t sprtopscreen;
|
|
extern fixed_t sprbotscreen;
|
|
extern fixed_t windowtop;
|
|
extern fixed_t windowbottom;
|
|
|
|
void R_DrawMaskedColumn(column_t *column);
|
|
void R_SortVisSprites(void);
|
|
|
|
//faB: find sprites in wadfile, replace existing, add new ones
|
|
// (only sprites from namelist are added or replaced)
|
|
void R_AddSpriteDefs(UINT16 wadnum);
|
|
|
|
#ifdef DELFILE
|
|
void R_DelSpriteDefs(UINT16 wadnum);
|
|
#endif
|
|
|
|
//SoM: 6/5/2000: Light sprites correctly!
|
|
void R_AddSprites(sector_t *sec, INT32 lightlevel);
|
|
void R_InitSprites(void);
|
|
void R_ClearSprites(void);
|
|
void R_ClipSprites(void);
|
|
void R_DrawMasked(void);
|
|
|
|
// -----------
|
|
// SKINS STUFF
|
|
// -----------
|
|
#define SKINNAMESIZE 16
|
|
// should be all lowercase!! S_SKIN processing does a strlwr
|
|
#define DEFAULTSKIN "sonic"
|
|
#define DEFAULTSKIN2 "tails" // secondary player
|
|
|
|
typedef struct
|
|
{
|
|
char name[SKINNAMESIZE+1]; // INT16 descriptive name of the skin
|
|
spritedef_t spritedef;
|
|
UINT16 wadnum;
|
|
char sprite[4]; // Sprite name, if seperated from S_SKIN.
|
|
skinflags_t flags;
|
|
|
|
char realname[SKINNAMESIZE+1]; // Display name for level completion.
|
|
char hudname[SKINNAMESIZE+1]; // HUD name to display (officially exactly 5 characters long)
|
|
char charsel[8], face[8], superface[8]; // Arbitrarily named patch lumps
|
|
|
|
UINT8 ability; // ability definition
|
|
UINT8 ability2; // secondary ability definition
|
|
INT32 thokitem;
|
|
INT32 spinitem;
|
|
INT32 revitem;
|
|
fixed_t actionspd;
|
|
fixed_t mindash;
|
|
fixed_t maxdash;
|
|
|
|
// SRB2kart
|
|
UINT8 kartspeed; // Normal ground
|
|
UINT8 kartweight; // Normal ground
|
|
//
|
|
|
|
fixed_t normalspeed; // Normal ground
|
|
fixed_t runspeed; // Speed that you break into your run animation
|
|
|
|
UINT8 thrustfactor; // Thrust = thrustfactor * acceleration
|
|
UINT8 accelstart; // Acceleration if speed = 0
|
|
UINT8 acceleration; // Acceleration
|
|
|
|
fixed_t jumpfactor; // multiple of standard jump height
|
|
|
|
// Definable color translation table
|
|
UINT8 starttranscolor;
|
|
UINT8 prefcolor;
|
|
fixed_t highresscale; // scale of highres, default is 0.5
|
|
|
|
// specific sounds per skin
|
|
sfxenum_t soundsid[NUMSKINSOUNDS]; // sound # in S_sfx table
|
|
} skin_t;
|
|
|
|
// -----------
|
|
// NOT SKINS STUFF !
|
|
// -----------
|
|
typedef enum
|
|
{
|
|
SC_NONE = 0,
|
|
SC_TOP = 1,
|
|
SC_BOTTOM = 2
|
|
} spritecut_e;
|
|
|
|
// A vissprite_t is a thing that will be drawn during a refresh,
|
|
// i.e. a sprite object that is partly visible.
|
|
typedef struct vissprite_s
|
|
{
|
|
// Doubly linked list.
|
|
struct vissprite_s *prev;
|
|
struct vissprite_s *next;
|
|
|
|
mobj_t *mobj; // for easy access
|
|
|
|
INT32 x1, x2;
|
|
|
|
fixed_t gx, gy; // for line side calculation
|
|
fixed_t gz, gzt; // global bottom/top for silhouette clipping
|
|
fixed_t pz, pzt; // physical bottom/top for sorting with 3D floors
|
|
|
|
fixed_t startfrac; // horizontal position of x1
|
|
fixed_t scale;
|
|
fixed_t xiscale; // negative if flipped
|
|
|
|
fixed_t texturemid;
|
|
lumpnum_t patch;
|
|
|
|
lighttable_t *colormap; // for color translation and shadow draw
|
|
// maxbright frames as well
|
|
|
|
UINT8 *transmap; // for MF2_SHADOW sprites, which translucency table to use
|
|
|
|
INT32 mobjflags;
|
|
|
|
INT32 heightsec; // height sector for underwater/fake ceiling support
|
|
|
|
extracolormap_t *extra_colormap; // global colormaps
|
|
|
|
fixed_t xscale;
|
|
|
|
// Precalculated top and bottom screen coords for the sprite.
|
|
fixed_t thingheight; // The actual height of the thing (for 3D floors)
|
|
sector_t *sector; // The sector containing the thing.
|
|
INT16 sz, szt;
|
|
|
|
spritecut_e cut;
|
|
|
|
INT16 clipbot[MAXVIDWIDTH], cliptop[MAXVIDWIDTH];
|
|
|
|
boolean precip;
|
|
boolean vflip; // Flip vertically
|
|
boolean isScaled;
|
|
INT32 dispoffset; // copy of info->dispoffset, affects ordering but not drawing
|
|
} vissprite_t;
|
|
|
|
// A drawnode is something that points to a 3D floor, 3D side, or masked
|
|
// middle texture. This is used for sorting with sprites.
|
|
typedef struct drawnode_s
|
|
{
|
|
visplane_t *plane;
|
|
drawseg_t *seg;
|
|
drawseg_t *thickseg;
|
|
ffloor_t *ffloor;
|
|
vissprite_t *sprite;
|
|
|
|
struct drawnode_s *next;
|
|
struct drawnode_s *prev;
|
|
} drawnode_t;
|
|
|
|
extern INT32 numskins;
|
|
extern skin_t skins[MAXSKINS + 1];
|
|
|
|
void SetPlayerSkin(INT32 playernum,const char *skinname);
|
|
void SetPlayerSkinByNum(INT32 playernum,INT32 skinnum); // Tails 03-16-2002
|
|
INT32 R_SkinAvailable(const char *name);
|
|
void R_AddSkins(UINT16 wadnum);
|
|
|
|
#ifdef DELFILE
|
|
void R_DelSkins(UINT16 wadnum);
|
|
#endif
|
|
|
|
void R_InitDrawNodes(void);
|
|
|
|
char *GetPlayerFacePic(INT32 skinnum);
|
|
|
|
// Functions to go from sprite character ID to frame number
|
|
// for 2.1 compatibility this still uses the old 'A' + frame code
|
|
// The use of symbols tends to be painful for wad editors though
|
|
// So the future version of this tries to avoid using symbols
|
|
// as much as possible while also defining all 64 slots in a sane manner
|
|
// 2.1: [[ ABCDEFGHIJKLMNOPQRSTUVWXYZ[\]^_`abcdefghijklmnopqrstuvwxyz{|}~ ]]
|
|
// Future: [[ ABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789abcdefghijklmnopqrstuvwxyz!@ ]]
|
|
FUNCMATH FUNCINLINE static ATTRINLINE char R_Frame2Char(UINT8 frame)
|
|
{
|
|
#if 1 // 2.1 compat
|
|
return 'A' + frame;
|
|
#else
|
|
if (frame < 26) return 'A' + frame;
|
|
if (frame < 36) return '0' + (frame - 26);
|
|
if (frame < 62) return 'a' + (frame - 36);
|
|
if (frame == 62) return '!';
|
|
if (frame == 63) return '@';
|
|
return '\xFF';
|
|
#endif
|
|
}
|
|
|
|
FUNCMATH FUNCINLINE static ATTRINLINE UINT8 R_Char2Frame(char cn)
|
|
{
|
|
#if 1 // 2.1 compat
|
|
return cn - 'A';
|
|
#else
|
|
if (cn >= 'A' && cn <= 'Z') return cn - 'A';
|
|
if (cn >= '0' && cn <= '9') return (cn - '0') + 26;
|
|
if (cn >= 'a' && cn <= 'z') return (cn - 'a') + 36;
|
|
if (cn == '!') return 62;
|
|
if (cn == '@') return 63;
|
|
return 255;
|
|
#endif
|
|
}
|
|
|
|
#endif //__R_THINGS__
|