SRB2/src/r_things.c

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2014-03-15 16:59:03 +00:00
// 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.
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//
// 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_menu.h" // character select
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#include "m_misc.h"
#include "i_video.h" // rendermode
#include "r_things.h"
#include "r_plane.h"
#include "p_tick.h"
#include "p_local.h"
#include "p_slopes.h"
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#include "dehacked.h" // get_number (for thok)
#include "d_netfil.h" // blargh. for nameonly().
#include "m_cheat.h" // objectplace
#include "m_cond.h"
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#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
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)
{
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char cn = R_Frame2Char(frame); // for debugging
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INT32 r;
lumpnum_t lumppat = wad;
lumppat <<= 16;
lumppat += lump;
if (frame >= 64 || !(R_ValidSpriteAngle(rotation)))
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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)
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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 bundle 1-8 and L/R rotations into one debug message.
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CONS_Debug(DBG_SETUP, "R_InitSprites: Sprite %s frame %c has rotations and a rot = 0 lump\n", spritename, cn);
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sprtemp[frame].rotate = SRF_SINGLE;
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for (r = 0; r < 8; r++)
{
sprtemp[frame].lumppat[r] = lumppat;
sprtemp[frame].lumpid[r] = lumpid;
}
sprtemp[frame].flip = flipped ? 0xFF : 0; // 11111111 in binary
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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);
else if ((sprtemp[frame].rotate & SRF_LEFT) && (rotation == ROT_L))
CONS_Debug(DBG_SETUP, "R_InitSprites: Sprite %s frame %c has multiple L rotations\n", spritename, cn);
else if ((sprtemp[frame].rotate & SRF_RIGHT) && (rotation == ROT_R))
CONS_Debug(DBG_SETUP, "R_InitSprites: Sprite %s frame %c has multiple R rotations\n", spritename, cn);
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;
}
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// 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);
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// 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
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if (sprtemp[frame].lumppat[rotation] != LUMPERROR)
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CONS_Debug(DBG_SETUP, "R_InitSprites: Sprite %s: %c%c has two lumps mapped to it\n", spritename, cn, '1'+rotation);
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// 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)
{
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frame = R_Char2Frame(lumpinfo[l].name[4]);
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rotation = (UINT8)(lumpinfo[l].name[5] - '0');
if (frame >= 64 || !(R_ValidSpriteAngle(rotation))) // Give an actual NAME error -_-...
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{
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])
{
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frame = R_Char2Frame(lumpinfo[l].name[6]);
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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:
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// no rotations were found for that frame at all
I_Error("R_AddSingleSpriteDef: No patches found for %.4s frame %c", sprname, R_Frame2Char(frame));
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break;
case SRF_SINGLE:
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// 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 %.4s frame %c is missing rotations",
sprname, R_Frame2Char(frame));
break;
default:
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// 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",
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sprname, R_Frame2Char(frame));
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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];
// 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
// ignore skin wads (we don't want skin sprites interfering with vanilla sprites)
if (start == 0 && W_CheckNumForNamePwad("S_SKIN", wadnum, 0) != INT16_MAX)
return;
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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;
}
//
// 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;
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static UINT32 clippedvissprites;
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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)
{
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visspritecount = clippedvissprites = 0;
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}
//
// 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;
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bottomscreen = topscreen + spryscale*column->length;
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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;
}
void R_DrawFlippedMaskedColumn(column_t *column, INT32 texheight)
2014-03-15 16:59:03 +00:00
{
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;
2014-03-15 16:59:03 +00:00
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
}
2014-03-15 16:59:03 +00:00
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
2014-03-15 16:59:03 +00:00
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->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->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;
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);
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vis->xiscale = FixedDiv(vis->xiscale,this_scale);
vis->isScaled = true;
}
dc_texturemid = FixedDiv(dc_texturemid,this_scale);
}
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spryscale = vis->scale;
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if (!(vis->scalestep))
{
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sprtopscreen = centeryfrac - FixedMul(dc_texturemid, spryscale);
dc_iscale = FixedDiv(FRACUNIT, vis->scale);
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}
x1 = vis->x1;
x2 = vis->x2;
if (vis->x1 < 0)
{
spryscale += vis->scalestep*(-vis->x1);
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vis->x1 = 0;
}
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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
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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->scalestep)
{
sprtopscreen = (centeryfrac - FixedMul(dc_texturemid, spryscale));
2016-08-17 20:24:53 +00:00
dc_iscale = (0xffffffffu / (unsigned)spryscale);
}
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if (vis->vflip)
R_DrawFlippedMaskedColumn(column, patch->height);
else
R_DrawMaskedColumn(column);
spryscale += vis->scalestep;
2014-03-15 16:59:03 +00:00
}
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;
2014-03-15 16:59:03 +00:00
//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
2014-03-15 16:59:03 +00:00
if (vis->transmap)
{
colfunc = fuzzcolfunc;
dc_transmap = vis->transmap; //Fab : 29-04-98: translucency table
}
dc_colormap = colormaps;
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;
#ifdef ESLOPE
if (sector->lightlist[i].slope)
testheight = P_GetZAt(sector->lightlist[i].slope, sprite->gx, sprite->gy);
#endif
if (testheight >= sprite->gzt)
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continue;
if (testheight <= sprite->gz)
2014-03-15 16:59:03 +00:00
return;
cutfrac = (INT16)((centeryfrac - FixedMul(testheight - viewz, sprite->sortscale))>>FRACBITS);
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if (cutfrac < 0)
continue;
if (cutfrac > viewheight)
2014-03-15 16:59:03 +00:00
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;
2014-03-15 16:59:03 +00:00
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;
2014-03-15 16:59:03 +00:00
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)))
{
lindex = FixedMul(sprite->xscale, FixedDiv(640, vid.width))>>(LIGHTSCALESHIFT);
2014-03-15 16:59:03 +00:00
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!!!
2014-03-15 16:59:03 +00:00
INT32 x1, x2;
spritedef_t *sprdef;
spriteframe_t *sprframe;
size_t lump;
size_t rot;
UINT8 flip;
boolean vflip = (!(thing->eflags & MFE_VERTICALFLIP) != !(thing->frame & FF_VERTICALFLIP));
2014-03-15 16:59:03 +00:00
INT32 lindex;
vissprite_t *vis;
angle_t ang = 0; // compiler complaints
2014-03-15 16:59:03 +00:00
fixed_t iscale;
fixed_t scalestep;
fixed_t offset, offset2;
boolean papersprite = !!(thing->frame & FF_PAPERSPRITE);
2014-03-15 16:59:03 +00:00
INT32 dispoffset = thing->info->dispoffset;
2014-03-15 16:59:03 +00:00
//SoM: 3/17/2000
fixed_t gz, gzt;
INT32 heightsec, phs;
INT32 light = 0;
fixed_t this_scale = thing->scale;
fixed_t ang_scale = FRACUNIT;
2014-03-15 16:59:03 +00:00
// transform the origin point
tr_x = thing->x - viewx;
tr_y = thing->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
2014-03-15 16:59:03 +00:00
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);
2014-03-15 16:59:03 +00:00
// 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)->sprites[thing->sprite2];
if (rot >= sprdef->numframes) {
CONS_Alert(CONS_ERROR, M_GetText("R_ProjectSprite: invalid skins[\"%s\"].sprites[%sSPR2_%s] frame %s\n"), ((skin_t *)thing->skin)->name, ((thing->sprite2 & FF_SPR2SUPER) ? "FF_SPR2SUPER|": ""), spr2names[(thing->sprite2 & ~FF_SPR2SUPER)], sizeu5(rot));
thing->sprite = states[S_UNKNOWN].sprite;
thing->frame = states[S_UNKNOWN].frame;
2014-03-15 16:59:03 +00:00
sprdef = &sprites[thing->sprite];
rot = thing->frame&FF_FRAMEMASK;
}
2014-03-15 16:59:03 +00:00
}
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 (thing->x, thing->y) - thing->angle;
if (papersprite)
ang_scale = abs(FINESINE(ang>>ANGLETOFINESHIFT));
}
if (sprframe->rotate == SRF_SINGLE)
2014-03-15 16:59:03 +00:00
{
// 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 (thing->x, thing->y) - thing->angle;
if ((sprframe->rotate & SRF_RIGHT) && (ang < ANGLE_180)) // See from right
rot = 6; // F7 slot
else if ((sprframe->rotate & SRF_LEFT) && (ang >= ANGLE_180)) // 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);
}
2014-03-15 16:59:03 +00:00
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;
2014-03-15 16:59:03 +00:00
else
offset = -spritecachedinfo[lump].offset;
offset = FixedMul(offset, this_scale);
tx += FixedMul(offset, ang_scale);
2014-03-15 16:59:03 +00:00
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);
2014-03-15 16:59:03 +00:00
x2 = ((centerxfrac + FixedMul (tx,xscale)) >>FRACBITS) - 1;
// off the left side
if (x2 < 0)
return;
if (papersprite)
{
fixed_t yscale2, cosmul, sinmul, tz2;
INT32 range;
if (ang >= ANGLE_180)
{
offset *= -1;
offset2 *= -1;
}
cosmul = FINECOSINE(thing->angle>>ANGLETOFINESHIFT);
sinmul = FINESINE(thing->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;
if (x2 > x1)
range = (x2 - x1);
else
range = 1;
scalestep = (yscale2 - yscale)/range;
// 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);
if ((thing->flags2 & MF2_LINKDRAW) && thing->tracer) // toast 16/09/16 (SYMMETRY)
{
fixed_t linkscale;
#if 0 // support for chains of linkdraw - probably not network safe to modify mobjs during rendering
mobj_t *link, *link2;
for (link = thing->tracer; (link->tracer && (link->flags2 & MF2_LINKDRAW)); link = link->tracer)
link->flags2 &= ~MF2_LINKDRAW; // to prevent infinite loops, otherwise would just be a ;
for (link2 = thing->tracer; (link2->tracer && (link2 != link)); link2 = link2->tracer)
link->flags2 |= MF2_LINKDRAW; // only needed for correction of the above
if (link->flags2 & MF2_LINKDRAW)
link->flags2 &= ~MF2_LINKDRAW; // let's try and make sure this doesn't happen again...
tr_x = link->x - viewx;
tr_y = link->y - viewy;
#else
tr_x = thing->tracer->x - viewx;
tr_y = thing->tracer->y - viewy;
#endif
gxt = FixedMul(tr_x, viewcos);
gyt = -FixedMul(tr_y, viewsin);
tz = gxt-gyt;
linkscale = FixedDiv(projectiony, tz);
if (tz < FixedMul(MINZ, this_scale))
return;
if (sortscale < linkscale)
dispoffset *= -1; // if it's physically behind, make sure it's ordered behind (if dispoffset > 0)
2016-11-01 19:54:52 +00:00
sortscale = linkscale; // now make sure it's linked
}
2014-11-12 00:55:07 +00:00
// PORTAL SPRITE CLIPPING
if (portalrender)
{
if (x2 < portalclipstart || x1 > portalclipend)
return;
if (P_PointOnLineSide(thing->x, thing->y, portalclipline) != 0)
return;
}
2014-03-15 16:59:03 +00:00
//SoM: 3/17/2000: Disregard sprites that are out of view..
if (vflip)
2014-03-15 16:59:03 +00:00
{
// 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 = thing->z + thing->height - FixedMul(spritecachedinfo[lump].topoffset, this_scale);
gzt = gz + FixedMul(spritecachedinfo[lump].height, this_scale);
}
else
{
gzt = thing->z + FixedMul(spritecachedinfo[lump].topoffset, this_scale);
gz = gzt - FixedMul(spritecachedinfo[lump].height, this_scale);
}
if (thing->subsector->sector->cullheight)
{
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if (R_DoCulling(thing->subsector->sector->cullheight, viewsector->cullheight, viewz, gz, gzt))
return;
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}
if (thing->subsector->sector->numlights)
{
INT32 lightnum;
#ifdef ESLOPE // R_GetPlaneLight won't work on sloped lights!
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, thing->x, thing->y)
: thing->subsector->sector->lightlist[lightnum].height;
if (h <= gzt) {
light = lightnum - 1;
break;
}
}
#else
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light = R_GetPlaneLight(thing->subsector->sector, gzt, false);
#endif
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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 = dispoffset; // Monster Iestyn: 23/11/15
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vis->gx = thing->x;
vis->gy = thing->y;
vis->gz = gz;
vis->gzt = gzt;
vis->thingheight = thing->height;
vis->pz = thing->z;
vis->pzt = vis->pz + vis->thingheight;
vis->texturemid = vis->gzt - viewz;
vis->scalestep = scalestep;
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vis->mobj = thing; // Easy access! Tails 06-07-2002
vis->x1 = x1 < 0 ? 0 : x1;
vis->x2 = x2 >= viewwidth ? viewwidth-1 : x2;
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// PORTAL SEMI-CLIPPING
if (portalrender)
{
if (vis->x1 < portalclipstart)
vis->x1 = portalclipstart;
if (vis->x2 > portalclipend)
vis->x2 = portalclipend;
}
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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);
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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);
}
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//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
2015-01-01 19:50:31 +00:00
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
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else if (thing->frame & FF_TRANSMASK)
vis->transmap = transtables + (thing->frame & FF_TRANSMASK) - 0x10000;
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if (((thing->frame & FF_FULLBRIGHT) || (thing->flags2 & MF2_SHADOW))
&& (!vis->extra_colormap || !vis->extra_colormap->fog))
{
// full bright: goggles
vis->colormap = colormaps;
}
else
{
// diminished light
lindex = FixedMul(xscale, FixedDiv(640, vid.width))>>(LIGHTSCALESHIFT);
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if (lindex >= MAXLIGHTSCALE)
lindex = MAXLIGHTSCALE-1;
vis->colormap = spritelights[lindex];
}
vis->precip = false;
vis->vflip = vflip;
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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
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fixed_t gz ,gzt;
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// transform the origin point
tr_x = thing->x - viewx;
tr_y = thing->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;
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// PORTAL SPRITE CLIPPING
if (portalrender)
{
if (x2 < portalclipstart || x1 > portalclipend)
return;
if (P_PointOnLineSide(thing->x, thing->y, portalclipline) != 0)
return;
}
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//SoM: 3/17/2000: Disregard sprites that are out of view..
gzt = thing->z + spritecachedinfo[lump].topoffset;
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gz = gzt - spritecachedinfo[lump].height;
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if (thing->subsector->sector->cullheight)
{
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if (R_DoCulling(thing->subsector->sector->cullheight, viewsector->cullheight, viewz, gz, gzt))
return;
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}
// store information in a vissprite
vis = R_NewVisSprite();
vis->scale = vis->sortscale = yscale; //<<detailshift;
vis->dispoffset = 0; // Monster Iestyn: 23/11/15
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vis->gx = thing->x;
vis->gy = thing->y;
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vis->gz = gz;
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vis->gzt = gzt;
vis->thingheight = 4*FRACUNIT;
vis->pz = thing->z;
vis->pzt = vis->pz + vis->thingheight;
vis->texturemid = vis->gzt - viewz;
vis->scalestep = 0;
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vis->x1 = x1 < 0 ? 0 : x1;
vis->x2 = x2 >= viewwidth ? viewwidth-1 : x2;
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// PORTAL SEMI-CLIPPING
if (portalrender)
{
if (vis->x1 < portalclipstart)
vis->x1 = portalclipstart;
if (vis->x2 > portalclipend)
vis->x2 = portalclipend;
}
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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;
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)
{
if (thing->sprite == SPR_NULL || thing->flags2 & MF2_DONTDRAW)
continue;
approx_dist = P_AproxDistance(viewx-thing->x, viewy-thing->y);
2014-03-15 16:59:03 +00:00
if (approx_dist <= limit_dist)
R_ProjectSprite(thing);
}
}
else
{
// Draw everything in sector, no checks
for (thing = sec->thinglist; thing; thing = thing->snext)
if (!(thing->sprite == SPR_NULL || thing->flags2 & MF2_DONTDRAW))
R_ProjectSprite(thing);
}
// Someone seriously wants infinite draw distance for precipitation?
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);
2014-03-15 16:59:03 +00:00
if (approx_dist <= limit_dist)
R_ProjectPrecipitationSprite(precipthing);
}
}
else
{
// Draw everything in sector, no checks
for (precipthing = sec->preciplist; precipthing; precipthing = precipthing->snext)
if (!(precipthing->precipflags & PCF_INVISIBLE))
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;
2014-03-15 16:59:03 +00:00
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;
2016-06-13 14:07:10 +00:00
if (ds)
ds->next = &unsorted;
2014-03-15 16:59:03 +00:00
unsorted.prev = ds;
// pull the vissprites out by scale
vsprsortedhead.next = vsprsortedhead.prev = &vsprsortedhead;
for (i = 0; i < visspritecount; i++)
{
bestscale = bestdispoffset = INT32_MAX;
2014-03-15 16:59:03 +00:00
for (ds = unsorted.next; ds != &unsorted; ds = ds->next)
{
if (ds->sortscale < bestscale)
2014-03-15 16:59:03 +00:00
{
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;
2014-03-15 16:59:03 +00:00
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];
}
}
#ifdef POLYOBJECTS_PLANES
// 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 < con_clipviewtop || 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;
}
#endif
if (ds->maskedtexturecol)
{
2014-03-15 16:59:03 +00:00
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 < con_clipviewtop || plane->high > vid.height || plane->high > plane->low || plane->polyobj)
2014-03-15 16:59:03 +00:00
{
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;
}
}
}
#ifdef POLYOBJECTS_PLANES
// 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 < con_clipviewtop || 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;
}
#endif
2014-03-15 16:59:03 +00:00
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;
2014-03-15 16:59:03 +00:00
if (r2->plane->minx > rover->x2 || r2->plane->maxx < rover->x1)
continue;
if (rover->szt > r2->plane->low || rover->sz < r2->plane->high)
continue;
#ifdef ESLOPE
// 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
#endif
planeobjectz = planecameraz = r2->plane->height;
2014-03-15 16:59:03 +00:00
if (rover->mobjflags & MF_NOCLIPHEIGHT)
{
//Objects with NOCLIPHEIGHT can appear halfway in.
if (planecameraz < viewz && rover->pz+(rover->thingheight/2) >= planeobjectz)
2014-03-15 16:59:03 +00:00
continue;
if (planecameraz > viewz && rover->pzt-(rover->thingheight/2) <= planeobjectz)
2014-03-15 16:59:03 +00:00
continue;
}
else
{
if (planecameraz < viewz && rover->pz >= planeobjectz)
2014-03-15 16:59:03 +00:00
continue;
if (planecameraz > viewz && rover->pzt <= planeobjectz)
2014-03-15 16:59:03 +00:00
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
2014-03-15 16:59:03 +00:00
{
for (i = x1; i <= x2; i++)
{
if (r2->seg->frontscale[i] > rover->sortscale)
break;
}
if (i > x2)
continue;
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}
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;
2014-03-15 16:59:03 +00:00
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)
2014-03-15 16:59:03 +00:00
continue;
scale = r2->thickseg->scale1 + (r2->thickseg->scalestep * (sintersect - r2->thickseg->x1));
if (scale <= rover->sortscale)
2014-03-15 16:59:03 +00:00
continue;
#ifdef ESLOPE
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
#endif
topplaneobjectz = topplanecameraz = *r2->ffloor->topheight;
#ifdef ESLOPE
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
#endif
botplaneobjectz = botplanecameraz = *r2->ffloor->bottomheight;
if ((topplanecameraz > viewz && botplanecameraz < viewz) ||
(topplanecameraz < viewz && rover->gzt < topplaneobjectz) ||
(botplanecameraz > viewz && rover->gz > botplaneobjectz))
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{
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
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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
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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)
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continue;
scale = r2->seg->scale1 + (r2->seg->scalestep * (sintersect - r2->seg->x1));
if (rover->sortscale < scale)
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{
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))
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{
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)
{
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mfloorclip = spr->clipbot;
mceilingclip = spr->cliptop;
R_DrawVisSprite(spr);
}
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// 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);
}
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// 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;
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spr = R_GetVisSprite(clippedvissprites);
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for (x = spr->x1; x <= spr->x2; x++)
spr->clipbot[x] = spr->cliptop[x] = -2;
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// 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:
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// for (ds = ds_p-1; ds >= drawsegs; ds--) old buggy code
for (ds = ds_p; ds-- > drawsegs ;)
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{
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// determine if the drawseg obscures the sprite
if (ds->x1 > spr->x2 ||
ds->x2 < spr->x1 ||
(!ds->silhouette
&& !ds->maskedtexturecol))
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{
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// does not cover sprite
continue;
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}
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if (ds->portalpass > 0 && ds->portalpass <= portalrender)
continue; // is a portal
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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;
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}
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else
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{
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lowscale = ds->scale1;
scale = ds->scale2;
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}
if (scale < spr->sortscale ||
(lowscale < spr->sortscale &&
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!R_PointOnSegSide (spr->gx, spr->gy, ds->curline)))
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{
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// masked mid texture?
/*if (ds->maskedtexturecol)
R_RenderMaskedSegRange (ds, r1, r2);*/
// seg is behind sprite
continue;
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}
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// clip this piece of the sprite
silhouette = ds->silhouette;
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if (spr->gz >= ds->bsilheight)
silhouette &= ~SIL_BOTTOM;
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if (spr->gzt <= ds->tsilheight)
silhouette &= ~SIL_TOP;
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if (silhouette == SIL_BOTTOM)
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{
// bottom sil
for (x = r1; x <= r2; x++)
if (spr->clipbot[x] == -2)
spr->clipbot[x] = ds->sprbottomclip[x];
}
else if (silhouette == SIL_TOP)
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{
// 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))
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{
// 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];
}
}
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}
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//SoM: 3/17/2000: Clip sprites in water.
if (spr->heightsec != -1) // only things in specially marked sectors
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{
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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 &&
2014-11-12 00:55:07 +00:00
(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;
}
}
2014-03-15 16:59:03 +00:00
2014-11-12 00:55:07 +00:00
if ((mh = sectors[spr->heightsec].ceilingheight) < spr->gzt &&
(h = centeryfrac - FixedMul(mh-viewz, spr->sortscale)) >= 0 &&
2014-11-12 00:55:07 +00:00
(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;
}
}
2014-03-15 16:59:03 +00:00
}
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if (spr->cut & SC_TOP && spr->cut & SC_BOTTOM)
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{
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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;
}
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}
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else if (spr->cut & SC_TOP)
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{
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for (x = spr->x1; x <= spr->x2; x++)
{
if (spr->cliptop[x] == -2 || spr->szt > spr->cliptop[x])
spr->cliptop[x] = spr->szt;
}
2014-03-15 16:59:03 +00:00
}
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else if (spr->cut & SC_BOTTOM)
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{
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for (x = spr->x1; x <= spr->x2; x++)
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{
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if (spr->clipbot[x] == -2 || spr->sz < spr->clipbot[x])
spr->clipbot[x] = spr->sz;
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}
}
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// all clipping has been performed, so store the values - what, did you think we were drawing them NOW?
2014-03-15 16:59:03 +00:00
2014-11-12 00:55:07 +00:00
// check for unclipped columns
for (x = spr->x1; x <= spr->x2; x++)
{
if (spr->clipbot[x] == -2)
spr->clipbot[x] = (INT16)viewheight;
2014-03-15 16:59:03 +00:00
2014-11-12 00:55:07 +00:00
if (spr->cliptop[x] == -2)
//Fab : 26-04-98: was -1, now clips against console bottom
spr->cliptop[x] = (INT16)con_clipviewtop;
}
2014-03-15 16:59:03 +00:00
}
}
//
// 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+1];
// 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;
skin->flags = 0;
strcpy(skin->realname, "Someone");
strcpy(skin->hudname, "???");
strncpy(skin->charsel, "CHRSONIC", 8);
strncpy(skin->face, "MISSING", 8);
strncpy(skin->superface, "MISSING", 8);
skin->starttranscolor = 96;
2014-03-15 16:59:03 +00:00
skin->prefcolor = SKINCOLOR_GREEN;
skin->supercolor = SKINCOLOR_SUPERGOLD1;
skin->prefoppositecolor = 0; // use tables
2014-03-15 16:59:03 +00:00
skin->normalspeed = 36<<FRACBITS;
skin->runspeed = 28<<FRACBITS;
skin->thrustfactor = 5;
skin->accelstart = 96;
skin->acceleration = 40;
skin->ability = CA_NONE;
skin->ability2 = CA2_SPINDASH;
skin->jumpfactor = FRACUNIT;
skin->actionspd = 30<<FRACBITS;
skin->mindash = 15<<FRACBITS;
skin->maxdash = 70<<FRACBITS;
2014-03-15 16:59:03 +00:00
skin->radius = mobjinfo[MT_PLAYER].radius;
skin->height = mobjinfo[MT_PLAYER].height;
skin->spinheight = FixedMul(skin->height, 2*FRACUNIT/3);
skin->shieldscale = FRACUNIT;
skin->camerascale = FRACUNIT;
2014-03-15 16:59:03 +00:00
skin->thokitem = -1;
skin->spinitem = -1;
skin->revitem = -1;
skin->highresscale = FRACUNIT>>1;
skin->availability = 0;
Substantial re-engineering for the foundations of hidden characters. R_SkinUnlock defines the circumstances under which a skin is available. For simplicty's sake, I've currently bound it to an S_SKIN variable so I can toggle it easily, but it WILL be replaced with a hook into the savegame system at some point. * Currently has three tiers of unlock - freebie (forceskin or modeattacking via a loaded replay), Ringslinger Only, and SP/Coop and Ringslinger. * I don't know anything about netcode so I basically decided to make R_SkinUnlock relevant only under local circumstances, try as hard as possible to stop bad skin info from getting sent to the server, and then admit defeat once the server has the information. If this is a bad choice, please discipline me and show me how to fix it. * Character Select now checks for whether the character is hidden or not on menu load and does/undoes it based on that info, but will never touch one disabled via SOC. I also used this opportunity to optimise, checking for/filling out charsel pictures instead of doing it later. (It now also includes special casing for a select screen with zero characters!) * Mode Attack now hides hidden characters in its character select based on SP rules. Things that still need to be done: * ForceSkin_OnChange. Is there a graceful way to handle this? * No obvious skin name conflicts. Add a salt to the names of hidden skins, and then remove it when they're unhidden? * The gap between Knuckles' skin number and the first custom character anybody adds will be way too obvious. A seperate hidden skin numbering system? Start at 32 and count up from there? There's a few ways...
2016-07-12 02:15:58 +00:00
2014-03-15 16:59:03 +00:00
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)
{
#ifdef SKINVALUES
INT32 i;
for (i = 0; i <= MAXSKINS; i++)
{
skin_cons_t[i].value = 0;
skin_cons_t[i].strvalue = NULL;
}
#endif
// no default skin!
numskins = 0;
2014-03-15 16:59:03 +00:00
}
UINT32 R_GetSkinAvailabilities(void)
{
INT32 s;
UINT32 response = 0;
for (s = 0; s < MAXSKINS; s++)
{
if (!skins[s].availability || unlockables[skins[s].availability - 1].unlocked)
response |= (1 << s);
}
return response;
}
Substantial re-engineering for the foundations of hidden characters. R_SkinUnlock defines the circumstances under which a skin is available. For simplicty's sake, I've currently bound it to an S_SKIN variable so I can toggle it easily, but it WILL be replaced with a hook into the savegame system at some point. * Currently has three tiers of unlock - freebie (forceskin or modeattacking via a loaded replay), Ringslinger Only, and SP/Coop and Ringslinger. * I don't know anything about netcode so I basically decided to make R_SkinUnlock relevant only under local circumstances, try as hard as possible to stop bad skin info from getting sent to the server, and then admit defeat once the server has the information. If this is a bad choice, please discipline me and show me how to fix it. * Character Select now checks for whether the character is hidden or not on menu load and does/undoes it based on that info, but will never touch one disabled via SOC. I also used this opportunity to optimise, checking for/filling out charsel pictures instead of doing it later. (It now also includes special casing for a select screen with zero characters!) * Mode Attack now hides hidden characters in its character select based on SP rules. Things that still need to be done: * ForceSkin_OnChange. Is there a graceful way to handle this? * No obvious skin name conflicts. Add a salt to the names of hidden skins, and then remove it when they're unhidden? * The gap between Knuckles' skin number and the first custom character anybody adds will be way too obvious. A seperate hidden skin numbering system? Start at 32 and count up from there? There's a few ways...
2016-07-12 02:15:58 +00:00
// returns true if available in circumstances, otherwise nope
// warning don't use with an invalid skinnum other than -1 which always returns true
boolean R_SkinUnlock(INT32 playernum, INT32 skinnum)
Substantial re-engineering for the foundations of hidden characters. R_SkinUnlock defines the circumstances under which a skin is available. For simplicty's sake, I've currently bound it to an S_SKIN variable so I can toggle it easily, but it WILL be replaced with a hook into the savegame system at some point. * Currently has three tiers of unlock - freebie (forceskin or modeattacking via a loaded replay), Ringslinger Only, and SP/Coop and Ringslinger. * I don't know anything about netcode so I basically decided to make R_SkinUnlock relevant only under local circumstances, try as hard as possible to stop bad skin info from getting sent to the server, and then admit defeat once the server has the information. If this is a bad choice, please discipline me and show me how to fix it. * Character Select now checks for whether the character is hidden or not on menu load and does/undoes it based on that info, but will never touch one disabled via SOC. I also used this opportunity to optimise, checking for/filling out charsel pictures instead of doing it later. (It now also includes special casing for a select screen with zero characters!) * Mode Attack now hides hidden characters in its character select based on SP rules. Things that still need to be done: * ForceSkin_OnChange. Is there a graceful way to handle this? * No obvious skin name conflicts. Add a salt to the names of hidden skins, and then remove it when they're unhidden? * The gap between Knuckles' skin number and the first custom character anybody adds will be way too obvious. A seperate hidden skin numbering system? Start at 32 and count up from there? There's a few ways...
2016-07-12 02:15:58 +00:00
{
return ((skinnum == -1) // Simplifies things elsewhere, since there's already plenty of checks for less-than-0...
|| (!skins[skinnum].availability)
|| ((playernum != -1) ? (players[playernum].availabilities & (1 << skinnum)) : (unlockables[skins[skinnum].availability - 1].unlocked))
Substantial re-engineering for the foundations of hidden characters. R_SkinUnlock defines the circumstances under which a skin is available. For simplicty's sake, I've currently bound it to an S_SKIN variable so I can toggle it easily, but it WILL be replaced with a hook into the savegame system at some point. * Currently has three tiers of unlock - freebie (forceskin or modeattacking via a loaded replay), Ringslinger Only, and SP/Coop and Ringslinger. * I don't know anything about netcode so I basically decided to make R_SkinUnlock relevant only under local circumstances, try as hard as possible to stop bad skin info from getting sent to the server, and then admit defeat once the server has the information. If this is a bad choice, please discipline me and show me how to fix it. * Character Select now checks for whether the character is hidden or not on menu load and does/undoes it based on that info, but will never touch one disabled via SOC. I also used this opportunity to optimise, checking for/filling out charsel pictures instead of doing it later. (It now also includes special casing for a select screen with zero characters!) * Mode Attack now hides hidden characters in its character select based on SP rules. Things that still need to be done: * ForceSkin_OnChange. Is there a graceful way to handle this? * No obvious skin name conflicts. Add a salt to the names of hidden skins, and then remove it when they're unhidden? * The gap between Knuckles' skin number and the first custom character anybody adds will be way too obvious. A seperate hidden skin numbering system? Start at 32 and count up from there? There's a few ways...
2016-07-12 02:15:58 +00:00
|| (modeattacking) // If you have someone else's run you might as well take a look
|| (Playing() && (R_SkinAvailable(mapheaderinfo[gamemap-1]->forcecharacter) == skinnum)) // Force 1.
|| (netgame && !(server || adminplayer == consoleplayer) && (cv_forceskin.value == skinnum)) // Force 2.
);
Substantial re-engineering for the foundations of hidden characters. R_SkinUnlock defines the circumstances under which a skin is available. For simplicty's sake, I've currently bound it to an S_SKIN variable so I can toggle it easily, but it WILL be replaced with a hook into the savegame system at some point. * Currently has three tiers of unlock - freebie (forceskin or modeattacking via a loaded replay), Ringslinger Only, and SP/Coop and Ringslinger. * I don't know anything about netcode so I basically decided to make R_SkinUnlock relevant only under local circumstances, try as hard as possible to stop bad skin info from getting sent to the server, and then admit defeat once the server has the information. If this is a bad choice, please discipline me and show me how to fix it. * Character Select now checks for whether the character is hidden or not on menu load and does/undoes it based on that info, but will never touch one disabled via SOC. I also used this opportunity to optimise, checking for/filling out charsel pictures instead of doing it later. (It now also includes special casing for a select screen with zero characters!) * Mode Attack now hides hidden characters in its character select based on SP rules. Things that still need to be done: * ForceSkin_OnChange. Is there a graceful way to handle this? * No obvious skin name conflicts. Add a salt to the names of hidden skins, and then remove it when they're unhidden? * The gap between Knuckles' skin number and the first custom character anybody adds will be way too obvious. A seperate hidden skin numbering system? Start at 32 and count up from there? There's a few ways...
2016-07-12 02:15:58 +00:00
}
2014-03-15 16:59:03 +00:00
// 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++)
{
// search in the skin list
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if (stricmp(skins[i].name,name)==0)
return i;
}
return -1;
}
// network code calls this when a 'skin change' is received
void SetPlayerSkin(INT32 playernum, const char *skinname)
{
INT32 i = R_SkinAvailable(skinname);
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player_t *player = &players[playernum];
if ((i != -1) && R_SkinUnlock(playernum, i))
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{
SetPlayerSkinByNum(playernum, i);
return;
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}
if (P_IsLocalPlayer(player))
CONS_Alert(CONS_WARNING, M_GetText("Skin '%s' not found.\n"), skinname);
else if(server || adminplayer == consoleplayer)
CONS_Alert(CONS_WARNING, M_GetText("Player %d (%s) skin '%s' not found\n"), playernum, player_names[playernum], skinname);
SetPlayerSkinByNum(playernum, 0);
}
// 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];
UINT8 newcolor = 0;
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if (skinnum >= 0 && skinnum < numskins && R_SkinUnlock(playernum, skinnum)) // Make sure it exists!
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{
player->skin = skinnum;
player->camerascale = skin->camerascale;
player->shieldscale = skin->shieldscale;
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player->charability = (UINT8)skin->ability;
player->charability2 = (UINT8)skin->ability2;
player->charflags = (UINT32)skin->flags;
player->thokitem = skin->thokitem < 0 ? (UINT32)mobjinfo[MT_PLAYER].painchance : (UINT32)skin->thokitem;
player->spinitem = skin->spinitem < 0 ? (UINT32)mobjinfo[MT_PLAYER].damage : (UINT32)skin->spinitem;
player->revitem = skin->revitem < 0 ? (mobjtype_t)mobjinfo[MT_PLAYER].raisestate : (UINT32)skin->revitem;
player->actionspd = skin->actionspd;
player->mindash = skin->mindash;
player->maxdash = skin->maxdash;
player->normalspeed = skin->normalspeed;
player->runspeed = skin->runspeed;
player->thrustfactor = skin->thrustfactor;
player->accelstart = skin->accelstart;
player->acceleration = skin->acceleration;
player->jumpfactor = skin->jumpfactor;
player->height = skin->height;
player->spinheight = skin->spinheight;
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if (!(cv_debug || devparm) && !(netgame || multiplayer || demoplayback))
{
if (playernum == consoleplayer)
CV_StealthSetValue(&cv_playercolor, skin->prefcolor);
else if (playernum == secondarydisplayplayer)
CV_StealthSetValue(&cv_playercolor2, skin->prefcolor);
player->skincolor = newcolor = skin->prefcolor;
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}
if (player->mo)
{
if ((player->powers[pw_carry] == CR_NIGHTSMODE) && (skin->sprites[SPR2_NGT0].numframes == 0)) // If you don't have a sprite for flying horizontally, use the default NiGHTS skin.
{
skin = &skins[DEFAULTNIGHTSSKIN];
newcolor = ((skin->flags & SF_SUPER) ? skin->supercolor : skin->prefcolor);
}
player->mo->skin = skin;
if (newcolor)
player->mo->color = newcolor;
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P_SetScale(player->mo, player->mo->scale);
player->mo->radius = FixedMul(skin->radius, player->mo->scale);
P_SetPlayerMobjState(player->mo, player->mo->state-states); // Prevent visual errors when switching between skins with differing number of frames
}
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return;
}
if (P_IsLocalPlayer(player))
CONS_Alert(CONS_WARNING, M_GetText("Requested skin not found\n"));
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else if(server || adminplayer == consoleplayer)
CONS_Alert(CONS_WARNING, "Player %d (%s) skin not found\n", playernum, player_names[playernum]);
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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, superface;
//
// 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_Debug(DBG_RENDER, "ignored skin (%d skins 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 = superface = 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"))
{
INT32 skinnum = R_SkinAvailable(value);
strlwr(value);
if (skinnum == -1)
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STRBUFCPY(skin->name, value);
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// the skin name must uniquely identify a single skin
// if the name is already used I make the name 'namex'
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// 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)
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// I'm lazy so if NEW name is already used I leave the 'skin x'
// default skin name set in Sk_SetDefaultValue
STRBUFCPY(skin->name, value2);
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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, "charsel"))
{
strupr(value);
strncpy(skin->charsel, value, sizeof skin->charsel);
}
else if (!stricmp(stoken, "face"))
{
strupr(value);
strncpy(skin->face, value, sizeof skin->face);
if (!superface)
strncpy(skin->superface, value, sizeof skin->superface);
}
else if (!stricmp(stoken, "superface"))
{
superface = true;
strupr(value);
strncpy(skin->superface, value, sizeof skin->superface);
}
#define FULLPROCESS(field) else if (!stricmp(stoken, #field)) skin->field = get_number(value);
// character type identification
FULLPROCESS(flags)
FULLPROCESS(ability)
FULLPROCESS(ability2)
FULLPROCESS(thokitem)
FULLPROCESS(spinitem)
FULLPROCESS(revitem)
#undef FULLPROCESS
#define GETFRACBITS(field) else if (!stricmp(stoken, #field)) skin->field = atoi(value)<<FRACBITS;
GETFRACBITS(normalspeed)
GETFRACBITS(runspeed)
GETFRACBITS(mindash)
GETFRACBITS(maxdash)
GETFRACBITS(actionspd)
GETFRACBITS(radius)
GETFRACBITS(height)
GETFRACBITS(spinheight)
#undef GETFRACBITS
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#define GETINT(field) else if (!stricmp(stoken, #field)) skin->field = atoi(value);
GETINT(thrustfactor)
GETINT(accelstart)
GETINT(acceleration)
#undef GETINT
Substantial re-engineering for the foundations of hidden characters. R_SkinUnlock defines the circumstances under which a skin is available. For simplicty's sake, I've currently bound it to an S_SKIN variable so I can toggle it easily, but it WILL be replaced with a hook into the savegame system at some point. * Currently has three tiers of unlock - freebie (forceskin or modeattacking via a loaded replay), Ringslinger Only, and SP/Coop and Ringslinger. * I don't know anything about netcode so I basically decided to make R_SkinUnlock relevant only under local circumstances, try as hard as possible to stop bad skin info from getting sent to the server, and then admit defeat once the server has the information. If this is a bad choice, please discipline me and show me how to fix it. * Character Select now checks for whether the character is hidden or not on menu load and does/undoes it based on that info, but will never touch one disabled via SOC. I also used this opportunity to optimise, checking for/filling out charsel pictures instead of doing it later. (It now also includes special casing for a select screen with zero characters!) * Mode Attack now hides hidden characters in its character select based on SP rules. Things that still need to be done: * ForceSkin_OnChange. Is there a graceful way to handle this? * No obvious skin name conflicts. Add a salt to the names of hidden skins, and then remove it when they're unhidden? * The gap between Knuckles' skin number and the first custom character anybody adds will be way too obvious. A seperate hidden skin numbering system? Start at 32 and count up from there? There's a few ways...
2016-07-12 02:15:58 +00:00
else if (!stricmp(stoken, "availability"))
{
Substantial re-engineering for the foundations of hidden characters. R_SkinUnlock defines the circumstances under which a skin is available. For simplicty's sake, I've currently bound it to an S_SKIN variable so I can toggle it easily, but it WILL be replaced with a hook into the savegame system at some point. * Currently has three tiers of unlock - freebie (forceskin or modeattacking via a loaded replay), Ringslinger Only, and SP/Coop and Ringslinger. * I don't know anything about netcode so I basically decided to make R_SkinUnlock relevant only under local circumstances, try as hard as possible to stop bad skin info from getting sent to the server, and then admit defeat once the server has the information. If this is a bad choice, please discipline me and show me how to fix it. * Character Select now checks for whether the character is hidden or not on menu load and does/undoes it based on that info, but will never touch one disabled via SOC. I also used this opportunity to optimise, checking for/filling out charsel pictures instead of doing it later. (It now also includes special casing for a select screen with zero characters!) * Mode Attack now hides hidden characters in its character select based on SP rules. Things that still need to be done: * ForceSkin_OnChange. Is there a graceful way to handle this? * No obvious skin name conflicts. Add a salt to the names of hidden skins, and then remove it when they're unhidden? * The gap between Knuckles' skin number and the first custom character anybody adds will be way too obvious. A seperate hidden skin numbering system? Start at 32 and count up from there? There's a few ways...
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skin->availability = atoi(value);
if (skin->availability >= MAXUNLOCKABLES)
skin->availability = 0;
if (skin->availability)
STRBUFCPY(unlockables[skin->availability - 1].name, skin->realname);
}
Substantial re-engineering for the foundations of hidden characters. R_SkinUnlock defines the circumstances under which a skin is available. For simplicty's sake, I've currently bound it to an S_SKIN variable so I can toggle it easily, but it WILL be replaced with a hook into the savegame system at some point. * Currently has three tiers of unlock - freebie (forceskin or modeattacking via a loaded replay), Ringslinger Only, and SP/Coop and Ringslinger. * I don't know anything about netcode so I basically decided to make R_SkinUnlock relevant only under local circumstances, try as hard as possible to stop bad skin info from getting sent to the server, and then admit defeat once the server has the information. If this is a bad choice, please discipline me and show me how to fix it. * Character Select now checks for whether the character is hidden or not on menu load and does/undoes it based on that info, but will never touch one disabled via SOC. I also used this opportunity to optimise, checking for/filling out charsel pictures instead of doing it later. (It now also includes special casing for a select screen with zero characters!) * Mode Attack now hides hidden characters in its character select based on SP rules. Things that still need to be done: * ForceSkin_OnChange. Is there a graceful way to handle this? * No obvious skin name conflicts. Add a salt to the names of hidden skins, and then remove it when they're unhidden? * The gap between Knuckles' skin number and the first custom character anybody adds will be way too obvious. A seperate hidden skin numbering system? Start at 32 and count up from there? There's a few ways...
2016-07-12 02:15:58 +00:00
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// custom translation table
else if (!stricmp(stoken, "startcolor"))
skin->starttranscolor = atoi(value);
#define GETSKINCOLOR(field) else if (!stricmp(stoken, #field)) skin->field = R_GetColorByName(value);
GETSKINCOLOR(prefcolor)
GETSKINCOLOR(prefoppositecolor)
#undef GETSKINCOLOR
else if (!stricmp(stoken, "supercolor"))
skin->supercolor = R_GetSuperColorByName(value);
#define GETFLOAT(field) else if (!stricmp(stoken, #field)) skin->field = FLOAT_TO_FIXED(atof(value));
GETFLOAT(jumpfactor)
GETFLOAT(highresscale)
GETFLOAT(shieldscale)
GETFLOAT(camerascale)
#undef GETFLOAT
#define GETFLAG(field) else if (!stricmp(stoken, #field)) { \
strupr(value); \
if (atoi(value) || value[0] == 'T' || value[0] == 'Y') \
skin->flags |= (SF_##field); \
else \
skin->flags &= ~(SF_##field); \
}
// parameters for individual character flags
// these are uppercase so they can be concatenated with SF_
// 1, true, yes are all valid values
GETFLAG(SUPER)
GETFLAG(NOSUPERSPIN)
GETFLAG(NOSPINDASHDUST)
GETFLAG(HIRES)
GETFLAG(NOSKID)
GETFLAG(NOSPEEDADJUST)
GETFLAG(RUNONWATER)
GETFLAG(NOJUMPSPIN)
GETFLAG(NOJUMPDAMAGE)
GETFLAG(STOMPDAMAGE)
GETFLAG(MARIODAMAGE)
GETFLAG(MACHINE)
GETFLAG(DASHMODE)
#undef GETFLAG
else // let's check if it's a sound, otherwise error out
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{
boolean found = false;
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sfxenum_t i;
size_t stokenadjust;
// Remove the prefix. (We need to affect an adjusting variable so that we can print error messages if it's not actually a sound.)
if ((stoken[0] == 'D' || stoken[0] == 'd') && (stoken[1] == 'S' || stoken[1] == 's')) // DS*
stokenadjust = 2;
else // sfx_*
stokenadjust = 4;
// Remove the prefix. (We can affect this directly since we're not going to use it again.)
if ((value[0] == 'D' || value[0] == 'd') && (value[1] == 'S' || value[1] == 's')) // DS*
value += 2;
else // sfx_*
value += 4;
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// 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 + stokenadjust))
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{
skin->soundsid[S_sfx[i].skinsound] =
S_AddSoundFx(value, S_sfx[i].singularity, S_sfx[i].pitch, true);
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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);
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}
next_token:
stoken = strtok(NULL, "\r\n= ");
}
free(buf2);
// Add sprites
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{
UINT16 newlastlump;
UINT8 sprite2;
lump++; // start after S_SKIN
lastlump = W_CheckNumForNamePwad("S_END",wadnum,lump); // stop at S_END
// old wadding practices die hard -- stop at S_SKIN or S_START if they come before S_END.
newlastlump = W_CheckNumForNamePwad("S_SKIN",wadnum,lump);
if (newlastlump < lastlump) lastlump = newlastlump;
newlastlump = W_CheckNumForNamePwad("S_START",wadnum,lump);
if (newlastlump < lastlump) lastlump = newlastlump;
// ...and let's handle super, too
newlastlump = W_CheckNumForNamePwad("S_SUPER",wadnum,lump);
if (newlastlump < lastlump)
{
newlastlump++;
// load all sprite sets we are aware of... for super!
for (sprite2 = 0; sprite2 < free_spr2; sprite2++)
R_AddSingleSpriteDef(spr2names[sprite2], &skin->sprites[FF_SPR2SUPER|sprite2], wadnum, newlastlump, lastlump);
newlastlump--;
lastlump = newlastlump; // okay, make the normal sprite set loading end there
}
// load all sprite sets we are aware of... for normal stuff.
for (sprite2 = 0; sprite2 < free_spr2; sprite2++)
R_AddSingleSpriteDef(spr2names[sprite2], &skin->sprites[sprite2], wadnum, lump, lastlump);
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}
R_FlushTranslationColormapCache();
if (!skin->availability) // Safe to print...
CONS_Printf(M_GetText("Added skin '%s'\n"), skin->name);
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#ifdef SKINVALUES
skin_cons_t[numskins].value = numskins;
skin_cons_t[numskins].strvalue = skin->name;
#endif
// add face graphics
ST_LoadFaceGraphics(skin->face, skin->superface, 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