SRB2/src/r_things.h

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// 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.h
/// \brief Rendering of moving objects, sprites
#ifndef __R_THINGS__
#define __R_THINGS__
#include "sounds.h"
#include "r_plane.h"
// number of sprite lumps for spritewidth,offset,topoffset lookup tables
// Fab: this is a hack : should allocate the lookup tables per sprite
#define MAXVISSPRITES 2048 // added 2-2-98 was 128
#define VISSPRITECHUNKBITS 6 // 2^6 = 64 sprites per chunk
#define VISSPRITESPERCHUNK (1 << VISSPRITECHUNKBITS)
#define VISSPRITEINDEXMASK (VISSPRITESPERCHUNK - 1)
// Constant arrays used for psprite clipping
// and initializing clipping.
extern INT16 negonearray[MAXVIDWIDTH];
extern INT16 screenheightarray[MAXVIDWIDTH];
// vars for R_DrawMaskedColumn
extern INT16 *mfloorclip;
extern INT16 *mceilingclip;
extern fixed_t spryscale;
extern fixed_t sprtopscreen;
extern fixed_t sprbotscreen;
extern fixed_t windowtop;
extern fixed_t windowbottom;
void R_DrawMaskedColumn(column_t *column);
void R_SortVisSprites(void);
//faB: find sprites in wadfile, replace existing, add new ones
// (only sprites from namelist are added or replaced)
void R_AddSpriteDefs(UINT16 wadnum);
#ifdef DELFILE
void R_DelSpriteDefs(UINT16 wadnum);
#endif
//SoM: 6/5/2000: Light sprites correctly!
void R_AddSprites(sector_t *sec, INT32 lightlevel);
void R_InitSprites(void);
void R_ClearSprites(void);
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void R_ClipSprites(void);
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void R_DrawMasked(void);
// -----------
// SKINS STUFF
// -----------
#define SKINNAMESIZE 16
// should be all lowercase!! S_SKIN processing does a strlwr
#define DEFAULTSKIN "sonic"
#define DEFAULTSKIN2 "tails" // secondary player
typedef struct
{
char name[SKINNAMESIZE+1]; // INT16 descriptive name of the skin
UINT16 wadnum;
skinflags_t flags;
char realname[SKINNAMESIZE+1]; // Display name for level completion.
char hudname[SKINNAMESIZE+1]; // HUD name to display (officially exactly 5 characters long)
char charsel[8], face[8], superface[8]; // Arbitrarily named patch lumps
UINT8 ability; // ability definition
UINT8 ability2; // secondary ability definition
INT32 thokitem;
INT32 spinitem;
INT32 revitem;
fixed_t actionspd;
fixed_t mindash;
fixed_t maxdash;
fixed_t normalspeed; // Normal ground
fixed_t runspeed; // Speed that you break into your run animation
UINT8 thrustfactor; // Thrust = thrustfactor * acceleration
UINT8 accelstart; // Acceleration if speed = 0
UINT8 acceleration; // Acceleration
fixed_t jumpfactor; // multiple of standard jump height
fixed_t radius; // Bounding box changes.
fixed_t height;
fixed_t spinheight;
fixed_t shieldscale; // no change to bounding box, but helps set the shield's sprite size
fixed_t camerascale;
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// Definable color translation table
UINT8 starttranscolor;
UINT8 prefcolor;
UINT8 prefoppositecolor; // if 0 use tables instead
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fixed_t highresscale; // scale of highres, default is 0.5
// specific sounds per skin
sfxenum_t soundsid[NUMSKINSOUNDS]; // sound # in S_sfx table
spritedef_t sprites[NUMPLAYERSPRITES];
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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UINT8 availability; // lock?
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} skin_t;
// -----------
// NOT SKINS STUFF !
// -----------
typedef enum
{
SC_NONE = 0,
SC_TOP = 1,
SC_BOTTOM = 2
} spritecut_e;
// A vissprite_t is a thing that will be drawn during a refresh,
// i.e. a sprite object that is partly visible.
typedef struct vissprite_s
{
// Doubly linked list.
struct vissprite_s *prev;
struct vissprite_s *next;
mobj_t *mobj; // for easy access
INT32 x1, x2;
fixed_t gx, gy; // for line side calculation
fixed_t gz, gzt; // global bottom/top for silhouette clipping
fixed_t pz, pzt; // physical bottom/top for sorting with 3D floors
fixed_t startfrac; // horizontal position of x1
fixed_t scale;
fixed_t xiscale; // negative if flipped
fixed_t texturemid;
lumpnum_t patch;
lighttable_t *colormap; // for color translation and shadow draw
// maxbright frames as well
UINT8 *transmap; // for MF2_SHADOW sprites, which translucency table to use
INT32 mobjflags;
INT32 heightsec; // height sector for underwater/fake ceiling support
extracolormap_t *extra_colormap; // global colormaps
fixed_t xscale;
// Precalculated top and bottom screen coords for the sprite.
fixed_t thingheight; // The actual height of the thing (for 3D floors)
sector_t *sector; // The sector containing the thing.
INT16 sz, szt;
spritecut_e cut;
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INT16 clipbot[MAXVIDWIDTH], cliptop[MAXVIDWIDTH];
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boolean precip;
boolean vflip; // Flip vertically
boolean isScaled;
INT32 dispoffset; // copy of info->dispoffset, affects ordering but not drawing
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} vissprite_t;
// A drawnode is something that points to a 3D floor, 3D side, or masked
// middle texture. This is used for sorting with sprites.
typedef struct drawnode_s
{
visplane_t *plane;
drawseg_t *seg;
drawseg_t *thickseg;
ffloor_t *ffloor;
vissprite_t *sprite;
struct drawnode_s *next;
struct drawnode_s *prev;
} drawnode_t;
extern INT32 numskins;
extern skin_t skins[MAXSKINS + 1];
void SetPlayerSkin(INT32 playernum,const char *skinname);
void SetPlayerSkinByNum(INT32 playernum,INT32 skinnum); // Tails 03-16-2002
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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boolean R_SkinUnlock(INT32 skinnum);
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INT32 R_SkinAvailable(const char *name);
void R_AddSkins(UINT16 wadnum);
#ifdef DELFILE
void R_DelSkins(UINT16 wadnum);
#endif
void R_InitDrawNodes(void);
char *GetPlayerFacePic(INT32 skinnum);
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// Functions to go from sprite character ID to frame number
// for 2.1 compatibility this still uses the old 'A' + frame code
// The use of symbols tends to be painful for wad editors though
// So the future version of this tries to avoid using symbols
// as much as possible while also defining all 64 slots in a sane manner
// 2.1: [[ ABCDEFGHIJKLMNOPQRSTUVWXYZ[\]^_`abcdefghijklmnopqrstuvwxyz{|}~ ]]
// Future: [[ ABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789abcdefghijklmnopqrstuvwxyz!@ ]]
FUNCMATH FUNCINLINE static ATTRINLINE char R_Frame2Char(UINT8 frame)
{
#if 1 // 2.1 compat
return 'A' + frame;
#else
if (frame < 26) return 'A' + frame;
if (frame < 36) return '0' + (frame - 26);
if (frame < 62) return 'a' + (frame - 36);
if (frame == 62) return '!';
if (frame == 63) return '@';
return '\xFF';
#endif
}
FUNCMATH FUNCINLINE static ATTRINLINE UINT8 R_Char2Frame(char cn)
{
#if 1 // 2.1 compat
return cn - 'A';
#else
if (cn >= 'A' && cn <= 'Z') return cn - 'A';
if (cn >= '0' && cn <= '9') return (cn - '0') + 26;
if (cn >= 'a' && cn <= 'z') return (cn - 'a') + 36;
if (cn == '!') return 62;
if (cn == '@') return 63;
return 255;
#endif
}
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#endif //__R_THINGS__