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Merge branch 'new_new_spriteframe_angle' into 'master'
NAMEcLcR sprite angle loading, take 2 HEY LOOK, A NEW SPRITE LUMP LOADING FEATURE (which isn't that new since this merge request description is literally copypasted from the one for public next) * NAMEcL refers to a frame which is seen for the entirety of an object's left side. (ie - in 2d mode, facing to the left relative to the camera) * NAMEcR refers to a name which is seen for the entirety of an object's right side. (ie - in 2d mode, facing to the right relative to the camera) * NAMEcLcR does both sides, duh. I didn't break reflection. * Having just a NAMEcL requires you to fill in the opposite side either with NAMEcn where n is 1 and 5-8 OR a NAMEcR OR a NAMEc0 * Having just a NAMEcR requires you to fill in the opposite side either with NAMEcn where n is 1-5 OR a NAMEcL OR a NAMEc0 * Switches down the centerline of the object instead of at the ANGLE_202h interval for normal sprites. Has a very small window where you can see a NAMEc1 and NAMEc5 if you only use one of NAMEcL or NAMEcR down one side. * The specific symbols selected for this were selected for 1) ease of mental understanding (Left, Right) and 2) not getting in the way of adding support for zdoom's totally bananas 16-way sprite system at a later date if we so choose, which only goes up to G totally makes sense for stuff like NiGHTS stuff, Axis2D stuff, and maybe if SRB1 survives the chopping block in some shape or form it can take advantage of that too See merge request !33
This commit is contained in:
commit
1ea0f9ceb8
4 changed files with 120 additions and 36 deletions
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@ -5096,22 +5096,29 @@ static void HWR_ProjectSprite(mobj_t *thing)
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I_Error("sprframes NULL for sprite %d\n", thing->sprite);
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#endif
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if (sprframe->rotate)
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{
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// choose a different rotation based on player view
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ang = R_PointToAngle(thing->x, thing->y); // uses viewx,viewy
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rot = (ang-thing->angle+ANGLE_202h)>>29;
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//Fab: lumpid is the index for spritewidth,spriteoffset... tables
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lumpoff = sprframe->lumpid[rot];
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flip = sprframe->flip & (1<<rot);
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}
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else
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if (sprframe->rotate == SRF_SINGLE)
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{
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// use single rotation for all views
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rot = 0; //Fab: for vis->patch below
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lumpoff = sprframe->lumpid[0]; //Fab: see note above
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flip = sprframe->flip; // Will only be 0x00 or 0xFF
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}
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else
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{
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// choose a different rotation based on player view
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ang = R_PointToAngle (thing->x, thing->y) - thing->angle;
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if ((sprframe->rotate & SRF_RIGHT) && (ang < ANGLE_180)) // See from right
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rot = 6; // F7 slot
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else if ((sprframe->rotate & SRF_LEFT) && (ang >= ANGLE_180)) // See from left
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rot = 2; // F3 slot
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else // Normal behaviour
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rot = (ang+ANGLE_202h)>>29;
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//Fab: lumpid is the index for spritewidth,spriteoffset... tables
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lumpoff = sprframe->lumpid[rot];
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flip = sprframe->flip & (1<<rot);
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}
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if (thing->skin && ((skin_t *)thing->skin)->flags & SF_HIRES)
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this_scale = this_scale * FIXED_TO_FLOAT(((skin_t *)thing->skin)->highresscale);
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17
src/r_defs.h
17
src/r_defs.h
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@ -729,23 +729,36 @@ typedef struct
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#pragma pack()
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#endif
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typedef enum
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{
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SRF_SINGLE = 0, // 0-angle for all rotations
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SRF_3D = 1, // Angles 1-8
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SRF_LEFT = 2, // Left side uses single patch
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SRF_RIGHT = 4, // Right side uses single patch
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SRF_2D = SRF_LEFT|SRF_RIGHT, // 6
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SRF_NONE = 0xff // Initial value
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} spriterotateflags_t; // SRF's up!
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//
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// Sprites are patches with a special naming convention so they can be
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// recognized by R_InitSprites.
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// The base name is NNNNFx or NNNNFxFx, with x indicating the rotation,
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// x = 0, 1-7.
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// x = 0, 1-8, L/R
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// The sprite and frame specified by a thing_t is range checked at run time.
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// A sprite is a patch_t that is assumed to represent a three dimensional
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// object and may have multiple rotations predrawn.
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// Horizontal flipping is used to save space, thus NNNNF2F5 defines a mirrored patch.
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// Some sprites will only have one picture used for all views: NNNNF0
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// Some sprites will take the entirety of the left side: NNNNFL
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// Or the right side: NNNNFR
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// Or both, mirrored: NNNNFLFR
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//
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typedef struct
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{
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// If false use 0 for any position.
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// Note: as eight entries are available, we might as well insert the same
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// name eight times.
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UINT8 rotate;
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UINT8 rotate; // see spriterotateflags_t above
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// Lump to use for view angles 0-7.
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lumpnum_t lumppat[8]; // lump number 16 : 16 wad : lump
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103
src/r_things.c
103
src/r_things.c
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@ -100,7 +100,7 @@ static void R_InstallSpriteLump(UINT16 wad, // graphics patch
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lumppat <<= 16;
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lumppat += lump;
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if (frame >= 64 || rotation > 8)
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if (frame >= 64 || !(R_ValidSpriteAngle(rotation)))
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I_Error("R_InstallSpriteLump: Bad frame characters in lump %s", W_CheckNameForNum(lumppat));
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if (maxframe ==(size_t)-1 || frame > maxframe)
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@ -109,31 +109,72 @@ static void R_InstallSpriteLump(UINT16 wad, // graphics patch
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if (rotation == 0)
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{
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// the lump should be used for all rotations
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if (sprtemp[frame].rotate == 0)
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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);
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if (sprtemp[frame].rotate == 1)
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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 = 0;
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sprtemp[frame].rotate = SRF_SINGLE;
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for (r = 0; r < 8; r++)
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{
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sprtemp[frame].lumppat[r] = lumppat;
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sprtemp[frame].lumpid[r] = lumpid;
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}
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sprtemp[frame].flip = flipped ? UINT8_MAX : 0;
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sprtemp[frame].flip = flipped ? 0xFF : 0; // 11111111 in binary
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return;
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}
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if (rotation == ROT_L || rotation == ROT_R)
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{
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UINT8 rightfactor = ((rotation == ROT_R) ? 4 : 0);
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// the lump should be used for half of all rotations
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if (sprtemp[frame].rotate == SRF_SINGLE)
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CONS_Debug(DBG_SETUP, "R_InitSprites: Sprite %s frame %c has L/R rotations and a rot = 0 lump\n", spritename, cn);
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else if (sprtemp[frame].rotate == SRF_3D)
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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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else if ((sprtemp[frame].rotate & SRF_LEFT) && (rotation == ROT_L))
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CONS_Debug(DBG_SETUP, "R_InitSprites: Sprite %s frame %c has multiple L rotations\n", spritename, cn);
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else if ((sprtemp[frame].rotate & SRF_RIGHT) && (rotation == ROT_R))
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CONS_Debug(DBG_SETUP, "R_InitSprites: Sprite %s frame %c has multiple R rotations\n", spritename, cn);
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if (sprtemp[frame].rotate == SRF_NONE)
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sprtemp[frame].rotate = SRF_SINGLE;
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sprtemp[frame].rotate |= ((rotation == ROT_R) ? SRF_RIGHT : SRF_LEFT);
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if (sprtemp[frame].rotate == (SRF_3D|SRF_2D))
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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.
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for (r = 1; r < 4; r++) // Don't set for front/back frames
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{
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sprtemp[frame].lumppat[r + rightfactor] = lumppat;
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sprtemp[frame].lumpid[r + rightfactor] = lumpid;
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}
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if (flipped)
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sprtemp[frame].flip |= (0x0F<<rightfactor); // 00001111 or 11110000 in binary, depending on rotation being ROT_L or ROT_R
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else
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sprtemp[frame].flip &= ~(0x0F<<rightfactor); // ditto
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return;
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}
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// the lump is only used for one rotation
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if (sprtemp[frame].rotate == 0)
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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 = 1;
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if (sprtemp[frame].rotate == SRF_SINGLE)
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CONS_Debug(DBG_SETUP, "R_InitSprites: Sprite %s frame %c has 1-8 rotations and a rot = 0 lump\n", spritename, cn);
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else if ((sprtemp[frame].rotate != SRF_3D) && (sprtemp[frame].rotate != SRF_NONE))
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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
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rotation--;
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if (rotation == 0 || rotation == 4) // Front or back...
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sprtemp[frame].rotate = SRF_3D; // Prevent L and R changeover
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else if (rotation > 3) // Right side
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sprtemp[frame].rotate = (SRF_3D | (sprtemp[frame].rotate & SRF_LEFT)); // Continue allowing L frame changeover
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else // if (rotation <= 3) // Left side
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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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@ -195,7 +236,7 @@ static boolean R_AddSingleSpriteDef(const char *sprname, spritedef_t *spritedef,
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frame = R_Char2Frame(lumpinfo[l].name[4]);
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rotation = (UINT8)(lumpinfo[l].name[5] - '0');
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if (frame >= 64 || rotation > 8) // Give an actual NAME error -_-...
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if (frame >= 64 || !(R_ValidSpriteAngle(rotation))) // Give an actual NAME error -_-...
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{
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CONS_Alert(CONS_WARNING, M_GetText("Bad sprite name: %s\n"), W_CheckNameForNumPwad(wadnum,l));
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continue;
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@ -278,16 +319,23 @@ static boolean R_AddSingleSpriteDef(const char *sprname, spritedef_t *spritedef,
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{
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switch (sprtemp[frame].rotate)
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{
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case 0xff:
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case SRF_NONE:
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// no rotations were found for that frame at all
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I_Error("R_AddSingleSpriteDef: No patches found for %.4s frame %c", sprname, R_Frame2Char(frame));
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break;
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case 0:
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case SRF_SINGLE:
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// only the first rotation is needed
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break;
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case 1:
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case SRF_2D: // both Left and Right rotations
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// we test to see whether the left and right slots are present
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if ((sprtemp[frame].lumppat[2] == LUMPERROR) || (sprtemp[frame].lumppat[6] == LUMPERROR))
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I_Error("R_AddSingleSpriteDef: Sprite %.4s frame %c is missing rotations",
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sprname, R_Frame2Char(frame));
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break;
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default:
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// must have all 8 frames
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for (rotation = 0; rotation < 8; rotation++)
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// we test the patch lump, or the id lump whatever
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@ -1138,22 +1186,29 @@ static void R_ProjectSprite(mobj_t *thing)
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I_Error("R_ProjectSprite: sprframes NULL for sprite %d\n", thing->sprite);
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#endif
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if (sprframe->rotate)
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{
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// choose a different rotation based on player view
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ang = R_PointToAngle (thing->x, thing->y);
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rot = (ang-thing->angle+ANGLE_202h)>>29;
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//Fab: lumpid is the index for spritewidth,spriteoffset... tables
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lump = sprframe->lumpid[rot];
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flip = sprframe->flip & (1<<rot);
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}
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else
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if (sprframe->rotate == SRF_SINGLE)
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{
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// use single rotation for all views
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rot = 0; //Fab: for vis->patch below
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lump = sprframe->lumpid[0]; //Fab: see note above
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flip = sprframe->flip; // Will only be 0x00 or 0xFF
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}
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else
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{
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// choose a different rotation based on player view
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ang = R_PointToAngle (thing->x, thing->y) - thing->angle;
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if ((sprframe->rotate & SRF_RIGHT) && (ang < ANGLE_180)) // See from right
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rot = 6; // F7 slot
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else if ((sprframe->rotate & SRF_LEFT) && (ang >= ANGLE_180)) // See from left
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rot = 2; // F3 slot
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else // Normal behaviour
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rot = (ang+ANGLE_202h)>>29;
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//Fab: lumpid is the index for spritewidth,spriteoffset... tables
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lump = sprframe->lumpid[rot];
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flip = sprframe->flip & (1<<rot);
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}
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I_Assert(lump < max_spritelumps);
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@ -17,6 +17,10 @@
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#include "sounds.h"
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#include "r_plane.h"
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// "Left" and "Right" character symbols for additional rotation functionality
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#define ROT_L ('L' - '0')
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#define ROT_R ('R' - '0')
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// number of sprite lumps for spritewidth,offset,topoffset lookup tables
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// Fab: this is a hack : should allocate the lookup tables per sprite
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#define MAXVISSPRITES 2048 // added 2-2-98 was 128
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@ -230,4 +234,9 @@ FUNCMATH FUNCINLINE static ATTRINLINE UINT8 R_Char2Frame(char cn)
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#endif
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}
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FUNCMATH FUNCINLINE static ATTRINLINE boolean R_ValidSpriteAngle(UINT8 rotation)
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{
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return ((rotation <= 8) || (rotation == ROT_L) || (rotation == ROT_R));
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}
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#endif //__R_THINGS__
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