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https://git.do.srb2.org/STJr/SRB2.git
synced 2024-11-23 04:42:47 +00:00
Gave the new flag-based system for sprite angles actual flag names instead of relying on magic numbers.
Also, I did a wee smidgen of reorganisation.
This commit is contained in:
parent
f08e996e76
commit
41b35a923f
3 changed files with 52 additions and 43 deletions
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@ -5092,14 +5092,21 @@ 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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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 ((ang < ANGLE_180) && (sprframe->rotate & 4)) // See from right
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if ((ang < ANGLE_180) && (sprframe->rotate & SRF_RIGHT)) // See from right
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rot = 6; // F7 slot
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else if ((ang >= ANGLE_180) && (sprframe->rotate & 2)) // See from left
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else if ((ang >= ANGLE_180) && (sprframe->rotate & SRF_LEFT)) // 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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@ -5108,13 +5115,6 @@ static void HWR_ProjectSprite(mobj_t *thing)
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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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{
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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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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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18
src/r_defs.h
18
src/r_defs.h
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@ -729,11 +729,21 @@ 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 has single patch
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SRF_RIGHT = 4, // Right side has single patch
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SRF_2D = 6, // SRF_LEFT|SRF_RIGHT
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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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@ -745,13 +755,9 @@ typedef struct
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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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// If L is present, (rotate & 2) == 2.
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// If R is present, (rotate & 4) == 4.
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// Otherwise, use 1.
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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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@ -109,12 +109,12 @@ 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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else if (sprtemp[frame].rotate != 0xff) // Let's complain for both 1-8 and L/R rotations.
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else if (sprtemp[frame].rotate != SRF_NONE) // Let's complain for both 1-8 and L/R rotations.
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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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@ -129,16 +129,20 @@ static void R_InstallSpriteLump(UINT16 wad, // graphics patch
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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 == 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 L/R rotations and a rot = 0 lump\n", spritename, cn);
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else if (sprtemp[frame].rotate == 1)
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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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// Let's not complain about multiple L/R rotations. It's not worth the effort.
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if (sprtemp[frame].rotate == 0xff)
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sprtemp[frame].rotate = 0;
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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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sprtemp[frame].rotate |= ((rotation == ROT_R) ? 4 : 2);
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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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@ -149,20 +153,20 @@ static void R_InstallSpriteLump(UINT16 wad, // graphics patch
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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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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 != 1)
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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 = 1; // Prevent L and R changeover
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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 = (1 | (sprtemp[frame].rotate & 2)); // Continue allowing L frame changeover
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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 = (1 | (sprtemp[frame].rotate & 4)); // Continue allowing R frame changeover
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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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@ -308,17 +312,16 @@ 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 %s 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 6: // (rotate & (2|4)) == (2|4) - both Left and Right rotations
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case 7:
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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 %s frame %c is missing rotations",
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@ -1167,14 +1170,21 @@ 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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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 ((ang < ANGLE_180) && (sprframe->rotate & 4)) // See from right
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if ((ang < ANGLE_180) && (sprframe->rotate & SRF_RIGHT)) // See from right
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rot = 6; // F7 slot
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else if ((ang >= ANGLE_180) && (sprframe->rotate & 2)) // See from left
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else if ((ang >= ANGLE_180) && (sprframe->rotate & SRF_LEFT)) // 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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@ -1183,13 +1193,6 @@ static void R_ProjectSprite(mobj_t *thing)
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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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{
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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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I_Assert(lump < max_spritelumps);
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