From 973f700dcf27dfa769e613de52e1d2fae74e7968 Mon Sep 17 00:00:00 2001 From: toasterbabe Date: Sun, 27 Aug 2017 14:56:07 +0100 Subject: [PATCH] * Make the model->spr2frames dynamically allocated. (There's only two settings - on and off - but that's better than it perpetually being on...) * Fix up defaulting for DEAD to go to PAIN. --- src/hardware/hw_md2.c | 29 +++++++++++++++++++++-------- src/hardware/hw_md2.h | 2 +- src/info.c | 2 +- 3 files changed, 23 insertions(+), 10 deletions(-) diff --git a/src/hardware/hw_md2.c b/src/hardware/hw_md2.c index 14879b2b7..967dfa03f 100644 --- a/src/hardware/hw_md2.c +++ b/src/hardware/hw_md2.c @@ -266,6 +266,9 @@ static void md2_freeModel (md2_model_t *model) free(model->frames); } + if (model->spr2frames) + free(model->spr2frames); + if (model->glCommandBuffer) free(model->glCommandBuffer); @@ -411,11 +414,21 @@ static md2_model_t *md2_readModel(const char *filename) if (spr2 < free_spr2) { + if (!model->spr2frames) + { + model->spr2frames = calloc(sizeof (size_t), 2*NUMPLAYERSPRITES*2); + if (!model->spr2frames) + { + md2_freeModel (model); + fclose(file); + return 0; + } + } if (super) spr2 |= FF_SPR2SUPER; - if (model->spr2frames[spr2][1]++ == 0) // numspr2frames - model->spr2frames[spr2][0] = i; // starting frame - CONS_Debug(DBG_RENDER, "frame %s, sprite2 %s - starting frame %d, number of frames %d\n", frame->name, spr2names[spr2 & ~FF_SPR2SUPER], model->spr2frames[spr2][0], model->spr2frames[spr2][1]); + if (model->spr2frames[spr2*2 + 1]++ == 0) // numspr2frames + model->spr2frames[spr2*2] = i; // starting frame + CONS_Debug(DBG_RENDER, "frame %s, sprite2 %s - starting frame %d, number of frames %d\n", frame->name, spr2names[spr2 & ~FF_SPR2SUPER], model->spr2frames[spr2*2], model->spr2frames[spr2*2 + 1]); } } } @@ -1110,7 +1123,7 @@ static UINT8 P_GetModelSprite2(md2_t *md2, skin_t *skin, UINT8 spr2, player_t *p if (!md2 || !skin) return 0; - while (!(md2->model->spr2frames[spr2][1]) + while (!(md2->model->spr2frames[spr2*2 + 1]) && spr2 != SPR2_STND && ++i != 32) // recursion limiter { @@ -1296,12 +1309,12 @@ void HWR_DrawMD2(gr_vissprite_t *spr) #define INTERPOLERATION_LIMIT TICRATE/4 - if (spr->mobj->skin && spr->mobj->sprite == SPR_PLAY) + if (spr->mobj->skin && spr->mobj->sprite == SPR_PLAY && md2->model->spr2frames) { UINT8 spr2 = P_GetModelSprite2(md2, spr->mobj->skin, spr->mobj->sprite2, spr->mobj->player); - UINT8 mod = md2->model->spr2frames[spr2][1] ? md2->model->spr2frames[spr2][1] : md2->model->header.numFrames; + UINT8 mod = md2->model->spr2frames[spr2*2 + 1] ? md2->model->spr2frames[spr2*2 + 1] : md2->model->header.numFrames; //FIXME: this is not yet correct - frame = md2->model->spr2frames[spr2][0] + ((spr->mobj->frame & FF_FRAMEMASK) % mod); + frame = md2->model->spr2frames[spr2*2] + ((spr->mobj->frame & FF_FRAMEMASK) % mod); buff = md2->model->glCommandBuffer; curr = &md2->model->frames[frame]; if (cv_grmd2.value == 1 && tics <= INTERPOLERATION_LIMIT) @@ -1317,7 +1330,7 @@ void HWR_DrawMD2(gr_vissprite_t *spr) UINT32 nextframe = (spr->mobj->frame & FF_FRAMEMASK) + 1; if (nextframe >= (UINT32)((skin_t*)spr->mobj->skin)->sprites[spr->mobj->sprite2].numframes) nextframe = 0; - nextframe = md2->model->spr2frames[spr2][0] + (nextframe % md2->model->spr2frames[spr2][1]); + nextframe = md2->model->spr2frames[spr2*2] + (nextframe % mod); next = &md2->model->frames[nextframe]; } } diff --git a/src/hardware/hw_md2.h b/src/hardware/hw_md2.h index b183e4367..c7cda35af 100644 --- a/src/hardware/hw_md2.h +++ b/src/hardware/hw_md2.h @@ -112,7 +112,7 @@ typedef struct md2_textureCoordinate_t *texCoords; md2_triangle_t *triangles; md2_frame_t *frames; - size_t spr2frames[2*NUMPLAYERSPRITES][2]; + size_t *spr2frames; // size_t spr2frames[2*NUMPLAYERSPRITES][2]; INT32 *glCommandBuffer; } ATTRPACK md2_model_t; diff --git a/src/info.c b/src/info.c index c8bea7803..99f17884c 100644 --- a/src/info.c +++ b/src/info.c @@ -491,7 +491,7 @@ playersprite_t spr2defaults[NUMPLAYERSPRITES] = { SPR2_FRUN, // SPR2_DASH, 0, // SPR2_PAIN, SPR2_PAIN, // SPR2_STUN, - 0, // SPR2_DEAD, + SPR2_PAIN, // SPR2_DEAD, SPR2_DEAD, // SPR2_DRWN, 0, // SPR2_ROLL, SPR2_SPNG, // SPR2_GASP,