// SONIC ROBO BLAST 2 //----------------------------------------------------------------------------- // Copyright (C) 1993-1996 by id Software, Inc. // Copyright (C) 1998-2000 by DooM Legacy Team. // Copyright (C) 1999-2018 by Sonic Team Junior. // // 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" #include "r_portal.h" // "Left" and "Right" character symbols for additional rotation functionality #define ROT_L ('L' - '0') #define ROT_R ('R' - '0') // 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_DrawFlippedMaskedColumn(column_t *column, INT32 texheight); //faB: find sprites in wadfile, replace existing, add new ones // (only sprites from namelist are added or replaced) void R_AddSpriteDefs(UINT16 wadnum); //SoM: 6/5/2000: Light sprites correctly! void R_AddSprites(sector_t *sec, INT32 lightlevel); void R_InitSprites(void); void R_ClearSprites(void); void R_ClipSprites(drawseg_t* dsstart, portal_t* portal); /** Used to count the amount of masked elements * per portal to later group them in separate * drawnode lists. */ typedef struct { size_t drawsegs[2]; size_t vissprites[2]; fixed_t viewx, viewy, viewz; /**< View z stored at the time of the BSP traversal for the view/portal. Masked sorting/drawing needs it. */ sector_t* viewsector; } maskcount_t; void R_DrawMasked(maskcount_t* masks, UINT8 nummasks); // ----------- // SKINS STUFF // ----------- #define SKINNAMESIZE 16 // should be all lowercase!! S_SKIN processing does a strlwr #define DEFAULTSKIN "sonic" #define DEFAULTSKIN2 "tails" // secondary player #define DEFAULTNIGHTSSKIN 0 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) UINT8 ability; // ability definition UINT8 ability2; // secondary ability definition INT32 thokitem; INT32 spinitem; INT32 revitem; INT32 followitem; 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; // Definable color translation table UINT8 starttranscolor; UINT8 prefcolor; UINT8 supercolor; UINT8 prefoppositecolor; // if 0 use tables instead fixed_t highresscale; // scale of highres, default is 0.5 UINT8 contspeed; // continue screen animation speed UINT8 contangle; // initial angle on continue screen // specific sounds per skin sfxenum_t soundsid[NUMSKINSOUNDS]; // sound # in S_sfx table spritedef_t sprites[NUMPLAYERSPRITES*2]; // contains super versions too UINT8 availability; // lock? } skin_t; // ----------- // NOT SKINS STUFF ! // ----------- typedef enum { // actual cuts SC_NONE = 0, SC_TOP = 1, SC_BOTTOM = 1<<1, // other flags SC_PRECIP = 1<<2, SC_LINKDRAW = 1<<3, SC_FULLBRIGHT = 1<<4, SC_VFLIP = 1<<5, SC_ISSCALED = 1>>6, // masks SC_CUTMASK = SC_TOP|SC_BOTTOM, SC_FLAGMASK = ~SC_CUTMASK } 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; // Bonus linkdraw pointer. struct vissprite_s *linkdraw; 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, sortscale; // sortscale only differs from scale for paper sprites and MF2_LINKDRAW fixed_t scalestep; // only for paper sprites, 0 otherwise 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; INT16 clipbot[MAXVIDWIDTH], cliptop[MAXVIDWIDTH]; INT32 dispoffset; // copy of info->dispoffset, affects ordering but not drawing } 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]; extern UINT32 visspritecount; void SetPlayerSkin(INT32 playernum,const char *skinname); void SetPlayerSkinByNum(INT32 playernum,INT32 skinnum); // Tails 03-16-2002 boolean R_SkinUsable(INT32 playernum, INT32 skinnum); UINT32 R_GetSkinAvailabilities(void); INT32 R_SkinAvailable(const char *name); void R_PatchSkins(UINT16 wadnum); void R_AddSkins(UINT16 wadnum); UINT8 P_GetSkinSprite2(skin_t *skin, UINT8 spr2, player_t *player); void R_InitDrawNodes(void); char *GetPlayerFacePic(INT32 skinnum); // 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 0 // 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 0 // 2.1 compat if (cn == '+') return '\\' - 'A'; // PK3 can't use backslash, so use + instead 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 } FUNCMATH FUNCINLINE static ATTRINLINE boolean R_ValidSpriteAngle(UINT8 rotation) { return ((rotation <= 8) || (rotation == ROT_L) || (rotation == ROT_R)); } #endif //__R_THINGS__