// SONIC ROBO BLAST 2 //----------------------------------------------------------------------------- // Copyright (C) 1993-1996 by id Software, Inc. // Copyright (C) 1998-2000 by DooM Legacy Team. // Copyright (C) 1999-2014 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.c /// \brief Refresh of things, i.e. objects represented by sprites #include "doomdef.h" #include "console.h" #include "g_game.h" #include "r_local.h" #include "st_stuff.h" #include "w_wad.h" #include "z_zone.h" #include "m_misc.h" #include "i_video.h" // rendermode #include "r_things.h" #include "r_plane.h" #include "p_tick.h" #include "p_local.h" #include "dehacked.h" // get_number (for thok) #include "d_netfil.h" // blargh. for nameonly(). #include "m_cheat.h" // objectplace #ifdef HWRENDER #include "hardware/hw_md2.h" #endif #ifdef PC_DOS #include // for snprintf int snprintf(char *str, size_t n, const char *fmt, ...); //int vsnprintf(char *str, size_t n, const char *fmt, va_list ap); #endif static void R_InitSkins(void); #define MINZ (FRACUNIT*4) #define BASEYCENTER (BASEVIDHEIGHT/2) typedef struct { INT32 x1, x2; INT32 column; INT32 topclip, bottomclip; } maskdraw_t; // // Sprite rotation 0 is facing the viewer, // rotation 1 is one angle turn CLOCKWISE around the axis. // This is not the same as the angle, // which increases counter clockwise (protractor). // There was a lot of stuff grabbed wrong, so I changed it... // static lighttable_t **spritelights; // constant arrays used for psprite clipping and initializing clipping INT16 negonearray[MAXVIDWIDTH]; INT16 screenheightarray[MAXVIDWIDTH]; // // INITIALIZATION FUNCTIONS // // variables used to look up and range check thing_t sprites patches spritedef_t *sprites; size_t numsprites; static spriteframe_t sprtemp[64]; static size_t maxframe; static const char *spritename; // ========================================================================== // // Sprite loading routines: support sprites in pwad, dehacked sprite renaming, // replacing not all frames of an existing sprite, add sprites at run-time, // add wads at run-time. // // ========================================================================== // // // static void R_InstallSpriteLump(UINT16 wad, // graphics patch UINT16 lump, size_t lumpid, // identifier UINT8 frame, UINT8 rotation, UINT8 flipped) { INT32 r; lumpnum_t lumppat = wad; lumppat <<= 16; lumppat += lump; if (frame >= 64 || rotation > 8) I_Error("R_InstallSpriteLump: Bad frame characters in lump %s", W_CheckNameForNum(lumppat)); if (maxframe ==(size_t)-1 || frame > maxframe) maxframe = frame; if (rotation == 0) { // the lump should be used for all rotations if (sprtemp[frame].rotate == 0) CONS_Debug(DBG_SETUP, "R_InitSprites: Sprite %s frame %c has multiple rot = 0 lump\n", spritename, 'A'+frame); if (sprtemp[frame].rotate == 1) CONS_Debug(DBG_SETUP, "R_InitSprites: Sprite %s frame %c has rotations and a rot = 0 lump\n", spritename, 'A'+frame); sprtemp[frame].rotate = 0; for (r = 0; r < 8; r++) { sprtemp[frame].lumppat[r] = lumppat; sprtemp[frame].lumpid[r] = lumpid; } sprtemp[frame].flip = flipped ? UINT8_MAX : 0; return; } // the lump is only used for one rotation if (sprtemp[frame].rotate == 0) CONS_Debug(DBG_SETUP, "R_InitSprites: Sprite %s frame %c has rotations and a rot = 0 lump\n", spritename, 'A'+frame); sprtemp[frame].rotate = 1; // make 0 based rotation--; if (sprtemp[frame].lumppat[rotation] != LUMPERROR) CONS_Debug(DBG_SETUP, "R_InitSprites: Sprite %s: %c:%c has two lumps mapped to it\n", spritename, 'A'+frame, '1'+rotation); // lumppat & lumpid are the same for original Doom, but different // when using sprites in pwad : the lumppat points the new graphics sprtemp[frame].lumppat[rotation] = lumppat; sprtemp[frame].lumpid[rotation] = lumpid; if (flipped) sprtemp[frame].flip |= (1<numframes) // (then spriteframes is not null) { // copy the already defined sprite frames M_Memcpy(sprtemp, spritedef->spriteframes, spritedef->numframes * sizeof (spriteframe_t)); maxframe = spritedef->numframes - 1; } // scan the lumps, // filling in the frames for whatever is found lumpinfo = wadfiles[wadnum]->lumpinfo; if (endlump > wadfiles[wadnum]->numlumps) endlump = wadfiles[wadnum]->numlumps; for (l = startlump; l < endlump; l++) { if (memcmp(lumpinfo[l].name,sprname,4)==0) { frame = (UINT8)(lumpinfo[l].name[4] - 'A'); rotation = (UINT8)(lumpinfo[l].name[5] - '0'); if (frame >= 64 || rotation > 8) // Give an actual NAME error -_-... { CONS_Alert(CONS_WARNING, M_GetText("Bad sprite name: %s\n"), W_CheckNameForNumPwad(wadnum,l)); continue; } // skip NULL sprites from very old dmadds pwads if (W_LumpLengthPwad(wadnum,l)<=8) continue; // store sprite info in lookup tables //FIXME : numspritelumps do not duplicate sprite replacements W_ReadLumpHeaderPwad(wadnum, l, &patch, sizeof (patch_t), 0); spritecachedinfo[numspritelumps].width = SHORT(patch.width)<0 && SHORT(patch.topoffset)= max_spritelumps) { max_spritelumps *= 2; Z_Realloc(spritecachedinfo, max_spritelumps*sizeof(*spritecachedinfo), PU_STATIC, &spritecachedinfo); } ++numadded; } } // // if no frames found for this sprite // if (maxframe == (size_t)-1) { // the first time (which is for the original wad), // all sprites should have their initial frames // and then, patch wads can replace it // we will skip non-replaced sprite frames, only if // they have already have been initially defined (original wad) //check only after all initial pwads added //if (spritedef->numframes == 0) // I_Error("R_AddSpriteDefs: no initial frames found for sprite %s\n", // namelist[i]); // sprite already has frames, and is not replaced by this wad return false; } else if (!numadded) { // Nothing related to this spritedef has been changed // so there is no point going back through these checks again. return false; } maxframe++; // // some checks to help development // for (frame = 0; frame < maxframe; frame++) { switch (sprtemp[frame].rotate) { case 0xff: // no rotations were found for that frame at all I_Error("R_AddSingleSpriteDef: No patches found " "for %s frame %c", sprname, frame+'A'); break; case 0: // only the first rotation is needed break; case 1: // must have all 8 frames for (rotation = 0; rotation < 8; rotation++) // we test the patch lump, or the id lump whatever // if it was not loaded the two are LUMPERROR if (sprtemp[frame].lumppat[rotation] == LUMPERROR) I_Error("R_AddSingleSpriteDef: Sprite %s frame %c " "is missing rotations", sprname, frame+'A'); break; } } // allocate space for the frames present and copy sprtemp to it if (spritedef->numframes && // has been allocated spritedef->numframes < maxframe) // more frames are defined ? { Z_Free(spritedef->spriteframes); spritedef->spriteframes = NULL; } // allocate this sprite's frames if (!spritedef->spriteframes) spritedef->spriteframes = Z_Malloc(maxframe * sizeof (*spritedef->spriteframes), PU_STATIC, NULL); spritedef->numframes = maxframe; M_Memcpy(spritedef->spriteframes, sprtemp, maxframe*sizeof (spriteframe_t)); return true; } // // Search for sprites replacements in a wad whose names are in namelist // void R_AddSpriteDefs(UINT16 wadnum) { size_t i, addsprites = 0; UINT16 start, end; char wadname[MAX_WADPATH]; // find the sprites section in this pwad // we need at least the S_END // (not really, but for speedup) start = W_CheckNumForNamePwad("S_START", wadnum, 0); if (start == INT16_MAX) start = W_CheckNumForNamePwad("SS_START", wadnum, 0); //deutex compatib. if (start == INT16_MAX) start = 0; //let say S_START is lump 0 else start++; // just after S_START end = W_CheckNumForNamePwad("S_END",wadnum,start); if (end == INT16_MAX) end = W_CheckNumForNamePwad("SS_END",wadnum,start); //deutex compatib. if (end == INT16_MAX) { CONS_Debug(DBG_SETUP, "no sprites in pwad %d\n", wadnum); return; } // // scan through lumps, for each sprite, find all the sprite frames // for (i = 0; i < numsprites; i++) { spritename = sprnames[i]; if (spritename[4] && wadnum >= (UINT16)spritename[4]) continue; if (R_AddSingleSpriteDef(spritename, &sprites[i], wadnum, start, end)) { #ifdef HWRENDER if (rendermode == render_opengl) HWR_AddSpriteMD2(i); #endif // if a new sprite was added (not just replaced) addsprites++; #ifndef ZDEBUG CONS_Debug(DBG_SETUP, "sprite %s set in pwad %d\n", spritename, wadnum); #endif } } nameonly(strcpy(wadname, wadfiles[wadnum]->filename)); CONS_Printf(M_GetText("%s added %d frames in %s sprites\n"), wadname, end-start, sizeu1(addsprites)); } #ifdef DELFILE static void R_RemoveSpriteLump(UINT16 wad, // graphics patch UINT16 lump, size_t lumpid, // identifier UINT8 frame, UINT8 rotation, UINT8 flipped) { (void)wad; /// \todo: how do I remove sprites? (void)lump; (void)lumpid; (void)frame; (void)rotation; (void)flipped; } static boolean R_DelSingleSpriteDef(const char *sprname, spritedef_t *spritedef, UINT16 wadnum, UINT16 startlump, UINT16 endlump) { UINT16 l; UINT8 frame; UINT8 rotation; lumpinfo_t *lumpinfo; maxframe = (size_t)-1; // scan the lumps, // filling in the frames for whatever is found lumpinfo = wadfiles[wadnum]->lumpinfo; if (endlump > wadfiles[wadnum]->numlumps) endlump = wadfiles[wadnum]->numlumps; for (l = startlump; l < endlump; l++) { if (memcmp(lumpinfo[l].name,sprname,4)==0) { frame = (UINT8)(lumpinfo[l].name[4] - 'A'); rotation = (UINT8)(lumpinfo[l].name[5] - '0'); // skip NULL sprites from very old dmadds pwads if (W_LumpLengthPwad(wadnum,l)<=8) continue; //---------------------------------------------------- R_RemoveSpriteLump(wadnum, l, numspritelumps, frame, rotation, 0); if (lumpinfo[l].name[6]) { frame = (UINT8)(lumpinfo[l].name[6] - 'A'); rotation = (UINT8)(lumpinfo[l].name[7] - '0'); R_RemoveSpriteLump(wadnum, l, numspritelumps, frame, rotation, 1); } } } if (maxframe == (size_t)-1) return false; spritedef->numframes = 0; Z_Free(spritedef->spriteframes); spritedef->spriteframes = NULL; return true; } void R_DelSpriteDefs(UINT16 wadnum) { size_t i, delsprites = 0; UINT16 start, end; // find the sprites section in this pwad // we need at least the S_END // (not really, but for speedup) start = W_CheckNumForNamePwad("S_START", wadnum, 0); if (start == INT16_MAX) start = W_CheckNumForNamePwad("SS_START", wadnum, 0); //deutex compatib. if (start == INT16_MAX) start = 0; //let say S_START is lump 0 else start++; // just after S_START end = W_CheckNumForNamePwad("S_END",wadnum,start); if (end == INT16_MAX) end = W_CheckNumForNamePwad("SS_END",wadnum,start); //deutex compatib. if (end == INT16_MAX) { CONS_Debug(DBG_SETUP, "no sprites in pwad %d\n", wadnum); return; //I_Error("R_DelSpriteDefs: S_END, or SS_END missing for sprites " // "in pwad %d\n",wadnum); } // // scan through lumps, for each sprite, find all the sprite frames // for (i = 0; i < numsprites; i++) { spritename = sprnames[i]; if (R_DelSingleSpriteDef(spritename, &sprites[i], wadnum, start, end)) { // if a new sprite was removed (not just replaced) delsprites++; CONS_Debug(DBG_SETUP, "sprite %s set in pwad %d\n", spritename, wadnum); } } CONS_Printf(M_GetText("%s sprites removed from file %s\n"), sizeu1(delsprites), wadfiles[wadnum]->filename); } #endif // // GAME FUNCTIONS // static UINT32 visspritecount; static vissprite_t *visspritechunks[MAXVISSPRITES >> VISSPRITECHUNKBITS] = {NULL}; // // R_InitSprites // Called at program start. // void R_InitSprites(void) { size_t i; for (i = 0; i < MAXVIDWIDTH; i++) { negonearray[i] = -1; } // // count the number of sprite names, and allocate sprites table // numsprites = 0; for (i = 0; i < NUMSPRITES + 1; i++) if (sprnames[i][0] != '\0') numsprites++; if (!numsprites) I_Error("R_AddSpriteDefs: no sprites in namelist\n"); sprites = Z_Calloc(numsprites * sizeof (*sprites), PU_STATIC, NULL); // find sprites in each -file added pwad for (i = 0; i < numwadfiles; i++) R_AddSpriteDefs((UINT16)i); // // now check for skins // // it can be is do before loading config for skin cvar possible value R_InitSkins(); for (i = 0; i < numwadfiles; i++) R_AddSkins((UINT16)i); // // check if all sprites have frames // /* for (i = 0; i < numsprites; i++) if (sprites[i].numframes < 1) CONS_Debug(DBG_SETUP, "R_InitSprites: sprite %s has no frames at all\n", sprnames[i]); */ } // // R_ClearSprites // Called at frame start. // void R_ClearSprites(void) { visspritecount = 0; } static inline void R_ResetVisSpriteChunks(void) { memset(visspritechunks, 0, sizeof(visspritechunks)); } // // R_NewVisSprite // static vissprite_t overflowsprite; static vissprite_t *R_GetVisSprite(UINT32 num) { UINT32 chunk = num >> VISSPRITECHUNKBITS; // Allocate chunk if necessary if (!visspritechunks[chunk]) Z_Malloc(sizeof(vissprite_t) * VISSPRITESPERCHUNK, PU_LEVEL, &visspritechunks[chunk]); return visspritechunks[chunk] + (num & VISSPRITEINDEXMASK); } static vissprite_t *R_NewVisSprite(void) { if (visspritecount == MAXVISSPRITES) return &overflowsprite; return R_GetVisSprite(visspritecount++); } // // R_DrawMaskedColumn // Used for sprites and masked mid textures. // Masked means: partly transparent, i.e. stored // in posts/runs of opaque pixels. // INT16 *mfloorclip; INT16 *mceilingclip; fixed_t spryscale = 0, sprtopscreen = 0, sprbotscreen = 0; fixed_t windowtop = 0, windowbottom = 0; void R_DrawMaskedColumn(column_t *column) { INT32 topscreen; INT32 bottomscreen; fixed_t basetexturemid; INT32 topdelta, prevdelta = 0; basetexturemid = dc_texturemid; for (; column->topdelta != 0xff ;) { // calculate unclipped screen coordinates // for post topdelta = column->topdelta; if (topdelta <= prevdelta) topdelta += prevdelta; prevdelta = topdelta; topscreen = sprtopscreen + spryscale*topdelta; bottomscreen = sprbotscreen == INT32_MAX ? topscreen + spryscale*column->length : sprbotscreen + spryscale*column->length; dc_yl = (topscreen+FRACUNIT-1)>>FRACBITS; dc_yh = (bottomscreen-1)>>FRACBITS; if (windowtop != INT32_MAX && windowbottom != INT32_MAX) { if (windowtop > topscreen) dc_yl = (windowtop + FRACUNIT - 1)>>FRACBITS; if (windowbottom < bottomscreen) dc_yh = (windowbottom - 1)>>FRACBITS; } if (dc_yh >= mfloorclip[dc_x]) dc_yh = mfloorclip[dc_x]-1; if (dc_yl <= mceilingclip[dc_x]) dc_yl = mceilingclip[dc_x]+1; if (dc_yl < 0) dc_yl = 0; if (dc_yh >= vid.height) dc_yh = vid.height - 1; if (dc_yl <= dc_yh && dc_yl < vid.height && dc_yh > 0) { dc_source = (UINT8 *)column + 3; dc_texturemid = basetexturemid - (topdelta<length + 4); } dc_texturemid = basetexturemid; } static void R_DrawFlippedMaskedColumn(column_t *column, INT32 texheight) { INT32 topscreen; INT32 bottomscreen; fixed_t basetexturemid = dc_texturemid; INT32 topdelta, prevdelta = -1; UINT8 *d,*s; for (; column->topdelta != 0xff ;) { // calculate unclipped screen coordinates // for post topdelta = column->topdelta; if (topdelta <= prevdelta) topdelta += prevdelta; prevdelta = topdelta; topdelta = texheight-column->length-topdelta; topscreen = sprtopscreen + spryscale*topdelta; bottomscreen = sprbotscreen == INT32_MAX ? topscreen + spryscale*column->length : sprbotscreen + spryscale*column->length; dc_yl = (topscreen+FRACUNIT-1)>>FRACBITS; dc_yh = (bottomscreen-1)>>FRACBITS; if (windowtop != INT32_MAX && windowbottom != INT32_MAX) { if (windowtop > topscreen) dc_yl = (windowtop + FRACUNIT - 1)>>FRACBITS; if (windowbottom < bottomscreen) dc_yh = (windowbottom - 1)>>FRACBITS; } if (dc_yh >= mfloorclip[dc_x]) dc_yh = mfloorclip[dc_x]-1; if (dc_yl <= mceilingclip[dc_x]) dc_yl = mceilingclip[dc_x]+1; if (dc_yl < 0) dc_yl = 0; if (dc_yh >= vid.height) dc_yh = vid.height - 1; if (dc_yl <= dc_yh && dc_yl < vid.height && dc_yh > 0) { dc_source = ZZ_Alloc(column->length); for (s = (UINT8 *)column+2+column->length, d = dc_source; d < dc_source+column->length; --s) *d++ = *s; dc_texturemid = basetexturemid - (topdelta<length + 4); } dc_texturemid = basetexturemid; } // // R_DrawVisSprite // mfloorclip and mceilingclip should also be set. // static void R_DrawVisSprite(vissprite_t *vis) { column_t *column; #ifdef RANGECHECK INT32 texturecolumn; #endif fixed_t frac; patch_t *patch = W_CacheLumpNum(vis->patch, PU_CACHE); fixed_t this_scale = vis->mobj->scale; INT32 x1, x2; if (!patch) return; colfunc = basecolfunc; // hack: this isn't resetting properly somewhere. dc_colormap = vis->colormap; if ((vis->mobj->flags & MF_BOSS) && (vis->mobj->flags2 & MF2_FRET) && (leveltime & 1)) // Bosses "flash" { // translate green skin to another color colfunc = transcolfunc; if (vis->mobj->type == MT_CYBRAKDEMON) dc_translation = R_GetTranslationColormap(TC_ALLWHITE, 0, GTC_CACHE); else if (vis->mobj->type == MT_METALSONIC_BATTLE) dc_translation = R_GetTranslationColormap(TC_METALSONIC, 0, GTC_CACHE); else dc_translation = R_GetTranslationColormap(TC_BOSS, 0, GTC_CACHE); } else if (vis->mobj->color && vis->transmap) // Color mapping { colfunc = transtransfunc; dc_transmap = vis->transmap; if (vis->mobj->skin && vis->mobj->sprite == SPR_PLAY) // MT_GHOST LOOKS LIKE A PLAYER SO USE THE PLAYER TRANSLATION TABLES. >_> { size_t skinnum = (skin_t*)vis->mobj->skin-skins; dc_translation = R_GetTranslationColormap((INT32)skinnum, vis->mobj->color, GTC_CACHE); } else // Use the defaults dc_translation = R_GetTranslationColormap(TC_DEFAULT, vis->mobj->color, GTC_CACHE); } else if (vis->transmap) { colfunc = fuzzcolfunc; dc_transmap = vis->transmap; //Fab : 29-04-98: translucency table } else if (vis->mobj->color) { // translate green skin to another color colfunc = transcolfunc; // New colormap stuff for skins Tails 06-07-2002 if (vis->mobj->skin && vis->mobj->sprite == SPR_PLAY) // This thing is a player! { size_t skinnum = (skin_t*)vis->mobj->skin-skins; dc_translation = R_GetTranslationColormap((INT32)skinnum, vis->mobj->color, GTC_CACHE); } else // Use the defaults dc_translation = R_GetTranslationColormap(TC_DEFAULT, vis->mobj->color, GTC_CACHE); } else if (vis->mobj->sprite == SPR_PLAY) // Looks like a player, but doesn't have a color? Get rid of green sonic syndrome. { colfunc = transcolfunc; dc_translation = R_GetTranslationColormap(TC_DEFAULT, SKINCOLOR_BLUE, GTC_CACHE); } if (vis->extra_colormap) { if (!dc_colormap) dc_colormap = vis->extra_colormap->colormap; else dc_colormap = &vis->extra_colormap->colormap[dc_colormap - colormaps]; } if (!dc_colormap) dc_colormap = colormaps; dc_iscale = FixedDiv(FRACUNIT, vis->scale); dc_texturemid = vis->texturemid; dc_texheight = 0; frac = vis->startfrac; spryscale = vis->scale; sprtopscreen = centeryfrac - FixedMul(dc_texturemid, spryscale); windowtop = windowbottom = sprbotscreen = INT32_MAX; if (vis->mobj->skin && ((skin_t *)vis->mobj->skin)->flags & SF_HIRES) this_scale = FixedMul(this_scale, ((skin_t *)vis->mobj->skin)->highresscale); if (this_scale <= 0) this_scale = 1; if (this_scale != FRACUNIT) { if (!vis->isScaled) { vis->scale = FixedMul(vis->scale, this_scale); spryscale = vis->scale; dc_iscale = FixedDiv(FRACUNIT, vis->scale); vis->xiscale = FixedDiv(vis->xiscale,this_scale); vis->isScaled = true; } dc_texturemid = FixedDiv(dc_texturemid,this_scale); //Oh lordy, mercy me. Don't freak out if sprites go offscreen! if (vis->xiscale > 0) frac = FixedDiv(frac, this_scale); else if (vis->x1 <= 0) frac = (vis->x1 - vis->x2) * vis->xiscale; sprtopscreen = centeryfrac - FixedMul(dc_texturemid, spryscale); //dc_hires = 1; } x1 = vis->x1; x2 = vis->x2; if (vis->x1 < 0) vis->x1 = 0; if (vis->x2 >= vid.width) vis->x2 = vid.width-1; for (dc_x = vis->x1; dc_x <= vis->x2; dc_x++, frac += vis->xiscale) { #ifdef RANGECHECK texturecolumn = frac>>FRACBITS; if (texturecolumn < 0 || texturecolumn >= SHORT(patch->width)) I_Error("R_DrawSpriteRange: bad texturecolumn"); column = (column_t *)((UINT8 *)patch + LONG(patch->columnofs[texturecolumn])); #else column = (column_t *)((UINT8 *)patch + LONG(patch->columnofs[frac>>FRACBITS])); #endif if (vis->vflip) R_DrawFlippedMaskedColumn(column, patch->height); else R_DrawMaskedColumn(column); } colfunc = basecolfunc; dc_hires = 0; vis->x1 = x1; vis->x2 = x2; } // Special precipitation drawer Tails 08-18-2002 static void R_DrawPrecipitationVisSprite(vissprite_t *vis) { column_t *column; #ifdef RANGECHECK INT32 texturecolumn; #endif fixed_t frac; patch_t *patch; //Fab : R_InitSprites now sets a wad lump number patch = W_CacheLumpNum(vis->patch, PU_CACHE); if (!patch) return; if (vis->transmap) { colfunc = fuzzcolfunc; dc_transmap = vis->transmap; //Fab : 29-04-98: translucency table } dc_colormap = colormaps; dc_iscale = FixedDiv(FRACUNIT, vis->scale); dc_texturemid = vis->texturemid; dc_texheight = 0; frac = vis->startfrac; spryscale = vis->scale; sprtopscreen = centeryfrac - FixedMul(dc_texturemid,spryscale); windowtop = windowbottom = sprbotscreen = INT32_MAX; if (vis->x1 < 0) vis->x1 = 0; if (vis->x2 >= vid.width) vis->x2 = vid.width-1; for (dc_x = vis->x1; dc_x <= vis->x2; dc_x++, frac += vis->xiscale) { #ifdef RANGECHECK texturecolumn = frac>>FRACBITS; if (texturecolumn < 0 || texturecolumn >= SHORT(patch->width)) I_Error("R_DrawPrecipitationSpriteRange: bad texturecolumn"); column = (column_t *)((UINT8 *)patch + LONG(patch->columnofs[texturecolumn])); #else column = (column_t *)((UINT8 *)patch + LONG(patch->columnofs[frac>>FRACBITS])); #endif R_DrawMaskedColumn(column); } colfunc = basecolfunc; } // // R_SplitSprite // runs through a sector's lightlist and static void R_SplitSprite(vissprite_t *sprite, mobj_t *thing) { INT32 i, lightnum, lindex; INT16 cutfrac; sector_t *sector; vissprite_t *newsprite; sector = sprite->sector; for (i = 1; i < sector->numlights; i++) { if (sector->lightlist[i].height >= sprite->gzt || !(sector->lightlist[i].caster->flags & FF_CUTSPRITES)) continue; if (sector->lightlist[i].height <= sprite->gz) return; cutfrac = (INT16)((centeryfrac - FixedMul(sector->lightlist[i].height - viewz, sprite->scale))>>FRACBITS); if (cutfrac < 0) continue; if (cutfrac > vid.height) return; // Found a split! Make a new sprite, copy the old sprite to it, and // adjust the heights. newsprite = M_Memcpy(R_NewVisSprite(), sprite, sizeof (vissprite_t)); sprite->cut |= SC_BOTTOM; sprite->gz = sector->lightlist[i].height; newsprite->gzt = sprite->gz; sprite->sz = cutfrac; newsprite->szt = (INT16)(sprite->sz - 1); if (sector->lightlist[i].height < sprite->pzt && sector->lightlist[i].height > sprite->pz) sprite->pz = newsprite->pzt = sector->lightlist[i].height; else { newsprite->pz = newsprite->gz; newsprite->pzt = newsprite->gzt; } newsprite->szt -= 8; newsprite->cut |= SC_TOP; if (!(sector->lightlist[i].caster->flags & FF_NOSHADE)) { lightnum = (*sector->lightlist[i].lightlevel >> LIGHTSEGSHIFT); if (lightnum < 0) spritelights = scalelight[0]; else if (lightnum >= LIGHTLEVELS) spritelights = scalelight[LIGHTLEVELS-1]; else spritelights = scalelight[lightnum]; newsprite->extra_colormap = sector->lightlist[i].extra_colormap; /* if (thing->frame & FF_TRANSMASK) ; else if (thing->flags2 & MF2_SHADOW) ; else */ if (!((thing->frame & (FF_FULLBRIGHT|FF_TRANSMASK) || thing->flags2 & MF2_SHADOW) && (!newsprite->extra_colormap || !newsprite->extra_colormap->fog))) { lindex = sprite->xscale>>(LIGHTSCALESHIFT); if (lindex >= MAXLIGHTSCALE) lindex = MAXLIGHTSCALE-1; newsprite->colormap = spritelights[lindex]; } } sprite = newsprite; } } // // R_ProjectSprite // Generates a vissprite for a thing // if it might be visible. // static void R_ProjectSprite(mobj_t *thing) { fixed_t tr_x, tr_y; fixed_t gxt, gyt; fixed_t tx, tz; fixed_t xscale, yscale; //added : 02-02-98 : aaargll..if I were a math-guy!!! INT32 x1, x2; spritedef_t *sprdef; spriteframe_t *sprframe; size_t lump; size_t rot; UINT8 flip; INT32 lindex; vissprite_t *vis; angle_t ang; fixed_t iscale; //SoM: 3/17/2000 fixed_t gz, gzt; INT32 heightsec, phs; INT32 light = 0; fixed_t this_scale = thing->scale; // transform the origin point tr_x = thing->x - viewx; tr_y = thing->y - viewy; gxt = FixedMul(tr_x, viewcos); gyt = -FixedMul(tr_y, viewsin); tz = gxt-gyt; // thing is behind view plane? if (tz < FixedMul(MINZ, this_scale)) return; gxt = -FixedMul(tr_x, viewsin); gyt = FixedMul(tr_y, viewcos); tx = -(gyt + gxt); // too far off the side? if (abs(tx) > tz<<2) return; // aspect ratio stuff xscale = FixedDiv(projection, tz); yscale = FixedDiv(projectiony, tz); // decide which patch to use for sprite relative to player #ifdef RANGECHECK if ((size_t)(thing->sprite) >= numsprites) I_Error("R_ProjectSprite: invalid sprite number %d ", thing->sprite); #endif rot = thing->frame&FF_FRAMEMASK; //Fab : 02-08-98: 'skin' override spritedef currently used for skin if (thing->skin && thing->sprite == SPR_PLAY) { sprdef = &((skin_t *)thing->skin)->spritedef; if (rot >= sprdef->numframes) sprdef = &sprites[thing->sprite]; } else sprdef = &sprites[thing->sprite]; if (rot >= sprdef->numframes) { CONS_Alert(CONS_ERROR, M_GetText("R_ProjectSprite: invalid sprite frame %s/%s for %s\n"), sizeu1(rot), sizeu2(sprdef->numframes), sprnames[thing->sprite]); thing->sprite = states[S_UNKNOWN].sprite; thing->frame = states[S_UNKNOWN].frame; sprdef = &sprites[thing->sprite]; rot = thing->frame&FF_FRAMEMASK; if (!thing->skin) { thing->state->sprite = thing->sprite; thing->state->frame = thing->frame; } } sprframe = &sprdef->spriteframes[rot]; #ifdef PARANOIA if (!sprframe) I_Error("R_ProjectSprite: sprframes NULL for sprite %d\n", thing->sprite); #endif if (sprframe->rotate) { // choose a different rotation based on player view ang = R_PointToAngle (thing->x, thing->y); rot = (ang-thing->angle+ANGLE_202h)>>29; //Fab: lumpid is the index for spritewidth,spriteoffset... tables lump = sprframe->lumpid[rot]; flip = sprframe->flip & (1<patch below lump = sprframe->lumpid[0]; //Fab: see note above flip = sprframe->flip; // Will only be 0x00 or 0xFF } I_Assert(lump < max_spritelumps); if (thing->skin && ((skin_t *)thing->skin)->flags & SF_HIRES) this_scale = FixedMul(this_scale, ((skin_t *)thing->skin)->highresscale); // calculate edges of the shape if (flip) tx -= FixedMul(spritecachedinfo[lump].width-spritecachedinfo[lump].offset, this_scale); else tx -= FixedMul(spritecachedinfo[lump].offset, this_scale); x1 = (centerxfrac + FixedMul (tx,xscale)) >>FRACBITS; // off the right side? if (x1 > viewwidth) return; tx += FixedMul(spritecachedinfo[lump].width, this_scale); x2 = ((centerxfrac + FixedMul (tx,xscale)) >>FRACBITS) - 1; // off the left side if (x2 < 0) return; //SoM: 3/17/2000: Disregard sprites that are out of view.. if (thing->eflags & MFE_VERTICALFLIP) { // When vertical flipped, draw sprites from the top down, at least as far as offsets are concerned. // sprite height - sprite topoffset is the proper inverse of the vertical offset, of course. // remember gz and gzt should be seperated by sprite height, not thing height - thing height can be shorter than the sprite itself sometimes! gz = thing->z + thing->height - FixedMul(spritecachedinfo[lump].topoffset, this_scale); gzt = gz + FixedMul(spritecachedinfo[lump].height, this_scale); } else { gzt = thing->z + FixedMul(spritecachedinfo[lump].topoffset, this_scale); gz = gzt - FixedMul(spritecachedinfo[lump].height, this_scale); } if (thing->subsector->sector->cullheight) { fixed_t cullplane = thing->subsector->sector->cullheight->frontsector->floorheight; if (thing->subsector->sector->cullheight->flags & ML_NOCLIMB) // Group culling { // Make sure this is part of the same group if (viewsector->cullheight && viewsector->cullheight->frontsector == thing->subsector->sector->cullheight->frontsector) { // OK, we can cull if (viewz > cullplane && gzt < cullplane) // Cull if below plane return; if (gz > cullplane && viewz <= cullplane) // Cull if above plane return; } } else // Quick culling { if (viewz > cullplane && gzt < cullplane) // Cull if below plane return; if (gz > cullplane && viewz <= cullplane) // Cull if above plane return; } } if (thing->subsector->sector->numlights) { INT32 lightnum; light = R_GetPlaneLight(thing->subsector->sector, gzt, false); lightnum = (*thing->subsector->sector->lightlist[light].lightlevel >> LIGHTSEGSHIFT); if (lightnum < 0) spritelights = scalelight[0]; else if (lightnum >= LIGHTLEVELS) spritelights = scalelight[LIGHTLEVELS-1]; else spritelights = scalelight[lightnum]; } heightsec = thing->subsector->sector->heightsec; if (viewplayer->mo && viewplayer->mo->subsector) phs = viewplayer->mo->subsector->sector->heightsec; else phs = -1; if (heightsec != -1 && phs != -1) // only clip things which are in special sectors { if (viewz < sectors[phs].floorheight ? thing->z >= sectors[heightsec].floorheight : gzt < sectors[heightsec].floorheight) return; if (viewz > sectors[phs].ceilingheight ? gzt < sectors[heightsec].ceilingheight && viewz >= sectors[heightsec].ceilingheight : thing->z >= sectors[heightsec].ceilingheight) return; } // quick check for possible overflows // if either of these triggers then there's a possibility that drawing is unsafe if (M_HighestBit(abs(gzt - viewz)) + M_HighestBit(abs(yscale)) > 47 // 31 bits + 16 from the division by FRACUNIT || M_HighestBit(abs(gz - viewz)) + M_HighestBit(abs(yscale)) > 47) { CONS_Debug(DBG_RENDER, "Suspected overflow in ProjectSprite (sprite %s), ignoring\n", sprnames[thing->sprite]); return; } // store information in a vissprite vis = R_NewVisSprite(); vis->heightsec = heightsec; //SoM: 3/17/2000 vis->mobjflags = thing->flags; vis->scale = yscale + thing->info->dispoffset; //<gx = thing->x; vis->gy = thing->y; vis->gz = gz; vis->gzt = gzt; vis->thingheight = thing->height; vis->pz = thing->z; vis->pzt = vis->pz + vis->thingheight; vis->texturemid = vis->gzt - viewz; vis->mobj = thing; // Easy access! Tails 06-07-2002 vis->x1 = x1 < 0 ? 0 : x1; vis->x2 = x2 >= viewwidth ? viewwidth-1 : x2; vis->xscale = xscale; //SoM: 4/17/2000 vis->sector = thing->subsector->sector; vis->szt = (INT16)((centeryfrac - FixedMul(vis->gzt - viewz, yscale))>>FRACBITS); vis->sz = (INT16)((centeryfrac - FixedMul(vis->gz - viewz, yscale))>>FRACBITS); vis->cut = SC_NONE; if (thing->subsector->sector->numlights) vis->extra_colormap = thing->subsector->sector->lightlist[light].extra_colormap; else vis->extra_colormap = thing->subsector->sector->extra_colormap; iscale = FixedDiv(FRACUNIT, xscale); if (flip) { vis->startfrac = spritecachedinfo[lump].width-1; vis->xiscale = -iscale; } else { vis->startfrac = 0; vis->xiscale = iscale; } if (vis->x1 > x1) vis->startfrac += vis->xiscale*(vis->x1-x1); //Fab: lumppat is the lump number of the patch to use, this is different // than lumpid for sprites-in-pwad : the graphics are patched vis->patch = sprframe->lumppat[rot]; // // determine the colormap (lightlevel & special effects) // vis->transmap = NULL; // specific translucency if (thing->flags2 & MF2_SHADOW) // actually only the player should use this (temporary invisibility) vis->transmap = ((tr_trans80-1)<frame & FF_TRANSMASK) vis->transmap = (thing->frame & FF_TRANSMASK) - 0x10000 + transtables; if (((thing->frame & FF_FULLBRIGHT) || (thing->flags2 & MF2_SHADOW)) && (!vis->extra_colormap || !vis->extra_colormap->fog)) { // full bright: goggles vis->colormap = colormaps; } else { // diminished light lindex = xscale>>(LIGHTSCALESHIFT); if (lindex >= MAXLIGHTSCALE) lindex = MAXLIGHTSCALE-1; vis->colormap = spritelights[lindex]; } vis->precip = false; if (thing->eflags & MFE_VERTICALFLIP) vis->vflip = true; else vis->vflip = false; vis->isScaled = false; if (thing->subsector->sector->numlights) R_SplitSprite(vis, thing); // Debug ++objectsdrawn; } static void R_ProjectPrecipitationSprite(precipmobj_t *thing) { fixed_t tr_x, tr_y; fixed_t gxt, gyt; fixed_t tx, tz; fixed_t xscale, yscale; //added : 02-02-98 : aaargll..if I were a math-guy!!! INT32 x1, x2; spritedef_t *sprdef; spriteframe_t *sprframe; size_t lump; vissprite_t *vis; fixed_t iscale; //SoM: 3/17/2000 fixed_t gzt; // transform the origin point tr_x = thing->x - viewx; tr_y = thing->y - viewy; gxt = FixedMul(tr_x, viewcos); gyt = -FixedMul(tr_y, viewsin); tz = gxt - gyt; // thing is behind view plane? if (tz < MINZ) return; gxt = -FixedMul(tr_x, viewsin); gyt = FixedMul(tr_y, viewcos); tx = -(gyt + gxt); // too far off the side? if (abs(tx) > tz<<2) return; // aspect ratio stuff : xscale = FixedDiv(projection, tz); yscale = FixedDiv(projectiony, tz); // decide which patch to use for sprite relative to player #ifdef RANGECHECK if ((unsigned)thing->sprite >= numsprites) I_Error("R_ProjectPrecipitationSprite: invalid sprite number %d ", thing->sprite); #endif sprdef = &sprites[thing->sprite]; #ifdef RANGECHECK if ((UINT8)(thing->frame&FF_FRAMEMASK) >= sprdef->numframes) I_Error("R_ProjectPrecipitationSprite: invalid sprite frame %d : %d for %s", thing->sprite, thing->frame, sprnames[thing->sprite]); #endif sprframe = &sprdef->spriteframes[thing->frame & FF_FRAMEMASK]; #ifdef PARANOIA if (!sprframe) I_Error("R_ProjectPrecipitationSprite: sprframes NULL for sprite %d\n", thing->sprite); #endif // use single rotation for all views lump = sprframe->lumpid[0]; //Fab: see note above // calculate edges of the shape tx -= spritecachedinfo[lump].offset; x1 = (centerxfrac + FixedMul (tx,xscale)) >>FRACBITS; // off the right side? if (x1 > viewwidth) return; tx += spritecachedinfo[lump].width; x2 = ((centerxfrac + FixedMul (tx,xscale)) >>FRACBITS) - 1; // off the left side if (x2 < 0) return; //SoM: 3/17/2000: Disregard sprites that are out of view.. gzt = thing->z + spritecachedinfo[lump].topoffset; if (thing->subsector->sector->cullheight) { if (thing->subsector->sector->cullheight->flags & ML_NOCLIMB) // Group culling { // Make sure this is part of the same group if (viewsector->cullheight && viewsector->cullheight->frontsector == thing->subsector->sector->cullheight->frontsector) { // OK, we can cull if (viewz > thing->subsector->sector->cullheight->frontsector->floorheight && gzt < thing->subsector->sector->cullheight->frontsector->floorheight) // Cull if below plane return; else if (gzt - spritecachedinfo[lump].height > thing->subsector->sector->cullheight->frontsector->floorheight) // Cull if above plane return; } } else // Quick culling { if (viewz > thing->subsector->sector->cullheight->frontsector->floorheight && gzt < thing->subsector->sector->cullheight->frontsector->floorheight) // Cull if below plane return; else if (gzt - spritecachedinfo[lump].height > thing->subsector->sector->cullheight->frontsector->floorheight) // Cull if above plane return; } } // quick check for possible overflows // if either of these triggers then there's a possibility that drawing is unsafe if (M_HighestBit(abs(gzt - viewz)) + M_HighestBit(abs(yscale)) > 47) // 31 bits + 16 from the division by FRACUNIT { CONS_Debug(DBG_RENDER, "Suspected overflow in ProjectPrecipitationSprite (sprite %s), ignoring\n", sprnames[thing->sprite]); return; } // store information in a vissprite vis = R_NewVisSprite(); vis->scale = yscale; //<gx = thing->x; vis->gy = thing->y; vis->gz = gzt - spritecachedinfo[lump].height; vis->gzt = gzt; vis->thingheight = 4*FRACUNIT; vis->pz = thing->z; vis->pzt = vis->pz + vis->thingheight; vis->texturemid = vis->gzt - viewz; vis->x1 = x1 < 0 ? 0 : x1; vis->x2 = x2 >= viewwidth ? viewwidth-1 : x2; vis->xscale = xscale; //SoM: 4/17/2000 vis->sector = thing->subsector->sector; vis->szt = (INT16)((centeryfrac - FixedMul(vis->gzt - viewz, yscale))>>FRACBITS); vis->sz = (INT16)((centeryfrac - FixedMul(vis->gz - viewz, yscale))>>FRACBITS); iscale = FixedDiv(FRACUNIT, xscale); vis->startfrac = 0; vis->xiscale = iscale; if (vis->x1 > x1) vis->startfrac += vis->xiscale*(vis->x1-x1); //Fab: lumppat is the lump number of the patch to use, this is different // than lumpid for sprites-in-pwad : the graphics are patched vis->patch = sprframe->lumppat[0]; // specific translucency if (thing->frame & FF_TRANSMASK) vis->transmap = (thing->frame & FF_TRANSMASK) - 0x10000 + transtables; else vis->transmap = NULL; vis->mobjflags = 0; vis->cut = SC_NONE; vis->extra_colormap = thing->subsector->sector->extra_colormap; vis->heightsec = thing->subsector->sector->heightsec; // Fullbright vis->colormap = colormaps; vis->precip = true; vis->vflip = false; vis->isScaled = false; } // R_AddSprites // During BSP traversal, this adds sprites by sector. // void R_AddSprites(sector_t *sec, INT32 lightlevel) { mobj_t *thing; precipmobj_t *precipthing; // Tails 08-25-2002 INT32 lightnum; fixed_t approx_dist, limit_dist; if (rendermode != render_soft) return; // BSP is traversed by subsector. // A sector might have been split into several // subsectors during BSP building. // Thus we check whether its already added. if (sec->validcount == validcount) return; // Well, now it will be done. sec->validcount = validcount; if (!sec->numlights) { if (sec->heightsec == -1) lightlevel = sec->lightlevel; lightnum = (lightlevel >> LIGHTSEGSHIFT); if (lightnum < 0) spritelights = scalelight[0]; else if (lightnum >= LIGHTLEVELS) spritelights = scalelight[LIGHTLEVELS-1]; else spritelights = scalelight[lightnum]; } // Handle all things in sector. // If a limit exists, handle things a tiny bit different. if ((limit_dist = (fixed_t)((maptol & TOL_NIGHTS) ? cv_drawdist_nights.value : cv_drawdist.value) << FRACBITS)) { if (!players[displayplayer].mo) return; // Draw nothing if no player. // todo: is this really the best option for this situation? for (thing = sec->thinglist; thing; thing = thing->snext) { if (thing->sprite == SPR_NULL || thing->flags2 & MF2_DONTDRAW) continue; approx_dist = P_AproxDistance( players[displayplayer].mo->x - thing->x, players[displayplayer].mo->y - thing->y); if (splitscreen && approx_dist > limit_dist && players[secondarydisplayplayer].mo) approx_dist = P_AproxDistance( players[secondarydisplayplayer].mo->x - thing->x, players[secondarydisplayplayer].mo->y - thing->y); if (approx_dist <= limit_dist) R_ProjectSprite(thing); } } else { // Draw everything in sector, no checks for (thing = sec->thinglist; thing; thing = thing->snext) if (!(thing->sprite == SPR_NULL || thing->flags2 & MF2_DONTDRAW)) R_ProjectSprite(thing); } // Someone seriously wants infinite draw distance for precipitation? if ((limit_dist = (fixed_t)cv_drawdist_precip.value << FRACBITS)) { if (!players[displayplayer].mo) return; // Draw nothing if no player. // todo: is this really the best option for this situation? for (precipthing = sec->preciplist; precipthing; precipthing = precipthing->snext) { if (precipthing->precipflags & PCF_INVISIBLE) continue; approx_dist = P_AproxDistance( players[displayplayer].mo->x - precipthing->x, players[displayplayer].mo->y - precipthing->y); if (splitscreen && approx_dist > limit_dist && players[secondarydisplayplayer].mo) approx_dist = P_AproxDistance( players[secondarydisplayplayer].mo->x - precipthing->x, players[secondarydisplayplayer].mo->y - precipthing->y); if (approx_dist <= limit_dist) R_ProjectPrecipitationSprite(precipthing); } } else { // Draw everything in sector, no checks for (precipthing = sec->preciplist; precipthing; precipthing = precipthing->snext) if (!(precipthing->precipflags & PCF_INVISIBLE)) R_ProjectPrecipitationSprite(precipthing); } } // // R_SortVisSprites // static vissprite_t vsprsortedhead; void R_SortVisSprites(void) { UINT32 i; vissprite_t *ds, *dsprev, *dsnext, *dsfirst; vissprite_t *best = NULL; vissprite_t unsorted; fixed_t bestscale; if (!visspritecount) return; unsorted.next = unsorted.prev = &unsorted; dsfirst = R_GetVisSprite(0); // The first's prev and last's next will be set to // nonsense, but are fixed in a moment for (i = 0, dsnext = dsfirst, ds = NULL; i < visspritecount; i++) { dsprev = ds; ds = dsnext; if (i < visspritecount - 1) dsnext = R_GetVisSprite(i + 1); ds->next = dsnext; ds->prev = dsprev; } // Fix first and last. ds still points to the last one after the loop dsfirst->prev = &unsorted; unsorted.next = dsfirst; ds->next = &unsorted; unsorted.prev = ds; // pull the vissprites out by scale vsprsortedhead.next = vsprsortedhead.prev = &vsprsortedhead; for (i = 0; i < visspritecount; i++) { bestscale = INT32_MAX; for (ds = unsorted.next; ds != &unsorted; ds = ds->next) { if (ds->scale < bestscale) { bestscale = ds->scale; best = ds; } } best->next->prev = best->prev; best->prev->next = best->next; best->next = &vsprsortedhead; best->prev = vsprsortedhead.prev; vsprsortedhead.prev->next = best; vsprsortedhead.prev = best; } } // // R_CreateDrawNodes // Creates and sorts a list of drawnodes for the scene being rendered. static drawnode_t *R_CreateDrawNode(drawnode_t *link); static drawnode_t nodebankhead; static drawnode_t nodehead; static void R_CreateDrawNodes(void) { drawnode_t *entry; drawseg_t *ds; INT32 i, p, best, x1, x2; fixed_t bestdelta, delta; vissprite_t *rover; drawnode_t *r2; visplane_t *plane; INT32 sintersect; fixed_t scale = 0; // Add the 3D floors, thicksides, and masked textures... for (ds = ds_p; ds-- > drawsegs ;) { if (ds->numthicksides) { for (i = 0; i < ds->numthicksides; i++) { entry = R_CreateDrawNode(&nodehead); entry->thickseg = ds; entry->ffloor = ds->thicksides[i]; } } if (ds->maskedtexturecol) { entry = R_CreateDrawNode(&nodehead); entry->seg = ds; } if (ds->numffloorplanes) { for (i = 0; i < ds->numffloorplanes; i++) { best = -1; bestdelta = 0; for (p = 0; p < ds->numffloorplanes; p++) { if (!ds->ffloorplanes[p]) continue; plane = ds->ffloorplanes[p]; R_PlaneBounds(plane); if (plane->low < con_clipviewtop || plane->high > vid.height || plane->high > plane->low) { ds->ffloorplanes[p] = NULL; continue; } delta = abs(plane->height - viewz); if (delta > bestdelta) { best = p; bestdelta = delta; } } if (best != -1) { entry = R_CreateDrawNode(&nodehead); entry->plane = ds->ffloorplanes[best]; entry->seg = ds; ds->ffloorplanes[best] = NULL; } else break; } } } if (visspritecount == 0) return; R_SortVisSprites(); for (rover = vsprsortedhead.prev; rover != &vsprsortedhead; rover = rover->prev) { if (rover->szt > vid.height || rover->sz < 0) continue; sintersect = (rover->x1 + rover->x2) / 2; for (r2 = nodehead.next; r2 != &nodehead; r2 = r2->next) { if (r2->plane) { if (r2->plane->minx > rover->x2 || r2->plane->maxx < rover->x1) continue; if (rover->szt > r2->plane->low || rover->sz < r2->plane->high) continue; if (rover->mobjflags & MF_NOCLIPHEIGHT) { //Objects with NOCLIPHEIGHT can appear halfway in. if (r2->plane->height < viewz && rover->pz+(rover->thingheight/2) >= r2->plane->height) continue; if (r2->plane->height > viewz && rover->pzt-(rover->thingheight/2) <= r2->plane->height) continue; } else { if (r2->plane->height < viewz && rover->pz >= r2->plane->height) continue; if (r2->plane->height > viewz && rover->pzt <= r2->plane->height) continue; } // SoM: NOTE: Because a visplane's shape and scale is not directly // bound to any single linedef, a simple poll of it's frontscale is // not adequate. We must check the entire frontscale array for any // part that is in front of the sprite. x1 = rover->x1; x2 = rover->x2; if (x1 < r2->plane->minx) x1 = r2->plane->minx; if (x2 > r2->plane->maxx) x2 = r2->plane->maxx; for (i = x1; i <= x2; i++) { if (r2->seg->frontscale[i] > rover->scale) break; } if (i > x2) continue; entry = R_CreateDrawNode(NULL); (entry->prev = r2->prev)->next = entry; (entry->next = r2)->prev = entry; entry->sprite = rover; break; } else if (r2->thickseg) { if (rover->x1 > r2->thickseg->x2 || rover->x2 < r2->thickseg->x1) continue; scale = r2->thickseg->scale1 > r2->thickseg->scale2 ? r2->thickseg->scale1 : r2->thickseg->scale2; if (scale <= rover->scale) continue; scale = r2->thickseg->scale1 + (r2->thickseg->scalestep * (sintersect - r2->thickseg->x1)); if (scale <= rover->scale) continue; if ((*r2->ffloor->topheight > viewz && *r2->ffloor->bottomheight < viewz) || (*r2->ffloor->topheight < viewz && rover->gzt < *r2->ffloor->topheight) || (*r2->ffloor->bottomheight > viewz && rover->gz > *r2->ffloor->bottomheight)) { entry = R_CreateDrawNode(NULL); (entry->prev = r2->prev)->next = entry; (entry->next = r2)->prev = entry; entry->sprite = rover; break; } } else if (r2->seg) { if (rover->x1 > r2->seg->x2 || rover->x2 < r2->seg->x1) continue; scale = r2->seg->scale1 > r2->seg->scale2 ? r2->seg->scale1 : r2->seg->scale2; if (scale <= rover->scale) continue; scale = r2->seg->scale1 + (r2->seg->scalestep * (sintersect - r2->seg->x1)); if (rover->scale < scale) { entry = R_CreateDrawNode(NULL); (entry->prev = r2->prev)->next = entry; (entry->next = r2)->prev = entry; entry->sprite = rover; break; } } else if (r2->sprite) { if (r2->sprite->x1 > rover->x2 || r2->sprite->x2 < rover->x1) continue; if (r2->sprite->szt > rover->sz || r2->sprite->sz < rover->szt) continue; if (r2->sprite->scale > rover->scale) { entry = R_CreateDrawNode(NULL); (entry->prev = r2->prev)->next = entry; (entry->next = r2)->prev = entry; entry->sprite = rover; break; } } } if (r2 == &nodehead) { entry = R_CreateDrawNode(&nodehead); entry->sprite = rover; } } } static drawnode_t *R_CreateDrawNode(drawnode_t *link) { drawnode_t *node = nodebankhead.next; if (node == &nodebankhead) { node = malloc(sizeof (*node)); if (!node) I_Error("No more free memory to CreateDrawNode"); } else (nodebankhead.next = node->next)->prev = &nodebankhead; if (link) { node->next = link; node->prev = link->prev; link->prev->next = node; link->prev = node; } node->plane = NULL; node->seg = NULL; node->thickseg = NULL; node->ffloor = NULL; node->sprite = NULL; return node; } static void R_DoneWithNode(drawnode_t *node) { (node->next->prev = node->prev)->next = node->next; (node->next = nodebankhead.next)->prev = node; (node->prev = &nodebankhead)->next = node; } static void R_ClearDrawNodes(void) { drawnode_t *rover; drawnode_t *next; for (rover = nodehead.next; rover != &nodehead ;) { next = rover->next; R_DoneWithNode(rover); rover = next; } nodehead.next = nodehead.prev = &nodehead; } void R_InitDrawNodes(void) { nodebankhead.next = nodebankhead.prev = &nodebankhead; nodehead.next = nodehead.prev = &nodehead; } // // R_DrawSprite // //Fab : 26-04-98: // NOTE : uses con_clipviewtop, so that when console is on, // don't draw the part of sprites hidden under the console static void R_DrawSprite(vissprite_t *spr) { drawseg_t *ds; INT16 clipbot[MAXVIDWIDTH]; INT16 cliptop[MAXVIDWIDTH]; INT32 x; INT32 r1; INT32 r2; fixed_t scale; fixed_t lowscale; INT32 silhouette; memset(clipbot,0x00,sizeof (clipbot)); memset(cliptop,0x00,sizeof (cliptop)); for (x = spr->x1; x <= spr->x2; x++) clipbot[x] = cliptop[x] = -2; // Scan drawsegs from end to start for obscuring segs. // The first drawseg that has a greater scale // is the clip seg. //SoM: 4/8/2000: // Pointer check was originally nonportable // and buggy, by going past LEFT end of array: // for (ds = ds_p-1; ds >= drawsegs; ds--) old buggy code for (ds = ds_p; ds-- > drawsegs ;) { // determine if the drawseg obscures the sprite if (ds->x1 > spr->x2 || ds->x2 < spr->x1 || (!ds->silhouette && !ds->maskedtexturecol)) { // does not cover sprite continue; } r1 = ds->x1 < spr->x1 ? spr->x1 : ds->x1; r2 = ds->x2 > spr->x2 ? spr->x2 : ds->x2; if (ds->scale1 > ds->scale2) { lowscale = ds->scale2; scale = ds->scale1; } else { lowscale = ds->scale1; scale = ds->scale2; } if (scale < spr->scale || (lowscale < spr->scale && !R_PointOnSegSide (spr->gx, spr->gy, ds->curline))) { // masked mid texture? /*if (ds->maskedtexturecol) R_RenderMaskedSegRange (ds, r1, r2);*/ // seg is behind sprite continue; } // clip this piece of the sprite silhouette = ds->silhouette; if (spr->gz >= ds->bsilheight) silhouette &= ~SIL_BOTTOM; if (spr->gzt <= ds->tsilheight) silhouette &= ~SIL_TOP; if (silhouette == 1) { // bottom sil for (x = r1; x <= r2; x++) if (clipbot[x] == -2) clipbot[x] = ds->sprbottomclip[x]; } else if (silhouette == 2) { // top sil for (x = r1; x <= r2; x++) if (cliptop[x] == -2) cliptop[x] = ds->sprtopclip[x]; } else if (silhouette == 3) { // both for (x = r1; x <= r2; x++) { if (clipbot[x] == -2) clipbot[x] = ds->sprbottomclip[x]; if (cliptop[x] == -2) cliptop[x] = ds->sprtopclip[x]; } } } //SoM: 3/17/2000: Clip sprites in water. if (spr->heightsec != -1) // only things in specially marked sectors { fixed_t mh, h; INT32 phs = viewplayer->mo->subsector->sector->heightsec; if ((mh = sectors[spr->heightsec].floorheight) > spr->gz && (h = centeryfrac - FixedMul(mh -= viewz, spr->scale)) >= 0 && (h >>= FRACBITS) < viewheight) { if (mh <= 0 || (phs != -1 && viewz > sectors[phs].floorheight)) { // clip bottom for (x = spr->x1; x <= spr->x2; x++) if (clipbot[x] == -2 || h < clipbot[x]) clipbot[x] = (INT16)h; } else // clip top { for (x = spr->x1; x <= spr->x2; x++) if (cliptop[x] == -2 || h > cliptop[x]) cliptop[x] = (INT16)h; } } if ((mh = sectors[spr->heightsec].ceilingheight) < spr->gzt && (h = centeryfrac - FixedMul(mh-viewz, spr->scale)) >= 0 && (h >>= FRACBITS) < viewheight) { if (phs != -1 && viewz >= sectors[phs].ceilingheight) { // clip bottom for (x = spr->x1; x <= spr->x2; x++) if (clipbot[x] == -2 || h < clipbot[x]) clipbot[x] = (INT16)h; } else // clip top { for (x = spr->x1; x <= spr->x2; x++) if (cliptop[x] == -2 || h > cliptop[x]) cliptop[x] = (INT16)h; } } } if (spr->cut & SC_TOP && spr->cut & SC_BOTTOM) { for (x = spr->x1; x <= spr->x2; x++) { if (cliptop[x] == -2 || spr->szt > cliptop[x]) cliptop[x] = spr->szt; if (clipbot[x] == -2 || spr->sz < clipbot[x]) clipbot[x] = spr->sz; } } else if (spr->cut & SC_TOP) { for (x = spr->x1; x <= spr->x2; x++) { if (cliptop[x] == -2 || spr->szt > cliptop[x]) cliptop[x] = spr->szt; } } else if (spr->cut & SC_BOTTOM) { for (x = spr->x1; x <= spr->x2; x++) { if (clipbot[x] == -2 || spr->sz < clipbot[x]) clipbot[x] = spr->sz; } } // all clipping has been performed, so draw the sprite // check for unclipped columns for (x = spr->x1; x <= spr->x2; x++) { if (clipbot[x] == -2) clipbot[x] = (INT16)viewheight; if (cliptop[x] == -2) //Fab : 26-04-98: was -1, now clips against console bottom cliptop[x] = (INT16)con_clipviewtop; } mfloorclip = clipbot; mceilingclip = cliptop; R_DrawVisSprite(spr); } // Special drawer for precipitation sprites Tails 08-18-2002 static void R_DrawPrecipitationSprite(vissprite_t *spr) { drawseg_t *ds; INT16 clipbot[MAXVIDWIDTH]; INT16 cliptop[MAXVIDWIDTH]; INT32 x; INT32 r1; INT32 r2; fixed_t scale; fixed_t lowscale; INT32 silhouette; memset(clipbot,0x00,sizeof (clipbot)); memset(cliptop,0x00,sizeof (cliptop)); for (x = spr->x1; x <= spr->x2; x++) clipbot[x] = cliptop[x] = -2; // Scan drawsegs from end to start for obscuring segs. // The first drawseg that has a greater scale // is the clip seg. //SoM: 4/8/2000: // Pointer check was originally nonportable // and buggy, by going past LEFT end of array: // for (ds = ds_p-1; ds >= drawsegs; ds--) old buggy code for (ds = ds_p; ds-- > drawsegs ;) { // determine if the drawseg obscures the sprite if (ds->x1 > spr->x2 || ds->x2 < spr->x1 || (!ds->silhouette && !ds->maskedtexturecol)) { // does not cover sprite continue; } r1 = ds->x1 < spr->x1 ? spr->x1 : ds->x1; r2 = ds->x2 > spr->x2 ? spr->x2 : ds->x2; if (ds->scale1 > ds->scale2) { lowscale = ds->scale2; scale = ds->scale1; } else { lowscale = ds->scale1; scale = ds->scale2; } if (scale < spr->scale || (lowscale < spr->scale && !R_PointOnSegSide (spr->gx, spr->gy, ds->curline))) { // masked mid texture? /*if (ds->maskedtexturecol) R_RenderMaskedSegRange(ds, r1, r2);*/ // seg is behind sprite continue; } // clip this piece of the sprite silhouette = ds->silhouette; if (silhouette == 1) { // bottom sil for (x = r1; x <= r2; x++) if (clipbot[x] == -2) clipbot[x] = ds->sprbottomclip[x]; } else if (silhouette == 2) { // top sil for (x = r1; x <= r2; x++) if (cliptop[x] == -2) cliptop[x] = ds->sprtopclip[x]; } else if (silhouette == 3) { // both for (x = r1; x <= r2; x++) { if (clipbot[x] == -2) clipbot[x] = ds->sprbottomclip[x]; if (cliptop[x] == -2) cliptop[x] = ds->sprtopclip[x]; } } } // all clipping has been performed, so draw the sprite // check for unclipped columns for (x = spr->x1; x <= spr->x2; x++) { if (clipbot[x] == -2) clipbot[x] = (INT16)viewheight; if (cliptop[x] == -2) //Fab : 26-04-98: was -1, now clips against console bottom cliptop[x] = (INT16)con_clipviewtop; } mfloorclip = clipbot; mceilingclip = cliptop; R_DrawPrecipitationVisSprite(spr); } // // R_DrawMasked // void R_DrawMasked(void) { drawnode_t *r2; drawnode_t *next; R_CreateDrawNodes(); for (r2 = nodehead.next; r2 != &nodehead; r2 = r2->next) { if (r2->plane) { next = r2->prev; R_DrawSinglePlane(r2->plane); R_DoneWithNode(r2); r2 = next; } else if (r2->seg && r2->seg->maskedtexturecol != NULL) { next = r2->prev; R_RenderMaskedSegRange(r2->seg, r2->seg->x1, r2->seg->x2); r2->seg->maskedtexturecol = NULL; R_DoneWithNode(r2); r2 = next; } else if (r2->thickseg) { next = r2->prev; R_RenderThickSideRange(r2->thickseg, r2->thickseg->x1, r2->thickseg->x2, r2->ffloor); R_DoneWithNode(r2); r2 = next; } else if (r2->sprite) { next = r2->prev; // Tails 08-18-2002 if (r2->sprite->precip == true) R_DrawPrecipitationSprite(r2->sprite); else R_DrawSprite(r2->sprite); R_DoneWithNode(r2); r2 = next; } } R_ClearDrawNodes(); } // ========================================================================== // // SKINS CODE // // ========================================================================== INT32 numskins = 0; skin_t skins[MAXSKINS+1]; // FIXTHIS: don't work because it must be inistilised before the config load //#define SKINVALUES #ifdef SKINVALUES CV_PossibleValue_t skin_cons_t[MAXSKINS+1]; #endif static void Sk_SetDefaultValue(skin_t *skin) { INT32 i; // // set default skin values // memset(skin, 0, sizeof (skin_t)); snprintf(skin->name, sizeof skin->name, "skin %u", (UINT32)(skin-skins)); skin->name[sizeof skin->name - 1] = '\0'; skin->wadnum = INT16_MAX; strcpy(skin->sprite, ""); skin->flags = 0; strcpy(skin->realname, "Someone"); strcpy(skin->hudname, "???"); strncpy(skin->charsel, "CHRSONIC", 8); strncpy(skin->face, "MISSING", 8); strncpy(skin->superface, "MISSING", 8); skin->starttranscolor = 160; skin->prefcolor = SKINCOLOR_GREEN; skin->normalspeed = 36<runspeed = 28<thrustfactor = 5; skin->accelstart = 96; skin->acceleration = 40; skin->ability = CA_NONE; skin->ability2 = CA2_SPINDASH; skin->jumpfactor = FRACUNIT; skin->actionspd = 30<mindash = 15<maxdash = 90<thokitem = -1; skin->spinitem = -1; skin->revitem = -1; skin->highresscale = FRACUNIT>>1; for (i = 0; i < sfx_skinsoundslot0; i++) if (S_sfx[i].skinsound != -1) skin->soundsid[S_sfx[i].skinsound] = i; } // // Initialize the basic skins // void R_InitSkins(void) { skin_t *skin; #ifdef SKINVALUES INT32 i; for (i = 0; i <= MAXSKINS; i++) { skin_cons_t[i].value = 0; skin_cons_t[i].strvalue = NULL; } #endif // skin[0] = Sonic skin skin = &skins[0]; numskins = 1; Sk_SetDefaultValue(skin); // Hardcoded S_SKIN customizations for Sonic. strcpy(skin->name, DEFAULTSKIN); #ifdef SKINVALUES skin_cons_t[0].strvalue = skins[0].name; #endif skin->flags = SF_SUPER|SF_SUPERANIMS|SF_SUPERSPIN; strcpy(skin->realname, "Sonic"); strcpy(skin->hudname, "SONIC"); strncpy(skin->charsel, "CHRSONIC", 8); strncpy(skin->face, "LIVSONIC", 8); strncpy(skin->superface, "LIVSUPER", 8); skin->prefcolor = SKINCOLOR_BLUE; skin->ability = CA_THOK; skin->actionspd = 60<normalspeed = 36<runspeed = 28<thrustfactor = 5; skin->accelstart = 96; skin->acceleration = 40; skin->spritedef.numframes = sprites[SPR_PLAY].numframes; skin->spritedef.spriteframes = sprites[SPR_PLAY].spriteframes; ST_LoadFaceGraphics(skin->face, skin->superface, 0); } // returns true if the skin name is found (loaded from pwad) // warning return -1 if not found INT32 R_SkinAvailable(const char *name) { INT32 i; for (i = 0; i < numskins; i++) { if (stricmp(skins[i].name,name)==0) return i; } return -1; } // network code calls this when a 'skin change' is received void SetPlayerSkin(INT32 playernum, const char *skinname) { INT32 i; player_t *player = &players[playernum]; for (i = 0; i < numskins; i++) { // search in the skin list if (stricmp(skins[i].name, skinname) == 0) { SetPlayerSkinByNum(playernum, i); return; } } if (P_IsLocalPlayer(player)) CONS_Alert(CONS_WARNING, M_GetText("Skin '%s' not found.\n"), skinname); else if(server || adminplayer == consoleplayer) CONS_Alert(CONS_WARNING, M_GetText("Player %d (%s) skin '%s' not found\n"), playernum, player_names[playernum], skinname); SetPlayerSkinByNum(playernum, 0); } // Same as SetPlayerSkin, but uses the skin #. // network code calls this when a 'skin change' is received void SetPlayerSkinByNum(INT32 playernum, INT32 skinnum) { player_t *player = &players[playernum]; skin_t *skin = &skins[skinnum]; if (skinnum >= 0 && skinnum < numskins) // Make sure it exists! { player->skin = skinnum; if (player->mo) player->mo->skin = skin; player->charability = (UINT8)skin->ability; player->charability2 = (UINT8)skin->ability2; player->charflags = (UINT32)skin->flags; player->thokitem = skin->thokitem < 0 ? (UINT32)mobjinfo[MT_PLAYER].painchance : (UINT32)skin->thokitem; player->spinitem = skin->spinitem < 0 ? (UINT32)mobjinfo[MT_PLAYER].damage : (UINT32)skin->spinitem; player->revitem = skin->revitem < 0 ? (mobjtype_t)mobjinfo[MT_PLAYER].raisestate : (UINT32)skin->revitem; player->actionspd = skin->actionspd; player->mindash = skin->mindash; player->maxdash = skin->maxdash; player->normalspeed = skin->normalspeed; player->runspeed = skin->runspeed; player->thrustfactor = skin->thrustfactor; player->accelstart = skin->accelstart; player->acceleration = skin->acceleration; player->jumpfactor = skin->jumpfactor; if (!(cv_debug || devparm) && !(netgame || multiplayer || demoplayback)) { if (playernum == consoleplayer) CV_StealthSetValue(&cv_playercolor, skin->prefcolor); else if (playernum == secondarydisplayplayer) CV_StealthSetValue(&cv_playercolor2, skin->prefcolor); player->skincolor = skin->prefcolor; if (player->mo) player->mo->color = player->skincolor; } if (player->mo) P_SetScale(player->mo, player->mo->scale); return; } if (P_IsLocalPlayer(player)) CONS_Alert(CONS_WARNING, M_GetText("Skin %d not found\n"), skinnum); else if(server || adminplayer == consoleplayer) CONS_Alert(CONS_WARNING, "Player %d (%s) skin %d not found\n", playernum, player_names[playernum], skinnum); SetPlayerSkinByNum(playernum, 0); // not found put the sonic skin } // // Add skins from a pwad, each skin preceded by 'S_SKIN' marker // // Does the same is in w_wad, but check only for // the first 6 characters (this is so we can have S_SKIN1, S_SKIN2.. // for wad editors that don't like multiple resources of the same name) // static UINT16 W_CheckForSkinMarkerInPwad(UINT16 wadid, UINT16 startlump) { UINT16 i; const char *S_SKIN = "S_SKIN"; lumpinfo_t *lump_p; // scan forward, start at if (startlump < wadfiles[wadid]->numlumps) { lump_p = wadfiles[wadid]->lumpinfo + startlump; for (i = startlump; i < wadfiles[wadid]->numlumps; i++, lump_p++) if (memcmp(lump_p->name,S_SKIN,6)==0) return i; } return INT16_MAX; // not found } // // Find skin sprites, sounds & optional status bar face, & add them // void R_AddSkins(UINT16 wadnum) { UINT16 lump, lastlump = 0; char *buf; char *buf2; char *stoken; char *value; size_t size; skin_t *skin; boolean hudname, realname, superface; // // search for all skin markers in pwad // while ((lump = W_CheckForSkinMarkerInPwad(wadnum, lastlump)) != INT16_MAX) { // advance by default lastlump = lump + 1; if (numskins > MAXSKINS) { CONS_Debug(DBG_RENDER, "ignored skin (%d skins maximum)\n", MAXSKINS); continue; // so we know how many skins couldn't be added } buf = W_CacheLumpNumPwad(wadnum, lump, PU_CACHE); size = W_LumpLengthPwad(wadnum, lump); // for strtok buf2 = malloc(size+1); if (!buf2) I_Error("R_AddSkins: No more free memory\n"); M_Memcpy(buf2,buf,size); buf2[size] = '\0'; // set defaults skin = &skins[numskins]; Sk_SetDefaultValue(skin); skin->wadnum = wadnum; hudname = realname = superface = false; // parse stoken = strtok (buf2, "\r\n= "); while (stoken) { if ((stoken[0] == '/' && stoken[1] == '/') || (stoken[0] == '#'))// skip comments { stoken = strtok(NULL, "\r\n"); // skip end of line goto next_token; // find the real next token } value = strtok(NULL, "\r\n= "); if (!value) I_Error("R_AddSkins: syntax error in S_SKIN lump# %d(%s) in WAD %s\n", lump, W_CheckNameForNumPwad(wadnum,lump), wadfiles[wadnum]->filename); if (!stricmp(stoken, "name")) { // the skin name must uniquely identify a single skin // I'm lazy so if name is already used I leave the 'skin x' // default skin name set in Sk_SetDefaultValue if (R_SkinAvailable(value) == -1) { STRBUFCPY(skin->name, value); strlwr(skin->name); } // I'm not lazy, so if the name is already used I make the name 'namex' // using the default skin name's number set above else { const size_t stringspace = strlen(value) + sizeof (numskins) + 1; char *value2 = Z_Malloc(stringspace, PU_STATIC, NULL); snprintf(value2, stringspace, "%s%d", value, numskins); value2[stringspace - 1] = '\0'; if (R_SkinAvailable(value2) == -1) { STRBUFCPY(skin->name, value2); strlwr(skin->name); } Z_Free(value2); } // copy to hudname and fullname as a default. if (!realname) { STRBUFCPY(skin->realname, skin->name); for (value = skin->realname; *value; value++) if (*value == '_') *value = ' '; // turn _ into spaces. } if (!hudname) { STRBUFCPY(skin->hudname, skin->name); strupr(skin->hudname); for (value = skin->hudname; *value; value++) if (*value == '_') *value = ' '; // turn _ into spaces. } } else if (!stricmp(stoken, "realname")) { // Display name (eg. "Knuckles") realname = true; STRBUFCPY(skin->realname, value); for (value = skin->realname; *value; value++) if (*value == '_') *value = ' '; // turn _ into spaces. if (!hudname) STRBUFCPY(skin->hudname, skin->realname); } else if (!stricmp(stoken, "hudname")) { // Life icon name (eg. "K.T.E") hudname = true; STRBUFCPY(skin->hudname, value); for (value = skin->hudname; *value; value++) if (*value == '_') *value = ' '; // turn _ into spaces. if (!realname) STRBUFCPY(skin->realname, skin->hudname); } else if (!stricmp(stoken, "sprite")) { strupr(value); strncpy(skin->sprite, value, sizeof skin->sprite); } else if (!stricmp(stoken, "charsel")) { strupr(value); strncpy(skin->charsel, value, sizeof skin->charsel); } else if (!stricmp(stoken, "face")) { strupr(value); strncpy(skin->face, value, sizeof skin->face); if (!superface) strncpy(skin->superface, value, sizeof skin->superface); } else if (!stricmp(stoken, "superface")) { superface = true; strupr(value); strncpy(skin->superface, value, sizeof skin->superface); } #define FULLPROCESS(field) else if (!stricmp(stoken, #field)) skin->field = get_number(value); // character type identification FULLPROCESS(flags) FULLPROCESS(ability) FULLPROCESS(ability2) FULLPROCESS(thokitem) FULLPROCESS(spinitem) FULLPROCESS(revitem) #undef FULLPROCESS #define GETSPEED(field) else if (!stricmp(stoken, #field)) skin->field = atoi(value)<field = atoi(value); GETINT(thrustfactor) GETINT(accelstart) GETINT(acceleration) #undef GETINT // custom translation table else if (!stricmp(stoken, "startcolor")) skin->starttranscolor = atoi(value); else if (!stricmp(stoken, "prefcolor")) skin->prefcolor = R_GetColorByName(value); else if (!stricmp(stoken, "jumpfactor")) skin->jumpfactor = FLOAT_TO_FIXED(atof(value)); else if (!stricmp(stoken, "highresscale")) skin->highresscale = FLOAT_TO_FIXED(atof(value)); else { INT32 found = false; sfxenum_t i; // copy name of sounds that are remapped // for this skin for (i = 0; i < sfx_skinsoundslot0; i++) { if (!S_sfx[i].name) continue; if (S_sfx[i].skinsound != -1 && !stricmp(S_sfx[i].name, stoken + 2)) { skin->soundsid[S_sfx[i].skinsound] = S_AddSoundFx(value+2, S_sfx[i].singularity, S_sfx[i].pitch, true); found = true; } } if (!found) CONS_Debug(DBG_SETUP, "R_AddSkins: Unknown keyword '%s' in S_SKIN lump# %d (WAD %s)\n", stoken, lump, wadfiles[wadnum]->filename); } next_token: stoken = strtok(NULL, "\r\n= "); } free(buf2); // Not in vanilla, you don't. skin->flags &= ~SF_SUPER; lump++; // if no sprite defined use spirte just after this one if (skin->sprite[0] == '\0') { const char *csprname = W_CheckNameForNumPwad(wadnum, lump); // skip to end of this skin's frames lastlump = lump; while (W_CheckNameForNumPwad(wadnum,lastlump) && memcmp(W_CheckNameForNumPwad(wadnum, lastlump),csprname,4)==0) lastlump++; // allocate (or replace) sprite frames, and set spritedef R_AddSingleSpriteDef(csprname, &skin->spritedef, wadnum, lump, lastlump); } else { // search in the normal sprite tables size_t name; boolean found = false; const char *sprname = skin->sprite; for (name = 0;sprnames[name][0] != '\0';name++) if (strncmp(sprnames[name], sprname, 4) == 0) { found = true; skin->spritedef = sprites[name]; } // not found so make a new one // go through the entire current wad looking for our sprite // don't just mass add anything beginning with our four letters. // "HOODFACE" is not a sprite name. if (!found) { UINT16 localllump = 0, lstart = UINT16_MAX, lend = UINT16_MAX; const char *lname; while ((lname = W_CheckNameForNumPwad(wadnum,localllump))) { // If this is a valid sprite... if (!memcmp(lname,sprname,4) && lname[4] && lname[5] && lname[5] >= '0' && lname[5] <= '8') { if (lstart == UINT16_MAX) lstart = localllump; // If already set do nothing } else { if (lstart != UINT16_MAX) { lend = localllump; break; } // If not already set do nothing } ++localllump; } R_AddSingleSpriteDef(sprname, &skin->spritedef, wadnum, lstart, lend); } // I don't particularly care about skipping to the end of the used frames. // We could be using frames from ANYWHERE in the current WAD file, including // right before us, which is a terrible idea. // So just let the function in the while loop take care of it for us. } R_FlushTranslationColormapCache(); CONS_Printf(M_GetText("Added skin '%s'\n"), skin->name); #ifdef SKINVALUES skin_cons_t[numskins].value = numskins; skin_cons_t[numskins].strvalue = skin->name; #endif // add face graphics ST_LoadFaceGraphics(skin->face, skin->superface, numskins); #ifdef HWRENDER if (rendermode == render_opengl) HWR_AddPlayerMD2(numskins); #endif numskins++; } return; } #ifdef DELFILE void R_DelSkins(UINT16 wadnum) { UINT16 lump, lastlump = 0; while ((lump = W_CheckForSkinMarkerInPwad(wadnum, lastlump)) != INT16_MAX) { if (skins[numskins].wadnum != wadnum) break; numskins--; ST_UnLoadFaceGraphics(numskins); // only used by DELFILE if (skins[numskins].sprite[0] != '\0') { const char *csprname = W_CheckNameForNumPwad(wadnum, lump); // skip to end of this skin's frames lastlump = lump; while (W_CheckNameForNumPwad(wadnum,lastlump) && memcmp(W_CheckNameForNumPwad(wadnum, lastlump),csprname,4)==0) lastlump++; // allocate (or replace) sprite frames, and set spritedef R_DelSingleSpriteDef(csprname, &skins[numskins].spritedef, wadnum, lump, lastlump); } else { // search in the normal sprite tables size_t name; boolean found = false; const char *sprname = skins[numskins].sprite; for (name = 0;sprnames[name][0] != '\0';name++) if (strcmp(sprnames[name], sprname) == 0) { found = true; skins[numskins].spritedef = sprites[name]; } // not found so make a new one if (!found) R_DelSingleSpriteDef(sprname, &skins[numskins].spritedef, wadnum, 0, INT16_MAX); while (W_CheckNameForNumPwad(wadnum,lastlump) && memcmp(W_CheckNameForNumPwad(wadnum, lastlump),sprname,4)==0) lastlump++; } CONS_Printf(M_GetText("Removed skin '%s'\n"), skins[numskins].name); } } #endif