// SONIC ROBO BLAST 2 //----------------------------------------------------------------------------- // Copyright (C) 1993-1996 by id Software, Inc. // Copyright (C) 1998-2000 by DooM Legacy Team. // Copyright (C) 1999-2021 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 "r_plane.h" #include "r_patch.h" #include "r_picformats.h" #include "r_portal.h" #include "r_defs.h" #include "r_skins.h" // -------------- // SPRITE LOADING // -------------- #define FEETADJUST (4<dispoffset, affects ordering but not drawing } vissprite_t; extern UINT32 visspritecount; void R_ClipSprites(drawseg_t* dsstart, portal_t* portal); void R_ClipVisSprite(vissprite_t *spr, INT32 x1, INT32 x2, drawseg_t* dsstart, portal_t* portal); boolean R_SpriteIsFlashing(vissprite_t *vis); UINT8 *R_GetSpriteTranslation(vissprite_t *vis); // ---------- // DRAW NODES // ---------- // 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; void R_InitDrawNodes(void); // ----------------------- // SPRITE FRAME CHARACTERS // ----------------------- // 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 } // "Left" and "Right" character symbols for additional rotation functionality #define ROT_L 17 #define ROT_R 18 FUNCMATH FUNCINLINE static ATTRINLINE char R_Rotation2Char(UINT8 rot) { if (rot <= 9) return '0' + rot; if (rot <= 16) return 'A' + (rot - 10); if (rot == ROT_L) return 'L'; if (rot == ROT_R) return 'R'; return '\xFF'; } FUNCMATH FUNCINLINE static ATTRINLINE UINT8 R_Char2Rotation(char cn) { if (cn >= '0' && cn <= '9') return (cn - '0'); if (cn >= 'A' && cn <= 'G') return (cn - 'A') + 10; if (cn == 'L') return ROT_L; if (cn == 'R') return ROT_R; return 255; } #endif //__R_THINGS__