SRB2/src/r_things.h

265 lines
7.6 KiB
C

// SONIC ROBO BLAST 2
//-----------------------------------------------------------------------------
// Copyright (C) 1993-1996 by id Software, Inc.
// Copyright (C) 1998-2000 by DooM Legacy Team.
// Copyright (C) 1999-2016 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"
// "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);
void R_SortVisSprites(void);
//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(void);
void R_DrawMasked(void);
// -----------
// 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)
char charsel[8], face[8], superface[8]; // Arbitrarily named patch lumps
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
// 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 + 1];
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
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__