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2855 lines
75 KiB
C
2855 lines
75 KiB
C
// SONIC ROBO BLAST 2
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//-----------------------------------------------------------------------------
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// Copyright (C) 1993-1996 by id Software, Inc.
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// Copyright (C) 1998-2000 by DooM Legacy Team.
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// Copyright (C) 1999-2014 by Sonic Team Junior.
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//
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// This program is free software distributed under the
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// terms of the GNU General Public License, version 2.
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// See the 'LICENSE' file for more details.
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//-----------------------------------------------------------------------------
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/// \file r_things.c
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/// \brief Refresh of things, i.e. objects represented by sprites
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#include "doomdef.h"
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#include "console.h"
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#include "g_game.h"
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#include "r_local.h"
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#include "st_stuff.h"
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#include "w_wad.h"
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#include "z_zone.h"
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#include "m_misc.h"
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#include "i_video.h" // rendermode
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#include "r_things.h"
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#include "r_plane.h"
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#include "p_tick.h"
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#include "p_local.h"
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#include "dehacked.h" // get_number (for thok)
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#include "d_netfil.h" // blargh. for nameonly().
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#include "m_cheat.h" // objectplace
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#ifdef HWRENDER
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#include "hardware/hw_md2.h"
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#endif
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#ifdef PC_DOS
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#include <stdio.h> // for snprintf
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int snprintf(char *str, size_t n, const char *fmt, ...);
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//int vsnprintf(char *str, size_t n, const char *fmt, va_list ap);
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#endif
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static void R_InitSkins(void);
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#define MINZ (FRACUNIT*4)
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#define BASEYCENTER (BASEVIDHEIGHT/2)
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typedef struct
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{
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INT32 x1, x2;
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INT32 column;
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INT32 topclip, bottomclip;
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} maskdraw_t;
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//
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// Sprite rotation 0 is facing the viewer,
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// rotation 1 is one angle turn CLOCKWISE around the axis.
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// This is not the same as the angle,
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// which increases counter clockwise (protractor).
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// There was a lot of stuff grabbed wrong, so I changed it...
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//
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static lighttable_t **spritelights;
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// constant arrays used for psprite clipping and initializing clipping
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INT16 negonearray[MAXVIDWIDTH];
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INT16 screenheightarray[MAXVIDWIDTH];
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//
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// INITIALIZATION FUNCTIONS
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//
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// variables used to look up and range check thing_t sprites patches
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spritedef_t *sprites;
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size_t numsprites;
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static spriteframe_t sprtemp[64];
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static size_t maxframe;
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static const char *spritename;
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// ==========================================================================
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//
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// Sprite loading routines: support sprites in pwad, dehacked sprite renaming,
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// replacing not all frames of an existing sprite, add sprites at run-time,
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// add wads at run-time.
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//
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// ==========================================================================
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//
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//
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//
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static void R_InstallSpriteLump(UINT16 wad, // graphics patch
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UINT16 lump,
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size_t lumpid, // identifier
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UINT8 frame,
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UINT8 rotation,
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UINT8 flipped)
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{
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INT32 r;
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lumpnum_t lumppat = wad;
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lumppat <<= 16;
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lumppat += lump;
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if (frame >= 64 || rotation > 8)
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I_Error("R_InstallSpriteLump: Bad frame characters in lump %s", W_CheckNameForNum(lumppat));
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if (maxframe ==(size_t)-1 || frame > maxframe)
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maxframe = frame;
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if (rotation == 0)
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{
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// the lump should be used for all rotations
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if (sprtemp[frame].rotate == 0)
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CONS_Debug(DBG_SETUP, "R_InitSprites: Sprite %s frame %c has multiple rot = 0 lump\n", spritename, 'A'+frame);
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if (sprtemp[frame].rotate == 1)
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CONS_Debug(DBG_SETUP, "R_InitSprites: Sprite %s frame %c has rotations and a rot = 0 lump\n", spritename, 'A'+frame);
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sprtemp[frame].rotate = 0;
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for (r = 0; r < 8; r++)
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{
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sprtemp[frame].lumppat[r] = lumppat;
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sprtemp[frame].lumpid[r] = lumpid;
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}
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sprtemp[frame].flip = flipped ? UINT8_MAX : 0;
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return;
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}
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// the lump is only used for one rotation
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if (sprtemp[frame].rotate == 0)
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CONS_Debug(DBG_SETUP, "R_InitSprites: Sprite %s frame %c has rotations and a rot = 0 lump\n", spritename, 'A'+frame);
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sprtemp[frame].rotate = 1;
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// make 0 based
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rotation--;
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if (sprtemp[frame].lumppat[rotation] != LUMPERROR)
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CONS_Debug(DBG_SETUP, "R_InitSprites: Sprite %s: %c:%c has two lumps mapped to it\n", spritename, 'A'+frame, '1'+rotation);
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// lumppat & lumpid are the same for original Doom, but different
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// when using sprites in pwad : the lumppat points the new graphics
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sprtemp[frame].lumppat[rotation] = lumppat;
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sprtemp[frame].lumpid[rotation] = lumpid;
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if (flipped)
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sprtemp[frame].flip |= (1<<rotation);
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else
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sprtemp[frame].flip &= ~(1<<rotation);
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}
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// Install a single sprite, given its identifying name (4 chars)
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//
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// (originally part of R_AddSpriteDefs)
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//
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// Pass: name of sprite : 4 chars
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// spritedef_t
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// wadnum : wad number, indexes wadfiles[], where patches
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// for frames are found
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// startlump : first lump to search for sprite frames
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// endlump : AFTER the last lump to search
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//
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// Returns true if the sprite was succesfully added
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//
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static boolean R_AddSingleSpriteDef(const char *sprname, spritedef_t *spritedef, UINT16 wadnum, UINT16 startlump, UINT16 endlump)
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{
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UINT16 l;
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UINT8 frame;
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UINT8 rotation;
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lumpinfo_t *lumpinfo;
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patch_t patch;
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UINT8 numadded = 0;
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memset(sprtemp,0xFF, sizeof (sprtemp));
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maxframe = (size_t)-1;
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// are we 'patching' a sprite already loaded ?
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// if so, it might patch only certain frames, not all
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if (spritedef->numframes) // (then spriteframes is not null)
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{
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// copy the already defined sprite frames
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M_Memcpy(sprtemp, spritedef->spriteframes,
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spritedef->numframes * sizeof (spriteframe_t));
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maxframe = spritedef->numframes - 1;
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}
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// scan the lumps,
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// filling in the frames for whatever is found
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lumpinfo = wadfiles[wadnum]->lumpinfo;
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if (endlump > wadfiles[wadnum]->numlumps)
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endlump = wadfiles[wadnum]->numlumps;
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for (l = startlump; l < endlump; l++)
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{
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if (memcmp(lumpinfo[l].name,sprname,4)==0)
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{
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frame = (UINT8)(lumpinfo[l].name[4] - 'A');
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rotation = (UINT8)(lumpinfo[l].name[5] - '0');
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if (frame >= 64 || rotation > 8) // Give an actual NAME error -_-...
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{
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CONS_Alert(CONS_WARNING, M_GetText("Bad sprite name: %s\n"), W_CheckNameForNumPwad(wadnum,l));
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continue;
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}
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// skip NULL sprites from very old dmadds pwads
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if (W_LumpLengthPwad(wadnum,l)<=8)
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continue;
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// store sprite info in lookup tables
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//FIXME : numspritelumps do not duplicate sprite replacements
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W_ReadLumpHeaderPwad(wadnum, l, &patch, sizeof (patch_t), 0);
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spritecachedinfo[numspritelumps].width = SHORT(patch.width)<<FRACBITS;
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spritecachedinfo[numspritelumps].offset = SHORT(patch.leftoffset)<<FRACBITS;
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spritecachedinfo[numspritelumps].topoffset = SHORT(patch.topoffset)<<FRACBITS;
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spritecachedinfo[numspritelumps].height = SHORT(patch.height)<<FRACBITS;
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//BP: we cannot use special tric in hardware mode because feet in ground caused by z-buffer
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if (rendermode != render_none) // not for psprite
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spritecachedinfo[numspritelumps].topoffset += 4<<FRACBITS;
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// Being selective with this causes bad things. :( Like the special stage tokens breaking apart.
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/*if (rendermode != render_none // not for psprite
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&& SHORT(patch.topoffset)>0 && SHORT(patch.topoffset)<SHORT(patch.height))
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// perfect is patch.height but sometime it is too high
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spritecachedinfo[numspritelumps].topoffset = min(SHORT(patch.topoffset)+4,SHORT(patch.height))<<FRACBITS;*/
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//----------------------------------------------------
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R_InstallSpriteLump(wadnum, l, numspritelumps, frame, rotation, 0);
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if (lumpinfo[l].name[6])
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{
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frame = (UINT8)(lumpinfo[l].name[6] - 'A');
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rotation = (UINT8)(lumpinfo[l].name[7] - '0');
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R_InstallSpriteLump(wadnum, l, numspritelumps, frame, rotation, 1);
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}
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if (++numspritelumps >= max_spritelumps)
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{
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max_spritelumps *= 2;
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Z_Realloc(spritecachedinfo, max_spritelumps*sizeof(*spritecachedinfo), PU_STATIC, &spritecachedinfo);
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}
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++numadded;
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}
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}
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//
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// if no frames found for this sprite
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//
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if (maxframe == (size_t)-1)
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{
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// the first time (which is for the original wad),
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// all sprites should have their initial frames
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// and then, patch wads can replace it
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// we will skip non-replaced sprite frames, only if
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// they have already have been initially defined (original wad)
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//check only after all initial pwads added
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//if (spritedef->numframes == 0)
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// I_Error("R_AddSpriteDefs: no initial frames found for sprite %s\n",
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// namelist[i]);
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// sprite already has frames, and is not replaced by this wad
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return false;
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}
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else if (!numadded)
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{
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// Nothing related to this spritedef has been changed
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// so there is no point going back through these checks again.
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return false;
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}
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maxframe++;
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//
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// some checks to help development
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//
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for (frame = 0; frame < maxframe; frame++)
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{
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switch (sprtemp[frame].rotate)
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{
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case 0xff:
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// no rotations were found for that frame at all
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I_Error("R_AddSingleSpriteDef: No patches found "
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"for %s frame %c", sprname, frame+'A');
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break;
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case 0:
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// only the first rotation is needed
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break;
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case 1:
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// must have all 8 frames
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for (rotation = 0; rotation < 8; rotation++)
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// we test the patch lump, or the id lump whatever
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// if it was not loaded the two are LUMPERROR
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if (sprtemp[frame].lumppat[rotation] == LUMPERROR)
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I_Error("R_AddSingleSpriteDef: Sprite %s frame %c "
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"is missing rotations",
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sprname, frame+'A');
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break;
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}
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}
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// allocate space for the frames present and copy sprtemp to it
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if (spritedef->numframes && // has been allocated
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spritedef->numframes < maxframe) // more frames are defined ?
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{
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Z_Free(spritedef->spriteframes);
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spritedef->spriteframes = NULL;
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}
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// allocate this sprite's frames
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if (!spritedef->spriteframes)
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spritedef->spriteframes =
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Z_Malloc(maxframe * sizeof (*spritedef->spriteframes), PU_STATIC, NULL);
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spritedef->numframes = maxframe;
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M_Memcpy(spritedef->spriteframes, sprtemp, maxframe*sizeof (spriteframe_t));
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return true;
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}
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//
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// Search for sprites replacements in a wad whose names are in namelist
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//
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void R_AddSpriteDefs(UINT16 wadnum)
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{
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size_t i, addsprites = 0;
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UINT16 start, end;
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char wadname[MAX_WADPATH];
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// find the sprites section in this pwad
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// we need at least the S_END
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// (not really, but for speedup)
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start = W_CheckNumForNamePwad("S_START", wadnum, 0);
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if (start == INT16_MAX)
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start = W_CheckNumForNamePwad("SS_START", wadnum, 0); //deutex compatib.
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if (start == INT16_MAX)
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start = 0; //let say S_START is lump 0
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else
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start++; // just after S_START
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end = W_CheckNumForNamePwad("S_END",wadnum,start);
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if (end == INT16_MAX)
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end = W_CheckNumForNamePwad("SS_END",wadnum,start); //deutex compatib.
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if (end == INT16_MAX)
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{
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CONS_Debug(DBG_SETUP, "no sprites in pwad %d\n", wadnum);
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return;
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}
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//
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// scan through lumps, for each sprite, find all the sprite frames
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//
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for (i = 0; i < numsprites; i++)
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{
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spritename = sprnames[i];
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if (spritename[4] && wadnum >= (UINT16)spritename[4])
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continue;
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if (R_AddSingleSpriteDef(spritename, &sprites[i], wadnum, start, end))
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{
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#ifdef HWRENDER
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if (rendermode == render_opengl)
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HWR_AddSpriteMD2(i);
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#endif
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// if a new sprite was added (not just replaced)
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addsprites++;
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#ifndef ZDEBUG
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CONS_Debug(DBG_SETUP, "sprite %s set in pwad %d\n", spritename, wadnum);
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#endif
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}
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}
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nameonly(strcpy(wadname, wadfiles[wadnum]->filename));
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CONS_Printf(M_GetText("%s added %d frames in %s sprites\n"), wadname, end-start, sizeu1(addsprites));
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}
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#ifdef DELFILE
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static void R_RemoveSpriteLump(UINT16 wad, // graphics patch
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UINT16 lump,
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size_t lumpid, // identifier
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UINT8 frame,
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UINT8 rotation,
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UINT8 flipped)
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{
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(void)wad; /// \todo: how do I remove sprites?
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(void)lump;
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(void)lumpid;
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(void)frame;
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(void)rotation;
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(void)flipped;
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}
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static boolean R_DelSingleSpriteDef(const char *sprname, spritedef_t *spritedef, UINT16 wadnum, UINT16 startlump, UINT16 endlump)
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{
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UINT16 l;
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UINT8 frame;
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UINT8 rotation;
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lumpinfo_t *lumpinfo;
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maxframe = (size_t)-1;
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// scan the lumps,
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// filling in the frames for whatever is found
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lumpinfo = wadfiles[wadnum]->lumpinfo;
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if (endlump > wadfiles[wadnum]->numlumps)
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endlump = wadfiles[wadnum]->numlumps;
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for (l = startlump; l < endlump; l++)
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{
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if (memcmp(lumpinfo[l].name,sprname,4)==0)
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{
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frame = (UINT8)(lumpinfo[l].name[4] - 'A');
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rotation = (UINT8)(lumpinfo[l].name[5] - '0');
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// skip NULL sprites from very old dmadds pwads
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if (W_LumpLengthPwad(wadnum,l)<=8)
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continue;
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//----------------------------------------------------
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R_RemoveSpriteLump(wadnum, l, numspritelumps, frame, rotation, 0);
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if (lumpinfo[l].name[6])
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{
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frame = (UINT8)(lumpinfo[l].name[6] - 'A');
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rotation = (UINT8)(lumpinfo[l].name[7] - '0');
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R_RemoveSpriteLump(wadnum, l, numspritelumps, frame, rotation, 1);
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}
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}
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}
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if (maxframe == (size_t)-1)
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return false;
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spritedef->numframes = 0;
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Z_Free(spritedef->spriteframes);
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spritedef->spriteframes = NULL;
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return true;
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}
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void R_DelSpriteDefs(UINT16 wadnum)
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{
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size_t i, delsprites = 0;
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UINT16 start, end;
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// find the sprites section in this pwad
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// we need at least the S_END
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// (not really, but for speedup)
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start = W_CheckNumForNamePwad("S_START", wadnum, 0);
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if (start == INT16_MAX)
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start = W_CheckNumForNamePwad("SS_START", wadnum, 0); //deutex compatib.
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if (start == INT16_MAX)
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start = 0; //let say S_START is lump 0
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else
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start++; // just after S_START
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end = W_CheckNumForNamePwad("S_END",wadnum,start);
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if (end == INT16_MAX)
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end = W_CheckNumForNamePwad("SS_END",wadnum,start); //deutex compatib.
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if (end == INT16_MAX)
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{
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CONS_Debug(DBG_SETUP, "no sprites in pwad %d\n", wadnum);
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return;
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//I_Error("R_DelSpriteDefs: S_END, or SS_END missing for sprites "
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// "in pwad %d\n",wadnum);
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}
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//
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// scan through lumps, for each sprite, find all the sprite frames
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//
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for (i = 0; i < numsprites; i++)
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{
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spritename = sprnames[i];
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if (R_DelSingleSpriteDef(spritename, &sprites[i], wadnum, start, end))
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{
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// if a new sprite was removed (not just replaced)
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delsprites++;
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CONS_Debug(DBG_SETUP, "sprite %s set in pwad %d\n", spritename, wadnum);
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}
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}
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CONS_Printf(M_GetText("%s sprites removed from file %s\n"), sizeu1(delsprites), wadfiles[wadnum]->filename);
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}
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#endif
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//
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// GAME FUNCTIONS
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//
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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<<FRACBITS);
|
|
|
|
// Drawn by R_DrawColumn.
|
|
// This stuff is a likely cause of the splitscreen water crash bug.
|
|
// FIXTHIS: Figure out what "something more proper" is and do it.
|
|
// quick fix... something more proper should be done!!!
|
|
if (ylookup[dc_yl])
|
|
colfunc();
|
|
else if (colfunc == R_DrawColumn_8
|
|
#ifdef USEASM
|
|
|| colfunc == R_DrawColumn_8_ASM || colfunc == R_DrawColumn_8_MMX
|
|
#endif
|
|
)
|
|
{
|
|
static INT32 first = 1;
|
|
if (first)
|
|
{
|
|
CONS_Debug(DBG_RENDER, "WARNING: avoiding a crash in %s %d\n", __FILE__, __LINE__);
|
|
first = 0;
|
|
}
|
|
}
|
|
}
|
|
column = (column_t *)((UINT8 *)column + column->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<<FRACBITS);
|
|
|
|
// Still drawn by R_DrawColumn.
|
|
if (ylookup[dc_yl])
|
|
colfunc();
|
|
else if (colfunc == R_DrawColumn_8
|
|
#ifdef USEASM
|
|
|| colfunc == R_DrawColumn_8_ASM || colfunc == R_DrawColumn_8_MMX
|
|
#endif
|
|
)
|
|
{
|
|
static INT32 first = 1;
|
|
if (first)
|
|
{
|
|
CONS_Debug(DBG_RENDER, "WARNING: avoiding a crash in %s %d\n", __FILE__, __LINE__);
|
|
first = 0;
|
|
}
|
|
}
|
|
Z_Free(dc_source);
|
|
}
|
|
column = (column_t *)((UINT8 *)column + column->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<<rot);
|
|
}
|
|
else
|
|
{
|
|
// use single rotation for all views
|
|
rot = 0; //Fab: for vis->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; //<<detailshift;
|
|
vis->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)<<FF_TRANSSHIFT) + transtables; // because now the translucency is set through FF_TRANSMASK
|
|
else if (thing->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; //<<detailshift;
|
|
vis->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<<FRACBITS;
|
|
skin->runspeed = 28<<FRACBITS;
|
|
skin->thrustfactor = 5;
|
|
skin->accelstart = 96;
|
|
skin->acceleration = 40;
|
|
|
|
skin->ability = CA_NONE;
|
|
skin->ability2 = CA2_SPINDASH;
|
|
skin->jumpfactor = FRACUNIT;
|
|
skin->actionspd = 30<<FRACBITS;
|
|
skin->mindash = 15<<FRACBITS;
|
|
skin->maxdash = 90<<FRACBITS;
|
|
|
|
skin->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<<FRACBITS;
|
|
|
|
skin->normalspeed = 36<<FRACBITS;
|
|
skin->runspeed = 28<<FRACBITS;
|
|
skin->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 <startlump>
|
|
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)<<FRACBITS;
|
|
GETSPEED(normalspeed)
|
|
GETSPEED(runspeed)
|
|
GETSPEED(mindash)
|
|
GETSPEED(maxdash)
|
|
GETSPEED(actionspd)
|
|
#undef GETSPEED
|
|
|
|
#define GETINT(field) else if (!stricmp(stoken, #field)) skin->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
|