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265 lines
7.6 KiB
C
265 lines
7.6 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) 1999-2016 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.h
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/// \brief Rendering of moving objects, sprites
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#ifndef __R_THINGS__
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#define __R_THINGS__
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#include "sounds.h"
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#include "r_plane.h"
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// "Left" and "Right" character symbols for additional rotation functionality
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#define ROT_L ('L' - '0')
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#define ROT_R ('R' - '0')
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// number of sprite lumps for spritewidth,offset,topoffset lookup tables
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// Fab: this is a hack : should allocate the lookup tables per sprite
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#define MAXVISSPRITES 2048 // added 2-2-98 was 128
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#define VISSPRITECHUNKBITS 6 // 2^6 = 64 sprites per chunk
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#define VISSPRITESPERCHUNK (1 << VISSPRITECHUNKBITS)
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#define VISSPRITEINDEXMASK (VISSPRITESPERCHUNK - 1)
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// Constant arrays used for psprite clipping
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// and initializing clipping.
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extern INT16 negonearray[MAXVIDWIDTH];
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extern INT16 screenheightarray[MAXVIDWIDTH];
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// vars for R_DrawMaskedColumn
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extern INT16 *mfloorclip;
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extern INT16 *mceilingclip;
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extern fixed_t spryscale;
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extern fixed_t sprtopscreen;
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extern fixed_t sprbotscreen;
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extern fixed_t windowtop;
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extern fixed_t windowbottom;
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void R_DrawMaskedColumn(column_t *column);
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void R_DrawFlippedMaskedColumn(column_t *column, INT32 texheight);
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void R_SortVisSprites(void);
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//faB: find sprites in wadfile, replace existing, add new ones
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// (only sprites from namelist are added or replaced)
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void R_AddSpriteDefs(UINT16 wadnum);
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//SoM: 6/5/2000: Light sprites correctly!
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void R_AddSprites(sector_t *sec, INT32 lightlevel);
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void R_InitSprites(void);
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void R_ClearSprites(void);
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void R_ClipSprites(void);
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void R_DrawMasked(void);
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// -----------
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// SKINS STUFF
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// -----------
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#define SKINNAMESIZE 16
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// should be all lowercase!! S_SKIN processing does a strlwr
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#define DEFAULTSKIN "sonic"
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#define DEFAULTSKIN2 "tails" // secondary player
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#define DEFAULTNIGHTSSKIN 0
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typedef struct
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{
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char name[SKINNAMESIZE+1]; // INT16 descriptive name of the skin
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UINT16 wadnum;
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skinflags_t flags;
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char realname[SKINNAMESIZE+1]; // Display name for level completion.
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char hudname[SKINNAMESIZE+1]; // HUD name to display (officially exactly 5 characters long)
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char charsel[8], face[8], superface[8]; // Arbitrarily named patch lumps
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UINT8 ability; // ability definition
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UINT8 ability2; // secondary ability definition
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INT32 thokitem;
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INT32 spinitem;
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INT32 revitem;
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INT32 followitem;
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fixed_t actionspd;
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fixed_t mindash;
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fixed_t maxdash;
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fixed_t normalspeed; // Normal ground
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fixed_t runspeed; // Speed that you break into your run animation
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UINT8 thrustfactor; // Thrust = thrustfactor * acceleration
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UINT8 accelstart; // Acceleration if speed = 0
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UINT8 acceleration; // Acceleration
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fixed_t jumpfactor; // multiple of standard jump height
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fixed_t radius; // Bounding box changes.
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fixed_t height;
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fixed_t spinheight;
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fixed_t shieldscale; // no change to bounding box, but helps set the shield's sprite size
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fixed_t camerascale;
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// Definable color translation table
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UINT8 starttranscolor;
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UINT8 prefcolor;
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UINT8 supercolor;
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UINT8 prefoppositecolor; // if 0 use tables instead
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fixed_t highresscale; // scale of highres, default is 0.5
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// specific sounds per skin
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sfxenum_t soundsid[NUMSKINSOUNDS]; // sound # in S_sfx table
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spritedef_t sprites[NUMPLAYERSPRITES*2]; // contains super versions too
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UINT8 availability; // lock?
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} skin_t;
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// -----------
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// NOT SKINS STUFF !
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// -----------
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typedef enum
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{
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// actual cuts
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SC_NONE = 0,
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SC_TOP = 1,
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SC_BOTTOM = 1<<1,
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// other flags
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SC_PRECIP = 1<<2,
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SC_LINKDRAW = 1<<3,
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SC_FULLBRIGHT = 1<<4,
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SC_VFLIP = 1<<5,
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SC_ISSCALED = 1>>6,
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// masks
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SC_CUTMASK = SC_TOP|SC_BOTTOM,
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SC_FLAGMASK = ~SC_CUTMASK
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} spritecut_e;
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// A vissprite_t is a thing that will be drawn during a refresh,
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// i.e. a sprite object that is partly visible.
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typedef struct vissprite_s
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{
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// Doubly linked list.
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struct vissprite_s *prev;
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struct vissprite_s *next;
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// Bonus linkdraw pointer.
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struct vissprite_s *linkdraw;
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mobj_t *mobj; // for easy access
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INT32 x1, x2;
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fixed_t gx, gy; // for line side calculation
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fixed_t gz, gzt; // global bottom/top for silhouette clipping
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fixed_t pz, pzt; // physical bottom/top for sorting with 3D floors
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fixed_t startfrac; // horizontal position of x1
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fixed_t scale, sortscale; // sortscale only differs from scale for paper sprites and MF2_LINKDRAW
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fixed_t scalestep; // only for paper sprites, 0 otherwise
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fixed_t xiscale; // negative if flipped
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fixed_t texturemid;
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lumpnum_t patch;
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lighttable_t *colormap; // for color translation and shadow draw
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// maxbright frames as well
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UINT8 *transmap; // for MF2_SHADOW sprites, which translucency table to use
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INT32 mobjflags;
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INT32 heightsec; // height sector for underwater/fake ceiling support
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extracolormap_t *extra_colormap; // global colormaps
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fixed_t xscale;
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// Precalculated top and bottom screen coords for the sprite.
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fixed_t thingheight; // The actual height of the thing (for 3D floors)
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sector_t *sector; // The sector containing the thing.
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INT16 sz, szt;
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spritecut_e cut;
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INT16 clipbot[MAXVIDWIDTH], cliptop[MAXVIDWIDTH];
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INT32 dispoffset; // copy of info->dispoffset, affects ordering but not drawing
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} vissprite_t;
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// A drawnode is something that points to a 3D floor, 3D side, or masked
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// middle texture. This is used for sorting with sprites.
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typedef struct drawnode_s
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{
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visplane_t *plane;
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drawseg_t *seg;
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drawseg_t *thickseg;
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ffloor_t *ffloor;
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vissprite_t *sprite;
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struct drawnode_s *next;
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struct drawnode_s *prev;
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} drawnode_t;
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extern INT32 numskins;
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extern skin_t skins[MAXSKINS + 1];
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void SetPlayerSkin(INT32 playernum,const char *skinname);
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void SetPlayerSkinByNum(INT32 playernum,INT32 skinnum); // Tails 03-16-2002
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boolean R_SkinUsable(INT32 playernum, INT32 skinnum);
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UINT32 R_GetSkinAvailabilities(void);
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INT32 R_SkinAvailable(const char *name);
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void R_PatchSkins(UINT16 wadnum);
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void R_AddSkins(UINT16 wadnum);
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UINT8 P_GetSkinSprite2(skin_t *skin, UINT8 spr2, player_t *player);
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void R_InitDrawNodes(void);
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char *GetPlayerFacePic(INT32 skinnum);
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// Functions to go from sprite character ID to frame number
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// for 2.1 compatibility this still uses the old 'A' + frame code
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// The use of symbols tends to be painful for wad editors though
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// So the future version of this tries to avoid using symbols
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// as much as possible while also defining all 64 slots in a sane manner
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// 2.1: [[ ABCDEFGHIJKLMNOPQRSTUVWXYZ[\]^_`abcdefghijklmnopqrstuvwxyz{|}~ ]]
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// Future: [[ ABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789abcdefghijklmnopqrstuvwxyz!@ ]]
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FUNCMATH FUNCINLINE static ATTRINLINE char R_Frame2Char(UINT8 frame)
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{
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#if 0 // 2.1 compat
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return 'A' + frame;
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#else
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if (frame < 26) return 'A' + frame;
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if (frame < 36) return '0' + (frame - 26);
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if (frame < 62) return 'a' + (frame - 36);
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if (frame == 62) return '!';
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if (frame == 63) return '@';
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return '\xFF';
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#endif
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}
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FUNCMATH FUNCINLINE static ATTRINLINE UINT8 R_Char2Frame(char cn)
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{
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#if 0 // 2.1 compat
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return cn - 'A';
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#else
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if (cn >= 'A' && cn <= 'Z') return cn - 'A';
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if (cn >= '0' && cn <= '9') return (cn - '0') + 26;
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if (cn >= 'a' && cn <= 'z') return (cn - 'a') + 36;
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if (cn == '!') return 62;
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if (cn == '@') return 63;
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return 255;
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#endif
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}
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FUNCMATH FUNCINLINE static ATTRINLINE boolean R_ValidSpriteAngle(UINT8 rotation)
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{
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return ((rotation <= 8) || (rotation == ROT_L) || (rotation == ROT_R));
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}
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#endif //__R_THINGS__
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