SRB2/src/r_things.c
2018-12-14 14:08:25 -03:00

2876 lines
76 KiB
C

// SONIC ROBO BLAST 2
//-----------------------------------------------------------------------------
// Copyright (C) 1993-1996 by id Software, Inc.
// Copyright (C) 1998-2000 by DooM Legacy Team.
// Copyright (C) 1999-2018 by Sonic Team Junior.
//
// This program is free software distributed under the
// terms of the GNU General Public License, version 2.
// See the 'LICENSE' file for more details.
//-----------------------------------------------------------------------------
/// \file r_things.c
/// \brief Refresh of things, i.e. objects represented by sprites
#include "doomdef.h"
#include "console.h"
#include "g_game.h"
#include "r_local.h"
#include "st_stuff.h"
#include "w_wad.h"
#include "z_zone.h"
#include "m_misc.h"
#include "i_video.h" // rendermode
#include "r_things.h"
#include "r_plane.h"
#include "p_tick.h"
#include "p_local.h"
#include "p_slopes.h"
#include "dehacked.h" // get_number (for thok)
#include "d_netfil.h" // blargh. for nameonly().
#include "m_cheat.h" // objectplace
#ifdef HWRENDER
#include "hardware/hw_md2.h"
#endif
#ifdef PC_DOS
#include <stdio.h> // for snprintf
int snprintf(char *str, size_t n, const char *fmt, ...);
//int vsnprintf(char *str, size_t n, const char *fmt, va_list ap);
#endif
static void R_InitSkins(void);
#define MINZ (FRACUNIT*4)
#define BASEYCENTER (BASEVIDHEIGHT/2)
typedef struct
{
INT32 x1, x2;
INT32 column;
INT32 topclip, bottomclip;
} maskdraw_t;
//
// Sprite rotation 0 is facing the viewer,
// rotation 1 is one angle turn CLOCKWISE around the axis.
// This is not the same as the angle,
// which increases counter clockwise (protractor).
// There was a lot of stuff grabbed wrong, so I changed it...
//
static lighttable_t **spritelights;
// constant arrays used for psprite clipping and initializing clipping
INT16 negonearray[MAXVIDWIDTH];
INT16 screenheightarray[MAXVIDWIDTH];
//
// INITIALIZATION FUNCTIONS
//
// variables used to look up and range check thing_t sprites patches
spritedef_t *sprites;
size_t numsprites;
static spriteframe_t sprtemp[64];
static size_t maxframe;
static const char *spritename;
// ==========================================================================
//
// Sprite loading routines: support sprites in pwad, dehacked sprite renaming,
// replacing not all frames of an existing sprite, add sprites at run-time,
// add wads at run-time.
//
// ==========================================================================
//
//
//
static void R_InstallSpriteLump(UINT16 wad, // graphics patch
UINT16 lump,
size_t lumpid, // identifier
UINT8 frame,
UINT8 rotation,
UINT8 flipped)
{
char cn = R_Frame2Char(frame); // for debugging
INT32 r;
lumpnum_t lumppat = wad;
lumppat <<= 16;
lumppat += lump;
if (frame >= 64 || rotation > 8)
I_Error("R_InstallSpriteLump: Bad frame characters in lump %s", W_CheckNameForNum(lumppat));
if (maxframe ==(size_t)-1 || frame > maxframe)
maxframe = frame;
if (rotation == 0)
{
// the lump should be used for all rotations
if (sprtemp[frame].rotate == 0)
CONS_Debug(DBG_SETUP, "R_InitSprites: Sprite %s frame %c has multiple rot = 0 lump\n", spritename, cn);
if (sprtemp[frame].rotate == 1)
CONS_Debug(DBG_SETUP, "R_InitSprites: Sprite %s frame %c has rotations and a rot = 0 lump\n", spritename, cn);
sprtemp[frame].rotate = 0;
for (r = 0; r < 8; r++)
{
sprtemp[frame].lumppat[r] = lumppat;
sprtemp[frame].lumpid[r] = lumpid;
}
sprtemp[frame].flip = flipped ? UINT8_MAX : 0;
return;
}
// the lump is only used for one rotation
if (sprtemp[frame].rotate == 0)
CONS_Debug(DBG_SETUP, "R_InitSprites: Sprite %s frame %c has rotations and a rot = 0 lump\n", spritename, cn);
sprtemp[frame].rotate = 1;
// make 0 based
rotation--;
if (sprtemp[frame].lumppat[rotation] != LUMPERROR)
CONS_Debug(DBG_SETUP, "R_InitSprites: Sprite %s: %c%c has two lumps mapped to it\n", spritename, cn, '1'+rotation);
// lumppat & lumpid are the same for original Doom, but different
// when using sprites in pwad : the lumppat points the new graphics
sprtemp[frame].lumppat[rotation] = lumppat;
sprtemp[frame].lumpid[rotation] = lumpid;
if (flipped)
sprtemp[frame].flip |= (1<<rotation);
else
sprtemp[frame].flip &= ~(1<<rotation);
}
// Install a single sprite, given its identifying name (4 chars)
//
// (originally part of R_AddSpriteDefs)
//
// Pass: name of sprite : 4 chars
// spritedef_t
// wadnum : wad number, indexes wadfiles[], where patches
// for frames are found
// startlump : first lump to search for sprite frames
// endlump : AFTER the last lump to search
//
// Returns true if the sprite was succesfully added
//
static boolean R_AddSingleSpriteDef(const char *sprname, spritedef_t *spritedef, UINT16 wadnum, UINT16 startlump, UINT16 endlump)
{
UINT16 l;
UINT8 frame;
UINT8 rotation;
lumpinfo_t *lumpinfo;
patch_t patch;
UINT8 numadded = 0;
memset(sprtemp,0xFF, sizeof (sprtemp));
maxframe = (size_t)-1;
// are we 'patching' a sprite already loaded ?
// if so, it might patch only certain frames, not all
if (spritedef->numframes) // (then spriteframes is not null)
{
// copy the already defined sprite frames
M_Memcpy(sprtemp, spritedef->spriteframes,
spritedef->numframes * sizeof (spriteframe_t));
maxframe = spritedef->numframes - 1;
}
// scan the lumps,
// filling in the frames for whatever is found
lumpinfo = wadfiles[wadnum]->lumpinfo;
if (endlump > wadfiles[wadnum]->numlumps)
endlump = wadfiles[wadnum]->numlumps;
for (l = startlump; l < endlump; l++)
{
if (memcmp(lumpinfo[l].name,sprname,4)==0)
{
frame = R_Char2Frame(lumpinfo[l].name[4]);
rotation = (UINT8)(lumpinfo[l].name[5] - '0');
if (frame >= 64 || rotation > 8) // Give an actual NAME error -_-...
{
CONS_Alert(CONS_WARNING, M_GetText("Bad sprite name: %s\n"), W_CheckNameForNumPwad(wadnum,l));
continue;
}
// skip NULL sprites from very old dmadds pwads
if (W_LumpLengthPwad(wadnum,l)<=8)
continue;
// store sprite info in lookup tables
//FIXME : numspritelumps do not duplicate sprite replacements
W_ReadLumpHeaderPwad(wadnum, l, &patch, sizeof (patch_t), 0);
spritecachedinfo[numspritelumps].width = SHORT(patch.width)<<FRACBITS;
spritecachedinfo[numspritelumps].offset = SHORT(patch.leftoffset)<<FRACBITS;
spritecachedinfo[numspritelumps].topoffset = SHORT(patch.topoffset)<<FRACBITS;
spritecachedinfo[numspritelumps].height = SHORT(patch.height)<<FRACBITS;
//BP: we cannot use special tric in hardware mode because feet in ground caused by z-buffer
if (rendermode != render_none) // not for psprite
spritecachedinfo[numspritelumps].topoffset += 4<<FRACBITS;
// Being selective with this causes bad things. :( Like the special stage tokens breaking apart.
/*if (rendermode != render_none // not for psprite
&& SHORT(patch.topoffset)>0 && SHORT(patch.topoffset)<SHORT(patch.height))
// perfect is patch.height but sometime it is too high
spritecachedinfo[numspritelumps].topoffset = min(SHORT(patch.topoffset)+4,SHORT(patch.height))<<FRACBITS;*/
//----------------------------------------------------
R_InstallSpriteLump(wadnum, l, numspritelumps, frame, rotation, 0);
if (lumpinfo[l].name[6])
{
frame = R_Char2Frame(lumpinfo[l].name[6]);
rotation = (UINT8)(lumpinfo[l].name[7] - '0');
R_InstallSpriteLump(wadnum, l, numspritelumps, frame, rotation, 1);
}
if (++numspritelumps >= max_spritelumps)
{
max_spritelumps *= 2;
Z_Realloc(spritecachedinfo, max_spritelumps*sizeof(*spritecachedinfo), PU_STATIC, &spritecachedinfo);
}
++numadded;
}
}
//
// if no frames found for this sprite
//
if (maxframe == (size_t)-1)
{
// the first time (which is for the original wad),
// all sprites should have their initial frames
// and then, patch wads can replace it
// we will skip non-replaced sprite frames, only if
// they have already have been initially defined (original wad)
//check only after all initial pwads added
//if (spritedef->numframes == 0)
// I_Error("R_AddSpriteDefs: no initial frames found for sprite %s\n",
// namelist[i]);
// sprite already has frames, and is not replaced by this wad
return false;
}
else if (!numadded)
{
// Nothing related to this spritedef has been changed
// so there is no point going back through these checks again.
return false;
}
maxframe++;
//
// some checks to help development
//
for (frame = 0; frame < maxframe; frame++)
{
switch (sprtemp[frame].rotate)
{
case 0xff:
// no rotations were found for that frame at all
I_Error("R_AddSingleSpriteDef: No patches found for %.4s frame %c", sprname, R_Frame2Char(frame));
break;
case 0:
// only the first rotation is needed
break;
case 1:
// must have all 8 frames
for (rotation = 0; rotation < 8; rotation++)
// we test the patch lump, or the id lump whatever
// if it was not loaded the two are LUMPERROR
if (sprtemp[frame].lumppat[rotation] == LUMPERROR)
I_Error("R_AddSingleSpriteDef: Sprite %.4s frame %c is missing rotations",
sprname, R_Frame2Char(frame));
break;
}
}
// allocate space for the frames present and copy sprtemp to it
if (spritedef->numframes && // has been allocated
spritedef->numframes < maxframe) // more frames are defined ?
{
Z_Free(spritedef->spriteframes);
spritedef->spriteframes = NULL;
}
// allocate this sprite's frames
if (!spritedef->spriteframes)
spritedef->spriteframes =
Z_Malloc(maxframe * sizeof (*spritedef->spriteframes), PU_STATIC, NULL);
spritedef->numframes = maxframe;
M_Memcpy(spritedef->spriteframes, sprtemp, maxframe*sizeof (spriteframe_t));
return true;
}
//
// Search for sprites replacements in a wad whose names are in namelist
//
void R_AddSpriteDefs(UINT16 wadnum)
{
size_t i, addsprites = 0;
UINT16 start, end;
char wadname[MAX_WADPATH];
switch (wadfiles[wadnum]->type)
{
case RET_WAD:
start = W_CheckNumForNamePwad("S_START", wadnum, 0);
if (start == INT16_MAX)
start = W_CheckNumForNamePwad("SS_START", wadnum, 0); //deutex compatib.
if (start == INT16_MAX)
start = 0; //let say S_START is lump 0
else
start++; // just after S_START
end = W_CheckNumForNamePwad("S_END",wadnum,start);
if (end == INT16_MAX)
end = W_CheckNumForNamePwad("SS_END",wadnum,start); //deutex compatib.
break;
case RET_PK3:
start = W_CheckNumForFolderStartPK3("Sprites/", wadnum, 0);
end = W_CheckNumForFolderEndPK3("Sprites/", wadnum, start);
break;
default:
return;
}
if (end == INT16_MAX)
{
CONS_Debug(DBG_SETUP, "no sprites in pwad %d\n", wadnum);
return;
}
//
// scan through lumps, for each sprite, find all the sprite frames
//
for (i = 0; i < numsprites; i++)
{
spritename = sprnames[i];
if (spritename[4] && wadnum >= (UINT16)spritename[4])
continue;
if (R_AddSingleSpriteDef(spritename, &sprites[i], wadnum, start, end))
{
#ifdef HWRENDER
if (rendermode == render_opengl)
HWR_AddSpriteMD2(i);
#endif
// if a new sprite was added (not just replaced)
addsprites++;
#ifndef ZDEBUG
CONS_Debug(DBG_SETUP, "sprite %s set in pwad %d\n", spritename, wadnum);
#endif
}
}
nameonly(strcpy(wadname, wadfiles[wadnum]->filename));
CONS_Printf(M_GetText("%s added %d frames in %s sprites\n"), wadname, end-start, sizeu1(addsprites));
}
#ifdef DELFILE
static void R_RemoveSpriteLump(UINT16 wad, // graphics patch
UINT16 lump,
size_t lumpid, // identifier
UINT8 frame,
UINT8 rotation,
UINT8 flipped)
{
(void)wad; /// \todo: how do I remove sprites?
(void)lump;
(void)lumpid;
(void)frame;
(void)rotation;
(void)flipped;
}
static boolean R_DelSingleSpriteDef(const char *sprname, spritedef_t *spritedef, UINT16 wadnum, UINT16 startlump, UINT16 endlump)
{
UINT16 l;
UINT8 frame;
UINT8 rotation;
lumpinfo_t *lumpinfo;
maxframe = (size_t)-1;
// scan the lumps,
// filling in the frames for whatever is found
lumpinfo = wadfiles[wadnum]->lumpinfo;
if (endlump > wadfiles[wadnum]->numlumps)
endlump = wadfiles[wadnum]->numlumps;
for (l = startlump; l < endlump; l++)
{
if (memcmp(lumpinfo[l].name,sprname,4)==0)
{
frame = (UINT8)(lumpinfo[l].name[4] - 'A');
rotation = (UINT8)(lumpinfo[l].name[5] - '0');
// skip NULL sprites from very old dmadds pwads
if (W_LumpLengthPwad(wadnum,l)<=8)
continue;
//----------------------------------------------------
R_RemoveSpriteLump(wadnum, l, numspritelumps, frame, rotation, 0);
if (lumpinfo[l].name[6])
{
frame = (UINT8)(lumpinfo[l].name[6] - 'A');
rotation = (UINT8)(lumpinfo[l].name[7] - '0');
R_RemoveSpriteLump(wadnum, l, numspritelumps, frame, rotation, 1);
}
}
}
if (maxframe == (size_t)-1)
return false;
spritedef->numframes = 0;
Z_Free(spritedef->spriteframes);
spritedef->spriteframes = NULL;
return true;
}
void R_DelSpriteDefs(UINT16 wadnum)
{
size_t i, delsprites = 0;
UINT16 start, end;
// find the sprites section in this pwad
// we need at least the S_END
// (not really, but for speedup)
start = W_CheckNumForNamePwad("S_START", wadnum, 0);
if (start == INT16_MAX)
start = W_CheckNumForNamePwad("SS_START", wadnum, 0); //deutex compatib.
if (start == INT16_MAX)
start = 0; //let say S_START is lump 0
else
start++; // just after S_START
end = W_CheckNumForNamePwad("S_END",wadnum,start);
if (end == INT16_MAX)
end = W_CheckNumForNamePwad("SS_END",wadnum,start); //deutex compatib.
if (end == INT16_MAX)
{
CONS_Debug(DBG_SETUP, "no sprites in pwad %d\n", wadnum);
return;
//I_Error("R_DelSpriteDefs: S_END, or SS_END missing for sprites "
// "in pwad %d\n",wadnum);
}
//
// scan through lumps, for each sprite, find all the sprite frames
//
for (i = 0; i < numsprites; i++)
{
spritename = sprnames[i];
if (R_DelSingleSpriteDef(spritename, &sprites[i], wadnum, start, end))
{
// if a new sprite was removed (not just replaced)
delsprites++;
CONS_Debug(DBG_SETUP, "sprite %s set in pwad %d\n", spritename, wadnum);
}
}
CONS_Printf(M_GetText("%s sprites removed from file %s\n"), sizeu1(delsprites), wadfiles[wadnum]->filename);
}
#endif
//
// GAME FUNCTIONS
//
static UINT32 visspritecount;
static UINT32 clippedvissprites;
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 = clippedvissprites = 0;
}
//
// 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 = topscreen + 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;
INT64 overflow_test;
if (!patch)
return;
// Check for overflow
overflow_test = (INT64)centeryfrac - (((INT64)vis->texturemid*vis->scale)>>FRACBITS);
if (overflow_test < 0) overflow_test = -overflow_test;
if ((UINT64)overflow_test&0xFFFFFFFF80000000ULL) return; // fixed point mult would overflow
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;
INT64 overflow_test;
//Fab : R_InitSprites now sets a wad lump number
patch = W_CacheLumpNum(vis->patch, PU_CACHE);
if (!patch)
return;
// Check for overflow
overflow_test = (INT64)centeryfrac - (((INT64)vis->texturemid*vis->scale)>>FRACBITS);
if (overflow_test < 0) overflow_test = -overflow_test;
if ((UINT64)overflow_test&0xFFFFFFFF80000000ULL) return; // fixed point mult would overflow
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++)
{
fixed_t testheight = sector->lightlist[i].height;
if (!(sector->lightlist[i].caster->flags & FF_CUTSPRITES))
continue;
#ifdef ESLOPE
if (sector->lightlist[i].slope)
testheight = P_GetZAt(sector->lightlist[i].slope, sprite->gx, sprite->gy);
#endif
if (testheight >= sprite->gzt)
continue;
if (testheight <= sprite->gz)
return;
cutfrac = (INT16)((centeryfrac - FixedMul(testheight - viewz, sprite->scale))>>FRACBITS);
if (cutfrac < 0)
continue;
if (cutfrac > viewheight)
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 = testheight;
newsprite->gzt = sprite->gz;
sprite->sz = cutfrac;
newsprite->szt = (INT16)(sprite->sz - 1);
if (testheight < sprite->pzt && testheight > sprite->pz)
sprite->pz = newsprite->pzt = testheight;
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 & 1))))
{
lindex = FixedMul(sprite->xscale, FixedDiv(640, vid.width))>>(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;
// PORTAL SPRITE CLIPPING
if (portalrender)
{
if (x2 < portalclipstart || x1 > portalclipend)
return;
if (P_PointOnLineSide(thing->x, thing->y, portalclipline) != 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)
{
if (R_DoCulling(thing->subsector->sector->cullheight, viewsector->cullheight, viewz, gz, gzt))
return;
}
if (thing->subsector->sector->numlights)
{
INT32 lightnum;
#ifdef ESLOPE // R_GetPlaneLight won't work on sloped lights!
light = thing->subsector->sector->numlights - 1;
for (lightnum = 1; lightnum < thing->subsector->sector->numlights; lightnum++) {
fixed_t h = thing->subsector->sector->lightlist[lightnum].slope ? P_GetZAt(thing->subsector->sector->lightlist[lightnum].slope, thing->x, thing->y)
: thing->subsector->sector->lightlist[lightnum].height;
if (h <= gzt) {
light = lightnum - 1;
break;
}
}
#else
light = R_GetPlaneLight(thing->subsector->sector, gzt, false);
#endif
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;
}
// store information in a vissprite
vis = R_NewVisSprite();
vis->heightsec = heightsec; //SoM: 3/17/2000
vis->mobjflags = thing->flags;
vis->scale = yscale; //<<detailshift;
vis->dispoffset = thing->info->dispoffset; // Monster Iestyn: 23/11/15
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;
// PORTAL SEMI-CLIPPING
if (portalrender)
{
if (vis->x1 < portalclipstart)
vis->x1 = portalclipstart;
if (vis->x2 > portalclipend)
vis->x2 = portalclipend;
}
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 += FixedDiv(vis->xiscale, this_scale)*(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 (!cv_translucency.value)
; // no translucency
else if (thing->flags2 & MF2_SHADOW) // actually only the player should use this (temporary invisibility)
vis->transmap = transtables + ((tr_trans80-1)<<FF_TRANSSHIFT); // because now the translucency is set through FF_TRANSMASK
else if (thing->frame & FF_TRANSMASK)
vis->transmap = transtables + (thing->frame & FF_TRANSMASK) - 0x10000;
if (((thing->frame & FF_FULLBRIGHT) || (thing->flags2 & MF2_SHADOW))
&& (!vis->extra_colormap || !(vis->extra_colormap->fog & 1)))
{
// full bright: goggles
vis->colormap = colormaps;
}
else
{
// diminished light
lindex = FixedMul(xscale, FixedDiv(640, vid.width))>>(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 gz ,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;
// PORTAL SPRITE CLIPPING
if (portalrender)
{
if (x2 < portalclipstart || x1 > portalclipend)
return;
if (P_PointOnLineSide(thing->x, thing->y, portalclipline) != 0)
return;
}
// okay, we can't return now except for vertical clipping... this is a hack, but weather isn't networked, so it should be ok
if (!(thing->precipflags & PCF_THUNK))
{
if (thing->precipflags & PCF_RAIN)
P_RainThinker(thing);
else
P_SnowThinker(thing);
thing->precipflags |= PCF_THUNK;
}
//SoM: 3/17/2000: Disregard sprites that are out of view..
gzt = thing->z + spritecachedinfo[lump].topoffset;
gz = gzt - spritecachedinfo[lump].height;
if (thing->subsector->sector->cullheight)
{
if (R_DoCulling(thing->subsector->sector->cullheight, viewsector->cullheight, viewz, gz, gzt))
return;
}
// store information in a vissprite
vis = R_NewVisSprite();
vis->scale = yscale; //<<detailshift;
vis->dispoffset = 0; // Monster Iestyn: 23/11/15
vis->gx = thing->x;
vis->gy = thing->y;
vis->gz = gz;
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;
// PORTAL SEMI-CLIPPING
if (portalrender)
{
if (vis->x1 < portalclipstart)
vis->x1 = portalclipstart;
if (vis->x2 > portalclipend)
vis->x2 = portalclipend;
}
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))
{
for (thing = sec->thinglist; thing; thing = thing->snext)
{
if (thing->sprite == SPR_NULL || thing->flags2 & MF2_DONTDRAW)
continue;
approx_dist = P_AproxDistance(viewx-thing->x, viewy-thing->y);
if (approx_dist > limit_dist)
continue;
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))
{
for (precipthing = sec->preciplist; precipthing; precipthing = precipthing->snext)
{
if (precipthing->precipflags & PCF_INVISIBLE)
continue;
approx_dist = P_AproxDistance(viewx-precipthing->x, viewy-precipthing->y);
if (approx_dist > limit_dist)
continue;
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;
INT32 bestdispoffset;
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;
if (ds)
ds->next = &unsorted;
unsorted.prev = ds;
// pull the vissprites out by scale
vsprsortedhead.next = vsprsortedhead.prev = &vsprsortedhead;
for (i = 0; i < visspritecount; i++)
{
bestscale = bestdispoffset = INT32_MAX;
for (ds = unsorted.next; ds != &unsorted; ds = ds->next)
{
if (ds->scale < bestscale)
{
bestscale = ds->scale;
bestdispoffset = ds->dispoffset;
best = ds;
}
// order visprites of same scale by dispoffset, smallest first
else if (ds->scale == bestscale && ds->dispoffset < bestdispoffset)
{
bestdispoffset = ds->dispoffset;
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];
}
}
#ifdef POLYOBJECTS_PLANES
// Check for a polyobject plane, but only if this is a front line
if (ds->curline->polyseg && ds->curline->polyseg->visplane && !ds->curline->side) {
plane = ds->curline->polyseg->visplane;
R_PlaneBounds(plane);
if (plane->low < 0 || plane->high > vid.height || plane->high > plane->low)
;
else {
// Put it in!
entry = R_CreateDrawNode(&nodehead);
entry->plane = plane;
entry->seg = ds;
}
ds->curline->polyseg->visplane = NULL;
}
#endif
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 < 0 || plane->high > vid.height || plane->high > plane->low || plane->polyobj)
{
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;
}
}
}
#ifdef POLYOBJECTS_PLANES
// find all the remaining polyobject planes and add them on the end of the list
// probably this is a terrible idea if we wanted them to be sorted properly
// but it works getting them in for now
for (i = 0; i < numPolyObjects; i++)
{
if (!PolyObjects[i].visplane)
continue;
plane = PolyObjects[i].visplane;
R_PlaneBounds(plane);
if (plane->low < 0 || plane->high > vid.height || plane->high > plane->low)
{
PolyObjects[i].visplane = NULL;
continue;
}
entry = R_CreateDrawNode(&nodehead);
entry->plane = plane;
// note: no seg is set, for what should be obvious reasons
PolyObjects[i].visplane = NULL;
}
#endif
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)
{
fixed_t planeobjectz, planecameraz;
if (r2->plane->minx > rover->x2 || r2->plane->maxx < rover->x1)
continue;
if (rover->szt > r2->plane->low || rover->sz < r2->plane->high)
continue;
#ifdef ESLOPE
// Effective height may be different for each comparison in the case of slopes
if (r2->plane->slope) {
planeobjectz = P_GetZAt(r2->plane->slope, rover->gx, rover->gy);
planecameraz = P_GetZAt(r2->plane->slope, viewx, viewy);
} else
#endif
planeobjectz = planecameraz = r2->plane->height;
if (rover->mobjflags & MF_NOCLIPHEIGHT)
{
//Objects with NOCLIPHEIGHT can appear halfway in.
if (planecameraz < viewz && rover->pz+(rover->thingheight/2) >= planeobjectz)
continue;
if (planecameraz > viewz && rover->pzt-(rover->thingheight/2) <= planeobjectz)
continue;
}
else
{
if (planecameraz < viewz && rover->pz >= planeobjectz)
continue;
if (planecameraz > viewz && rover->pzt <= planeobjectz)
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;
if (r2->seg) // if no seg set, assume the whole thing is in front or something stupid
{
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)
{
fixed_t topplaneobjectz, topplanecameraz, botplaneobjectz, botplanecameraz;
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;
#ifdef ESLOPE
if (*r2->ffloor->t_slope) {
topplaneobjectz = P_GetZAt(*r2->ffloor->t_slope, rover->gx, rover->gy);
topplanecameraz = P_GetZAt(*r2->ffloor->t_slope, viewx, viewy);
} else
#endif
topplaneobjectz = topplanecameraz = *r2->ffloor->topheight;
#ifdef ESLOPE
if (*r2->ffloor->b_slope) {
botplaneobjectz = P_GetZAt(*r2->ffloor->b_slope, rover->gx, rover->gy);
botplanecameraz = P_GetZAt(*r2->ffloor->b_slope, viewx, viewy);
} else
#endif
botplaneobjectz = botplanecameraz = *r2->ffloor->bottomheight;
if ((topplanecameraz > viewz && botplanecameraz < viewz) ||
(topplanecameraz < viewz && rover->gzt < topplaneobjectz) ||
(botplanecameraz > viewz && rover->gz > botplaneobjectz))
{
entry = R_CreateDrawNode(NULL);
(entry->prev = r2->prev)->next = entry;
(entry->next = r2)->prev = entry;
entry->sprite = rover;
break;
}
}
else if (r2->seg)
{
#if 0 //#ifdef POLYOBJECTS_PLANES
if (r2->seg->curline->polyseg && rover->mobj && P_MobjInsidePolyobj(r2->seg->curline->polyseg, rover->mobj)) {
// Determine if we need to sort in front of the polyobj, based on the planes. This fixes the issue where
// polyobject planes render above the object standing on them. (A bit hacky... but it works.) -Red
mobj_t *mo = rover->mobj;
sector_t *po = r2->seg->curline->backsector;
if (po->ceilingheight < viewz && mo->z+mo->height > po->ceilingheight)
continue;
if (po->floorheight > viewz && mo->z < po->floorheight)
continue;
}
#endif
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
|| (r2->sprite->scale == rover->scale && r2->sprite->dispoffset > rover->dispoffset))
{
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)
{
mfloorclip = spr->clipbot;
mceilingclip = spr->cliptop;
R_DrawVisSprite(spr);
}
// Special drawer for precipitation sprites Tails 08-18-2002
static void R_DrawPrecipitationSprite(vissprite_t *spr)
{
mfloorclip = spr->clipbot;
mceilingclip = spr->cliptop;
R_DrawPrecipitationVisSprite(spr);
}
// R_ClipSprites
// Clips vissprites without drawing, so that portals can work. -Red
void R_ClipSprites(void)
{
vissprite_t *spr;
for (;clippedvissprites < visspritecount; clippedvissprites++)
{
drawseg_t *ds;
INT32 x;
INT32 r1;
INT32 r2;
fixed_t scale;
fixed_t lowscale;
INT32 silhouette;
spr = R_GetVisSprite(clippedvissprites);
for (x = spr->x1; x <= spr->x2; x++)
spr->clipbot[x] = spr->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;
}
if (ds->portalpass > 0 && ds->portalpass <= portalrender)
continue; // is a portal
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 == SIL_BOTTOM)
{
// bottom sil
for (x = r1; x <= r2; x++)
if (spr->clipbot[x] == -2)
spr->clipbot[x] = ds->sprbottomclip[x];
}
else if (silhouette == SIL_TOP)
{
// top sil
for (x = r1; x <= r2; x++)
if (spr->cliptop[x] == -2)
spr->cliptop[x] = ds->sprtopclip[x];
}
else if (silhouette == (SIL_TOP|SIL_BOTTOM))
{
// both
for (x = r1; x <= r2; x++)
{
if (spr->clipbot[x] == -2)
spr->clipbot[x] = ds->sprbottomclip[x];
if (spr->cliptop[x] == -2)
spr->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 (spr->clipbot[x] == -2 || h < spr->clipbot[x])
spr->clipbot[x] = (INT16)h;
}
else // clip top
{
for (x = spr->x1; x <= spr->x2; x++)
if (spr->cliptop[x] == -2 || h > spr->cliptop[x])
spr->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 (spr->clipbot[x] == -2 || h < spr->clipbot[x])
spr->clipbot[x] = (INT16)h;
}
else // clip top
{
for (x = spr->x1; x <= spr->x2; x++)
if (spr->cliptop[x] == -2 || h > spr->cliptop[x])
spr->cliptop[x] = (INT16)h;
}
}
}
if (spr->cut & SC_TOP && spr->cut & SC_BOTTOM)
{
for (x = spr->x1; x <= spr->x2; x++)
{
if (spr->cliptop[x] == -2 || spr->szt > spr->cliptop[x])
spr->cliptop[x] = spr->szt;
if (spr->clipbot[x] == -2 || spr->sz < spr->clipbot[x])
spr->clipbot[x] = spr->sz;
}
}
else if (spr->cut & SC_TOP)
{
for (x = spr->x1; x <= spr->x2; x++)
{
if (spr->cliptop[x] == -2 || spr->szt > spr->cliptop[x])
spr->cliptop[x] = spr->szt;
}
}
else if (spr->cut & SC_BOTTOM)
{
for (x = spr->x1; x <= spr->x2; x++)
{
if (spr->clipbot[x] == -2 || spr->sz < spr->clipbot[x])
spr->clipbot[x] = spr->sz;
}
}
// all clipping has been performed, so store the values - what, did you think we were drawing them NOW?
// check for unclipped columns
for (x = spr->x1; x <= spr->x2; x++)
{
if (spr->clipbot[x] == -2)
spr->clipbot[x] = (INT16)viewheight;
if (spr->cliptop[x] == -2)
//Fab : 26-04-98: was -1, now clips against console bottom
spr->cliptop[x] = (INT16)con_clipviewtop;
}
}
}
//
// 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", 9);
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", 9);
strncpy(skin->face, "LIVSONIC", 9);
strncpy(skin->superface, "LIVSUPER", 9);
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);
//MD2 for sonic doesn't want to load in Linux.
#ifdef HWRENDER
if (rendermode == render_opengl)
HWR_AddPlayerMD2(0);
#endif
}
// 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 || IsPlayerAdmin(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 || IsPlayerAdmin(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);
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