- changed sprite setup to work without global work variables.

This commit is contained in:
Christoph Oelckers 2016-12-08 19:27:49 +01:00
parent d46ceafd35
commit 6c628c9584

View file

@ -15,6 +15,8 @@
#include "r_data/voxels.h"
#include "textures/textures.h"
void gl_InitModels();
// variables used to look up
// and range check thing_t sprites patches
TArray<spritedef_t> sprites;
@ -24,10 +26,8 @@ DWORD NumStdSprites; // The first x sprites that don't belong to skins.
struct spriteframewithrotate : public spriteframe_t
{
int rotate;
}
sprtemp[MAX_SPRITE_FRAMES];
int maxframe;
char* spritename;
};
// [RH] skin globals
FPlayerSkin *skins;
@ -44,7 +44,7 @@ PalEntry OtherGameSkinPalette[256];
// [RH] Removed checks for coexistance of rotation 0 with other
// rotations and made it look more like BOOM's version.
//
static bool R_InstallSpriteLump (FTextureID lump, unsigned frame, char rot, bool flipped)
static bool R_InstallSpriteLump (FTextureID lump, unsigned frame, char rot, bool flipped, spriteframewithrotate *sprtemp, int &maxframe)
{
unsigned rotation;
@ -117,7 +117,7 @@ static bool R_InstallSpriteLump (FTextureID lump, unsigned frame, char rot, bool
// [RH] Seperated out of R_InitSpriteDefs()
static void R_InstallSprite (int num)
static void R_InstallSprite (int num, spriteframewithrotate *sprtemp, int &maxframe)
{
int frame;
int framestart;
@ -265,6 +265,8 @@ void R_InitSpriteDefs ()
unsigned int i, j, smax, vmax;
DWORD intname;
spriteframewithrotate sprtemp[MAX_SPRITE_FRAMES];
// Create a hash table to speed up the process
smax = TexMan.NumTextures();
hashes = new Hasher[smax];
@ -346,7 +348,7 @@ void R_InitSpriteDefs ()
sprtemp[j].Voxel = NULL;
}
maxframe = -1;
int maxframe = -1;
intname = sprites[i].dwName;
// scan the lumps, filling in the frames for whatever is found
@ -356,10 +358,10 @@ void R_InitSpriteDefs ()
FTexture *tex = TexMan[hash];
if (TEX_DWNAME(tex) == intname)
{
bool res = R_InstallSpriteLump (FTextureID(hash), tex->Name[4] - 'A', tex->Name[5], false);
bool res = R_InstallSpriteLump (FTextureID(hash), tex->Name[4] - 'A', tex->Name[5], false, sprtemp, maxframe);
if (tex->Name[6] && res)
R_InstallSpriteLump (FTextureID(hash), tex->Name[6] - 'A', tex->Name[7], true);
R_InstallSpriteLump (FTextureID(hash), tex->Name[6] - 'A', tex->Name[7], true, sprtemp, maxframe);
}
hash = hashes[hash].Next;
}
@ -396,7 +398,7 @@ void R_InitSpriteDefs ()
hash = vh->Next;
}
R_InstallSprite ((int)i);
R_InstallSprite ((int)i, sprtemp, maxframe);
}
delete[] hashes;
@ -760,13 +762,14 @@ void R_InitSkins (void)
for(int spr = 0; spr<2; spr++)
{
spriteframewithrotate sprtemp[MAX_SPRITE_FRAMES];
memset (sprtemp, 0xFFFF, sizeof(sprtemp));
for (k = 0; k < MAX_SPRITE_FRAMES; ++k)
{
sprtemp[k].Flip = 0;
sprtemp[k].Voxel = NULL;
}
maxframe = -1;
int maxframe = -1;
if (spr == 1)
{
@ -790,10 +793,10 @@ void R_InitSkins (void)
if (lnameint == intname)
{
FTextureID picnum = TexMan.CreateTexture(k, FTexture::TEX_SkinSprite);
bool res = R_InstallSpriteLump (picnum, lname[4] - 'A', lname[5], false);
bool res = R_InstallSpriteLump (picnum, lname[4] - 'A', lname[5], false, sprtemp, maxframe);
if (lname[6] && res)
R_InstallSpriteLump (picnum, lname[6] - 'A', lname[7], true);
R_InstallSpriteLump (picnum, lname[6] - 'A', lname[7], true, sprtemp, maxframe);
}
}
@ -809,7 +812,7 @@ void R_InitSkins (void)
int sprno = (int)sprites.Push (temp);
if (spr==0) skins[i].sprite = sprno;
else skins[i].crouchsprite = sprno;
R_InstallSprite (sprno);
R_InstallSprite (sprno, sprtemp, maxframe);
}
}
@ -985,6 +988,8 @@ void R_InitSprites ()
// [RH] Sort the skins, but leave base as skin 0
//qsort (&skins[PlayerClasses.Size ()], numskins-PlayerClasses.Size (), sizeof(FPlayerSkin), skinsorter);
gl_InitModels();
}
void R_DeinitSpriteData()