diff --git a/src/r_data/sprites.cpp b/src/r_data/sprites.cpp new file mode 100644 index 000000000..4def26d80 --- /dev/null +++ b/src/r_data/sprites.cpp @@ -0,0 +1,995 @@ + +#include "doomtype.h" +#include "w_wad.h" +#include "i_system.h" +#include "s_sound.h" +#include "c_console.h" +#include "d_player.h" +#include "d_netinf.h" +#include "gi.h" +#include "colormatcher.h" +#include "c_dispatch.h" +#include "r_defs.h" +#include "v_text.h" +#include "r_data/sprites.h" +#include "r_data/voxels.h" +#include "textures/textures.h" + +// variables used to look up +// and range check thing_t sprites patches +TArray sprites; +TArray SpriteFrames; +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; +size_t numskins; +BYTE OtherGameSkinRemap[256]; +PalEntry OtherGameSkinPalette[256]; + + + +// +// R_InstallSpriteLump +// Local function for R_InitSprites. +// +// [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) +{ + unsigned rotation; + + if (rot >= '0' && rot <= '9') + { + rotation = rot - '0'; + } + else if (rot >= 'A') + { + rotation = rot - 'A' + 10; + } + else + { + rotation = 17; + } + + if (frame >= MAX_SPRITE_FRAMES || rotation > 16) + { + Printf (TEXTCOLOR_RED"R_InstallSpriteLump: Bad frame characters in lump %s\n", TexMan[lump]->Name); + return false; + } + + if ((int)frame > maxframe) + maxframe = frame; + + if (rotation == 0) + { + // the lump should be used for all rotations + // false=0, true=1, but array initialised to -1 + // allows doom to have a "no value set yet" boolean value! + int r; + + for (r = 14; r >= 0; r -= 2) + { + if (!sprtemp[frame].Texture[r].isValid()) + { + sprtemp[frame].Texture[r] = lump; + if (flipped) + { + sprtemp[frame].Flip |= 1 << r; + } + sprtemp[frame].rotate = false; + } + } + } + else + { + if (rotation <= 8) + { + rotation = (rotation - 1) * 2; + } + else + { + rotation = (rotation - 9) * 2 + 1; + } + + if (!sprtemp[frame].Texture[rotation].isValid()) + { + // the lump is only used for one rotation + sprtemp[frame].Texture[rotation] = lump; + if (flipped) + { + sprtemp[frame].Flip |= 1 << rotation; + } + sprtemp[frame].rotate = true; + } + } + return true; +} + + +// [RH] Seperated out of R_InitSpriteDefs() +static void R_InstallSprite (int num) +{ + int frame; + int framestart; + int rot; +// int undefinedFix; + + if (maxframe == -1) + { + sprites[num].numframes = 0; + return; + } + + maxframe++; + + // [RH] If any frames are undefined, but there are some defined frames, map + // them to the first defined frame. This is a fix for Doom Raider, which actually + // worked with ZDoom 2.0.47, because of a bug here. It does not define frames A, + // B, or C for the sprite PSBG, but because I had sprtemp[].rotate defined as a + // bool, this code never detected that it was not actually present. After switching + // to the unified texture system, this caused it to crash while loading the wad. + +// [RH] Let undefined frames actually be blank because LWM uses this in at least +// one of her wads. +// for (frame = 0; frame < maxframe && sprtemp[frame].rotate == -1; ++frame) +// { } +// +// undefinedFix = frame; + + for (frame = 0; frame < maxframe; ++frame) + { + switch (sprtemp[frame].rotate) + { + case -1: + // no rotations were found for that frame at all + //I_FatalError ("R_InstallSprite: No patches found for %s frame %c", sprites[num].name, frame+'A'); + break; + + case 0: + // only the first rotation is needed + for (rot = 1; rot < 16; ++rot) + { + sprtemp[frame].Texture[rot] = sprtemp[frame].Texture[0]; + } + // If the frame is flipped, they all should be + if (sprtemp[frame].Flip & 1) + { + sprtemp[frame].Flip = 0xFFFF; + } + break; + + case 1: + // must have all 8 frame pairs + for (rot = 0; rot < 8; ++rot) + { + if (!sprtemp[frame].Texture[rot*2+1].isValid()) + { + sprtemp[frame].Texture[rot*2+1] = sprtemp[frame].Texture[rot*2]; + if (sprtemp[frame].Flip & (1 << (rot*2))) + { + sprtemp[frame].Flip |= 1 << (rot*2+1); + } + } + if (!sprtemp[frame].Texture[rot*2].isValid()) + { + sprtemp[frame].Texture[rot*2] = sprtemp[frame].Texture[rot*2+1]; + if (sprtemp[frame].Flip & (1 << (rot*2+1))) + { + sprtemp[frame].Flip |= 1 << (rot*2); + } + } + + } + for (rot = 0; rot < 16; ++rot) + { + if (!sprtemp[frame].Texture[rot].isValid()) + I_FatalError ("R_InstallSprite: Sprite %s frame %c is missing rotations", + sprites[num].name, frame+'A'); + } + break; + } + } + + for (frame = 0; frame < maxframe; ++frame) + { + if (sprtemp[frame].rotate == -1) + { + memset (&sprtemp[frame].Texture, 0, sizeof(sprtemp[0].Texture)); + sprtemp[frame].Flip = 0; + sprtemp[frame].rotate = 0; + } + } + + // allocate space for the frames present and copy sprtemp to it + sprites[num].numframes = maxframe; + sprites[num].spriteframes = WORD(framestart = SpriteFrames.Reserve (maxframe)); + for (frame = 0; frame < maxframe; ++frame) + { + memcpy (SpriteFrames[framestart+frame].Texture, sprtemp[frame].Texture, sizeof(sprtemp[frame].Texture)); + SpriteFrames[framestart+frame].Flip = sprtemp[frame].Flip; + SpriteFrames[framestart+frame].Voxel = sprtemp[frame].Voxel; + } + + // Let the textures know about the rotations + for (frame = 0; frame < maxframe; ++frame) + { + if (sprtemp[frame].rotate == 1) + { + for (int rot = 0; rot < 16; ++rot) + { + TexMan[sprtemp[frame].Texture[rot]]->Rotations = framestart + frame; + } + } + } +} + + +// +// R_InitSpriteDefs +// Pass a null terminated list of sprite names +// (4 chars exactly) to be used. +// Builds the sprite rotation matrices to account +// for horizontally flipped sprites. +// Will report an error if the lumps are inconsistant. +// Only called at startup. +// +// Sprite lump names are 4 characters for the actor, +// a letter for the frame, and a number for the rotation. +// A sprite that is flippable will have an additional +// letter/number appended. +// The rotation character can be 0 to signify no rotations. +// +void R_InitSpriteDefs () +{ + struct Hasher + { + int Head, Next; + } *hashes; + struct VHasher + { + int Head, Next, Name, Spin; + char Frame; + } *vhashes; + unsigned int i, j, smax, vmax; + DWORD intname; + + // Create a hash table to speed up the process + smax = TexMan.NumTextures(); + hashes = new Hasher[smax]; + clearbuf(hashes, sizeof(Hasher)*smax/4, -1); + for (i = 0; i < smax; ++i) + { + FTexture *tex = TexMan.ByIndex(i); + if (tex->UseType == FTexture::TEX_Sprite && strlen(tex->Name) >= 6) + { + size_t bucket = tex->dwName % smax; + hashes[i].Next = hashes[bucket].Head; + hashes[bucket].Head = i; + } + } + + // Repeat, for voxels + vmax = Wads.GetNumLumps(); + vhashes = new VHasher[vmax]; + clearbuf(vhashes, sizeof(VHasher)*vmax/4, -1); + for (i = 0; i < vmax; ++i) + { + if (Wads.GetLumpNamespace(i) == ns_voxels) + { + char name[9]; + size_t namelen; + int spin; + int sign; + + Wads.GetLumpName(name, i); + name[8] = 0; + namelen = strlen(name); + if (namelen < 4) + { // name is too short + continue; + } + if (name[4] != '\0' && name[4] != ' ' && (name[4] < 'A' || name[4] >= 'A' + MAX_SPRITE_FRAMES)) + { // frame char is invalid + continue; + } + spin = 0; + sign = 2; // 2 to convert from deg/halfsec to deg/sec + j = 5; + if (j < namelen && name[j] == '-') + { // a minus sign is okay, but only before any digits + j++; + sign = -2; + } + for (; j < namelen; ++j) + { // the remainder to the end of the name must be digits + if (name[j] >= '0' && name[j] <= '9') + { + spin = spin * 10 + name[j] - '0'; + } + else + { + break; + } + } + if (j < namelen) + { // the spin part is invalid + continue; + } + memcpy(&vhashes[i].Name, name, 4); + vhashes[i].Frame = name[4]; + vhashes[i].Spin = spin * sign; + size_t bucket = vhashes[i].Name % vmax; + vhashes[i].Next = vhashes[bucket].Head; + vhashes[bucket].Head = i; + } + } + + // scan all the lump names for each of the names, noting the highest frame letter. + for (i = 0; i < sprites.Size(); ++i) + { + memset (sprtemp, 0xFF, sizeof(sprtemp)); + for (j = 0; j < MAX_SPRITE_FRAMES; ++j) + { + sprtemp[j].Flip = 0; + sprtemp[j].Voxel = NULL; + } + + maxframe = -1; + intname = sprites[i].dwName; + + // scan the lumps, filling in the frames for whatever is found + int hash = hashes[intname % smax].Head; + while (hash != -1) + { + FTexture *tex = TexMan[hash]; + if (tex->dwName == intname) + { + bool res = R_InstallSpriteLump (FTextureID(hash), tex->Name[4] - 'A', tex->Name[5], false); + + if (tex->Name[6] && res) + R_InstallSpriteLump (FTextureID(hash), tex->Name[6] - 'A', tex->Name[7], true); + } + hash = hashes[hash].Next; + } + + // repeat, for voxels + hash = vhashes[intname % vmax].Head; + while (hash != -1) + { + VHasher *vh = &vhashes[hash]; + if (vh->Name == (int)intname) + { + FVoxelDef *voxdef = R_LoadVoxelDef(hash, vh->Spin); + if (voxdef != NULL) + { + if (vh->Frame == ' ' || vh->Frame == '\0') + { // voxel applies to every sprite frame + for (j = 0; j < MAX_SPRITE_FRAMES; ++j) + { + if (sprtemp[j].Voxel == NULL) + { + sprtemp[j].Voxel = voxdef; + } + } + maxframe = MAX_SPRITE_FRAMES-1; + } + else + { // voxel applies to a specific frame + j = vh->Frame - 'A'; + sprtemp[j].Voxel = voxdef; + maxframe = MAX(maxframe, j); + } + } + } + hash = vh->Next; + } + + R_InstallSprite ((int)i); + } + + delete[] hashes; + delete[] vhashes; +} + +//========================================================================== +// +// R_ExtendSpriteFrames +// +// Extends a sprite so that it can hold the desired frame. +// +//========================================================================== + +static void R_ExtendSpriteFrames(spritedef_t &spr, int frame) +{ + unsigned int i, newstart; + + if (spr.numframes >= ++frame) + { // The sprite already has enough frames, so do nothing. + return; + } + + if (spr.numframes == 0 || (spr.spriteframes + spr.numframes == SpriteFrames.Size())) + { // Sprite's frames are at the end of the array, or it has no frames + // at all, so we can tack the new frames directly on to the end + // of the SpriteFrames array. + newstart = SpriteFrames.Reserve(frame - spr.numframes); + } + else + { // We need to allocate space for all the sprite's frames and copy + // the existing ones over to the new space. The old space will be + // lost. + newstart = SpriteFrames.Reserve(frame); + for (i = 0; i < spr.numframes; ++i) + { + SpriteFrames[newstart + i] = SpriteFrames[spr.spriteframes + i]; + } + spr.spriteframes = WORD(newstart); + newstart += i; + } + // Initialize all new frames to 0. + memset(&SpriteFrames[newstart], 0, sizeof(spriteframe_t)*(frame - spr.numframes)); + spr.numframes = frame; +} + +//========================================================================== +// +// VOX_AddVoxel +// +// Sets a voxel for a single sprite frame. +// +//========================================================================== + +void VOX_AddVoxel(int sprnum, int frame, FVoxelDef *def) +{ + R_ExtendSpriteFrames(sprites[sprnum], frame); + SpriteFrames[sprites[sprnum].spriteframes + frame].Voxel = def; +} + + + +// [RH] +// R_InitSkins +// Reads in everything applicable to a skin. The skins should have already +// been counted and had their identifiers assigned to namespaces. +// +#define NUMSKINSOUNDS 17 +static const char *skinsoundnames[NUMSKINSOUNDS][2] = +{ // The *painXXX sounds must be the first four + { "dsplpain", "*pain100" }, + { "dsplpain", "*pain75" }, + { "dsplpain", "*pain50" }, + { "dsplpain", "*pain25" }, + { "dsplpain", "*poison" }, + + { "dsoof", "*grunt" }, + { "dsoof", "*land" }, + + { "dspldeth", "*death" }, + { "dspldeth", "*wimpydeath" }, + + { "dspdiehi", "*xdeath" }, + { "dspdiehi", "*crazydeath" }, + + { "dsnoway", "*usefail" }, + { "dsnoway", "*puzzfail" }, + + { "dsslop", "*gibbed" }, + { "dsslop", "*splat" }, + + { "dspunch", "*fist" }, + { "dsjump", "*jump" } +}; + +/* +static int STACK_ARGS skinsorter (const void *a, const void *b) +{ + return stricmp (((FPlayerSkin *)a)->name, ((FPlayerSkin *)b)->name); +} +*/ + +void R_InitSkins (void) +{ + FSoundID playersoundrefs[NUMSKINSOUNDS]; + spritedef_t temp; + int sndlumps[NUMSKINSOUNDS]; + char key[65]; + DWORD intname, crouchname; + size_t i; + int j, k, base; + int lastlump; + int aliasid; + bool remove; + const PClass *basetype, *transtype; + + key[sizeof(key)-1] = 0; + i = PlayerClasses.Size () - 1; + lastlump = 0; + + for (j = 0; j < NUMSKINSOUNDS; ++j) + { + playersoundrefs[j] = skinsoundnames[j][1]; + } + + while ((base = Wads.FindLump ("S_SKIN", &lastlump, true)) != -1) + { + // The player sprite has 23 frames. This means that the S_SKIN + // marker needs a minimum of 23 lumps after it. + if (base >= Wads.GetNumLumps() - 23 || base == -1) + continue; + + i++; + for (j = 0; j < NUMSKINSOUNDS; j++) + sndlumps[j] = -1; + skins[i].namespc = Wads.GetLumpNamespace (base); + + FScanner sc(base); + intname = 0; + crouchname = 0; + + remove = false; + basetype = NULL; + transtype = NULL; + + // Data is stored as "key = data". + while (sc.GetString ()) + { + strncpy (key, sc.String, sizeof(key)-1); + if (!sc.GetString() || sc.String[0] != '=') + { + Printf (PRINT_BOLD, "Bad format for skin %d: %s\n", (int)i, key); + break; + } + sc.GetString (); + if (0 == stricmp (key, "name")) + { + strncpy (skins[i].name, sc.String, 16); + for (j = 0; (size_t)j < i; j++) + { + if (stricmp (skins[i].name, skins[j].name) == 0) + { + mysnprintf (skins[i].name, countof(skins[i].name), "skin%d", (int)i); + Printf (PRINT_BOLD, "Skin %s duplicated as %s\n", + skins[j].name, skins[i].name); + break; + } + } + } + else if (0 == stricmp (key, "sprite")) + { + for (j = 3; j >= 0; j--) + sc.String[j] = toupper (sc.String[j]); + intname = *((DWORD *)sc.String); + } + else if (0 == stricmp (key, "crouchsprite")) + { + for (j = 3; j >= 0; j--) + sc.String[j] = toupper (sc.String[j]); + crouchname = *((DWORD *)sc.String); + } + else if (0 == stricmp (key, "face")) + { + for (j = 2; j >= 0; j--) + skins[i].face[j] = toupper (sc.String[j]); + skins[i].face[3] = '\0'; + } + else if (0 == stricmp (key, "gender")) + { + skins[i].gender = D_GenderToInt (sc.String); + } + else if (0 == stricmp (key, "scale")) + { + skins[i].ScaleX = clamp (FLOAT2FIXED(atof (sc.String)), 1, 256*FRACUNIT); + skins[i].ScaleY = skins[i].ScaleX; + } + else if (0 == stricmp (key, "game")) + { + if (gameinfo.gametype == GAME_Heretic) + basetype = PClass::FindClass (NAME_HereticPlayer); + else if (gameinfo.gametype == GAME_Strife) + basetype = PClass::FindClass (NAME_StrifePlayer); + else + basetype = PClass::FindClass (NAME_DoomPlayer); + + transtype = basetype; + + if (stricmp (sc.String, "heretic") == 0) + { + if (gameinfo.gametype & GAME_DoomChex) + { + transtype = PClass::FindClass (NAME_HereticPlayer); + skins[i].othergame = true; + } + else if (gameinfo.gametype != GAME_Heretic) + { + remove = true; + } + } + else if (stricmp (sc.String, "strife") == 0) + { + if (gameinfo.gametype != GAME_Strife) + { + remove = true; + } + } + else + { + if (gameinfo.gametype == GAME_Heretic) + { + transtype = PClass::FindClass (NAME_DoomPlayer); + skins[i].othergame = true; + } + else if (!(gameinfo.gametype & GAME_DoomChex)) + { + remove = true; + } + } + + if (remove) + break; + } + else if (0 == stricmp (key, "class")) + { // [GRB] Define the skin for a specific player class + int pclass = D_PlayerClassToInt (sc.String); + + if (pclass < 0) + { + remove = true; + break; + } + + basetype = transtype = PlayerClasses[pclass].Type; + } + else if (key[0] == '*') + { // Player sound replacment (ZDoom extension) + int lump = Wads.CheckNumForName (sc.String, skins[i].namespc); + if (lump == -1) + { + lump = Wads.CheckNumForFullName (sc.String, true, ns_sounds); + } + if (lump != -1) + { + if (stricmp (key, "*pain") == 0) + { // Replace all pain sounds in one go + aliasid = S_AddPlayerSound (skins[i].name, skins[i].gender, + playersoundrefs[0], lump, true); + for (int l = 3; l > 0; --l) + { + S_AddPlayerSoundExisting (skins[i].name, skins[i].gender, + playersoundrefs[l], aliasid, true); + } + } + else + { + int sndref = S_FindSoundNoHash (key); + if (sndref != 0) + { + S_AddPlayerSound (skins[i].name, skins[i].gender, sndref, lump, true); + } + } + } + } + else + { + for (j = 0; j < NUMSKINSOUNDS; j++) + { + if (stricmp (key, skinsoundnames[j][0]) == 0) + { + sndlumps[j] = Wads.CheckNumForName (sc.String, skins[i].namespc); + if (sndlumps[j] == -1) + { // Replacement not found, try finding it in the global namespace + sndlumps[j] = Wads.CheckNumForFullName (sc.String, true, ns_sounds); + } + } + } + //if (j == 8) + // Printf ("Funny info for skin %i: %s = %s\n", i, key, sc.String); + } + } + + // [GRB] Assume Doom skin by default + if (!remove && basetype == NULL) + { + if (gameinfo.gametype & GAME_DoomChex) + { + basetype = transtype = PClass::FindClass (NAME_DoomPlayer); + } + else if (gameinfo.gametype == GAME_Heretic) + { + basetype = PClass::FindClass (NAME_HereticPlayer); + transtype = PClass::FindClass (NAME_DoomPlayer); + skins[i].othergame = true; + } + else + { + remove = true; + } + } + + if (!remove) + { + skins[i].range0start = transtype->Meta.GetMetaInt (APMETA_ColorRange) & 0xff; + skins[i].range0end = transtype->Meta.GetMetaInt (APMETA_ColorRange) >> 8; + + remove = true; + for (j = 0; j < (int)PlayerClasses.Size (); j++) + { + const PClass *type = PlayerClasses[j].Type; + + if (type->IsDescendantOf (basetype) && + GetDefaultByType (type)->SpawnState->sprite == GetDefaultByType (basetype)->SpawnState->sprite && + type->Meta.GetMetaInt (APMETA_ColorRange) == basetype->Meta.GetMetaInt (APMETA_ColorRange)) + { + PlayerClasses[j].Skins.Push ((int)i); + remove = false; + } + } + } + + if (!remove) + { + if (skins[i].name[0] == 0) + mysnprintf (skins[i].name, countof(skins[i].name), "skin%d", (int)i); + + // Now collect the sprite frames for this skin. If the sprite name was not + // specified, use whatever immediately follows the specifier lump. + if (intname == 0) + { + char name[9]; + Wads.GetLumpName (name, base+1); + memcpy(&intname, name, 4); + } + + int basens = Wads.GetLumpNamespace(base); + + for(int spr = 0; spr<2; spr++) + { + memset (sprtemp, 0xFFFF, sizeof(sprtemp)); + for (k = 0; k < MAX_SPRITE_FRAMES; ++k) + { + sprtemp[k].Flip = 0; + sprtemp[k].Voxel = NULL; + } + maxframe = -1; + + if (spr == 1) + { + if (crouchname !=0 && crouchname != intname) + { + intname = crouchname; + } + else + { + skins[i].crouchsprite = -1; + break; + } + } + + for (k = base + 1; Wads.GetLumpNamespace(k) == basens; k++) + { + char lname[9]; + DWORD lnameint; + Wads.GetLumpName (lname, k); + memcpy(&lnameint, lname, 4); + if (lnameint == intname) + { + FTextureID picnum = TexMan.CreateTexture(k, FTexture::TEX_SkinSprite); + bool res = R_InstallSpriteLump (picnum, lname[4] - 'A', lname[5], false); + + if (lname[6] && res) + R_InstallSpriteLump (picnum, lname[6] - 'A', lname[7], true); + } + } + + if (spr == 0 && maxframe <= 0) + { + Printf (PRINT_BOLD, "Skin %s (#%d) has no frames. Removing.\n", skins[i].name, (int)i); + remove = true; + break; + } + + Wads.GetLumpName (temp.name, base+1); + temp.name[4] = 0; + int sprno = (int)sprites.Push (temp); + if (spr==0) skins[i].sprite = sprno; + else skins[i].crouchsprite = sprno; + R_InstallSprite (sprno); + } + } + + if (remove) + { + if (i < numskins-1) + memmove (&skins[i], &skins[i+1], sizeof(skins[0])*(numskins-i-1)); + i--; + continue; + } + + // Register any sounds this skin provides + aliasid = 0; + for (j = 0; j < NUMSKINSOUNDS; j++) + { + if (sndlumps[j] != -1) + { + if (j == 0 || sndlumps[j] != sndlumps[j-1]) + { + aliasid = S_AddPlayerSound (skins[i].name, skins[i].gender, + playersoundrefs[j], sndlumps[j], true); + } + else + { + S_AddPlayerSoundExisting (skins[i].name, skins[i].gender, + playersoundrefs[j], aliasid, true); + } + } + } + + // Make sure face prefix is a full 3 chars + if (skins[i].face[1] == 0 || skins[i].face[2] == 0) + { + skins[i].face[0] = 0; + } + } + + if (numskins > PlayerClasses.Size ()) + { // The sound table may have changed, so rehash it. + S_HashSounds (); + S_ShrinkPlayerSoundLists (); + } +} + +// [RH] Find a skin by name +int R_FindSkin (const char *name, int pclass) +{ + if (stricmp ("base", name) == 0) + { + return pclass; + } + + for (unsigned i = PlayerClasses.Size(); i < numskins; i++) + { + if (strnicmp (skins[i].name, name, 16) == 0) + { + if (PlayerClasses[pclass].CheckSkin (i)) + return i; + else + return pclass; + } + } + return pclass; +} + +// [RH] List the names of all installed skins +CCMD (skins) +{ + int i; + + for (i = PlayerClasses.Size ()-1; i < (int)numskins; i++) + Printf ("% 3d %s\n", i-PlayerClasses.Size ()+1, skins[i].name); +} + + +static void R_CreateSkinTranslation (const char *palname) +{ + FMemLump lump = Wads.ReadLump (palname); + const BYTE *otherPal = (BYTE *)lump.GetMem(); + + for (int i = 0; i < 256; ++i) + { + OtherGameSkinRemap[i] = ColorMatcher.Pick (otherPal[0], otherPal[1], otherPal[2]); + OtherGameSkinPalette[i] = PalEntry(otherPal[0], otherPal[1], otherPal[2]); + otherPal += 3; + } +} + + +// +// R_InitSprites +// Called at program start. +// +void R_InitSprites () +{ + int lump, lastlump; + unsigned int i, j; + + // [RH] Create a standard translation to map skins between Heretic and Doom + if (gameinfo.gametype == GAME_DoomChex) + { + R_CreateSkinTranslation ("SPALHTIC"); + } + else + { + R_CreateSkinTranslation ("SPALDOOM"); + } + + // [RH] Count the number of skins. + numskins = PlayerClasses.Size (); + lastlump = 0; + while ((lump = Wads.FindLump ("S_SKIN", &lastlump, true)) != -1) + { + numskins++; + } + + SpriteFrames.Clear(); + + // [RH] Do some preliminary setup + if (skins != NULL) delete [] skins; + skins = new FPlayerSkin[numskins]; + memset (skins, 0, sizeof(*skins) * numskins); + for (i = 0; i < numskins; i++) + { // Assume Doom skin by default + const PClass *type = PlayerClasses[0].Type; + skins[i].range0start = type->Meta.GetMetaInt (APMETA_ColorRange) & 255; + skins[i].range0end = type->Meta.GetMetaInt (APMETA_ColorRange) >> 8; + skins[i].ScaleX = GetDefaultByType (type)->scaleX; + skins[i].ScaleY = GetDefaultByType (type)->scaleY; + } + + R_InitSpriteDefs (); + R_InitVoxels(); // [RH] Parse VOXELDEF + NumStdSprites = sprites.Size(); + R_InitSkins (); // [RH] Finish loading skin data + + // [RH] Set up base skin + // [GRB] Each player class has its own base skin + for (i = 0; i < PlayerClasses.Size (); i++) + { + const PClass *basetype = PlayerClasses[i].Type; + const char *pclassface = basetype->Meta.GetMetaString (APMETA_Face); + + strcpy (skins[i].name, "Base"); + if (pclassface == NULL || strcmp(pclassface, "None") == 0) + { + skins[i].face[0] = 'S'; + skins[i].face[1] = 'T'; + skins[i].face[2] = 'F'; + skins[i].face[3] = '\0'; + } + else + { + strcpy(skins[i].face, pclassface); + } + skins[i].range0start = basetype->Meta.GetMetaInt (APMETA_ColorRange) & 255; + skins[i].range0end = basetype->Meta.GetMetaInt (APMETA_ColorRange) >> 8; + skins[i].ScaleX = GetDefaultByType (basetype)->scaleX; + skins[i].ScaleY = GetDefaultByType (basetype)->scaleY; + skins[i].sprite = GetDefaultByType (basetype)->SpawnState->sprite; + skins[i].namespc = ns_global; + + PlayerClasses[i].Skins.Push (i); + + if (memcmp (sprites[skins[i].sprite].name, "PLAY", 4) == 0) + { + for (j = 0; j < sprites.Size (); j++) + { + if (memcmp (sprites[j].name, deh.PlayerSprite, 4) == 0) + { + skins[i].sprite = (int)j; + break; + } + } + } + } + + // [RH] Sort the skins, but leave base as skin 0 + //qsort (&skins[PlayerClasses.Size ()], numskins-PlayerClasses.Size (), sizeof(FPlayerSkin), skinsorter); +} + +void R_DeinitSpriteData() +{ + // Free skins + if (skins != NULL) + { + delete[] skins; + skins = NULL; + } +} \ No newline at end of file diff --git a/src/r_data/sprites.h b/src/r_data/sprites.h new file mode 100644 index 000000000..475b5ea0e --- /dev/null +++ b/src/r_data/sprites.h @@ -0,0 +1,69 @@ +#ifndef __RES_SPRITES_H +#define __RES_SPRITES_H + +#define MAX_SPRITE_FRAMES 29 // [RH] Macro-ized as in BOOM. + +// +// Sprites are patches with a special naming convention so they can be +// recognized by R_InitSprites. The base name is NNNNFx or NNNNFxFx, with +// x indicating the rotation, x = 0, 1-7. The sprite and frame specified +// by a thing_t is range checked at run time. +// A sprite is a patch_t that is assumed to represent a three dimensional +// object and may have multiple rotations pre drawn. Horizontal flipping +// is used to save space, thus NNNNF2F5 defines a mirrored patch. +// Some sprites will only have one picture used for all views: NNNNF0 +// +struct spriteframe_t +{ + struct FVoxelDef *Voxel;// voxel to use for this frame + FTextureID Texture[16]; // texture to use for view angles 0-15 + WORD Flip; // flip (1 = flip) to use for view angles 0-15. +}; + +// +// A sprite definition: +// a number of animation frames. +// + +struct spritedef_t +{ + union + { + char name[5]; + DWORD dwName; + }; + BYTE numframes; + WORD spriteframes; +}; + +extern TArray SpriteFrames; + + +// +// [RH] Internal "skin" definition. +// +class FPlayerSkin +{ +public: + char name[17]; // 16 chars + NULL + char face[4]; // 3 chars ([MH] + NULL so can use as a C string) + BYTE gender; // This skin's gender (not really used) + BYTE range0start; + BYTE range0end; + bool othergame; // [GRB] + fixed_t ScaleX; + fixed_t ScaleY; + int sprite; + int crouchsprite; + int namespc; // namespace for this skin +}; + +extern size_t numskins; // [RH] +extern FPlayerSkin * skins; // [RH] + +extern BYTE OtherGameSkinRemap[256]; +extern PalEntry OtherGameSkinPalette[256]; + + + +#endif diff --git a/src/r_defs.h b/src/r_defs.h index 6442d6028..2a0f530ff 100644 --- a/src/r_defs.h +++ b/src/r_defs.h @@ -1086,60 +1086,6 @@ enum FAKED_AboveCeiling }; -// -// Sprites are patches with a special naming convention so they can be -// recognized by R_InitSprites. The base name is NNNNFx or NNNNFxFx, with -// x indicating the rotation, x = 0, 1-7. The sprite and frame specified -// by a thing_t is range checked at run time. -// A sprite is a patch_t that is assumed to represent a three dimensional -// object and may have multiple rotations pre drawn. Horizontal flipping -// is used to save space, thus NNNNF2F5 defines a mirrored patch. -// Some sprites will only have one picture used for all views: NNNNF0 -// -struct spriteframe_t -{ - struct FVoxelDef *Voxel;// voxel to use for this frame - FTextureID Texture[16]; // texture to use for view angles 0-15 - WORD Flip; // flip (1 = flip) to use for view angles 0-15. -}; - -// -// A sprite definition: -// a number of animation frames. -// - -struct spritedef_t -{ - union - { - char name[5]; - DWORD dwName; - }; - BYTE numframes; - WORD spriteframes; -}; - -extern TArray SpriteFrames; - -// -// [RH] Internal "skin" definition. -// -class FPlayerSkin -{ -public: - char name[17]; // 16 chars + NULL - char face[4]; // 3 chars ([MH] + NULL so can use as a C string) - BYTE gender; // This skin's gender (not really used) - BYTE range0start; - BYTE range0end; - bool othergame; // [GRB] - fixed_t ScaleX; - fixed_t ScaleY; - int sprite; - int crouchsprite; - int namespc; // namespace for this skin -}; - // [RH] A c-buffer. Used for keeping track of offscreen voxel spans. diff --git a/src/r_main.cpp b/src/r_main.cpp index 69abfb6bf..b201147f5 100644 --- a/src/r_main.cpp +++ b/src/r_main.cpp @@ -812,6 +812,8 @@ void R_Init () { atterm (R_Shutdown); + clearbufshort (zeroarray, MAXWIDTH, 0); + StartScreen->Progress(); V_InitFonts(); StartScreen->Progress(); diff --git a/src/r_state.h b/src/r_state.h index 4736e2327..9c77ffc8d 100644 --- a/src/r_state.h +++ b/src/r_state.h @@ -25,6 +25,7 @@ // Need data structure definitions. #include "d_player.h" +#include "r_data/sprites.h" // // Refresh internal data structures, @@ -34,18 +35,6 @@ extern "C" int viewwidth; extern "C" int viewheight; -// Sprite.... -extern int firstspritelump; -extern int lastspritelump; -extern int numspritelumps; - -extern size_t numskins; // [RH] -extern FPlayerSkin * skins; // [RH] - -extern BYTE OtherGameSkinRemap[256]; -extern PalEntry OtherGameSkinPalette[256]; - - // // Lookup tables for map data. // diff --git a/src/r_things.cpp b/src/r_things.cpp index 051777906..0b7b26cc6 100644 --- a/src/r_things.cpp +++ b/src/r_things.cpp @@ -62,6 +62,9 @@ #include "r_data/colormaps.h" #include "r_data/voxels.h" + +void R_DeinitSpriteData(); + extern fixed_t globaluclip, globaldclip; @@ -105,30 +108,10 @@ CVAR (Bool, r_drawvoxels, true, 0) // INITIALIZATION FUNCTIONS // -// variables used to look up -// and range check thing_t sprites patches -TArray sprites; -TArray SpriteFrames; -DWORD NumStdSprites; // The first x sprites that don't belong to skins. - int OffscreenBufferWidth, OffscreenBufferHeight; BYTE *OffscreenColorBuffer; FCoverageBuffer *OffscreenCoverageBuffer; -struct spriteframewithrotate : public spriteframe_t -{ - int rotate; -} -sprtemp[MAX_SPRITE_FRAMES]; -int maxframe; -char* spritename; - -// [RH] skin globals -FPlayerSkin *skins; -size_t numskins; -BYTE OtherGameSkinRemap[256]; -PalEntry OtherGameSkinPalette[256]; - // [RH] particle globals WORD NumParticles; WORD ActiveParticles; @@ -137,845 +120,6 @@ particle_t *Particles; CVAR (Bool, r_particles, true, 0); - -// -// R_InstallSpriteLump -// Local function for R_InitSprites. -// -// [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) -{ - unsigned rotation; - - if (rot >= '0' && rot <= '9') - { - rotation = rot - '0'; - } - else if (rot >= 'A') - { - rotation = rot - 'A' + 10; - } - else - { - rotation = 17; - } - - if (frame >= MAX_SPRITE_FRAMES || rotation > 16) - { - Printf (TEXTCOLOR_RED"R_InstallSpriteLump: Bad frame characters in lump %s\n", TexMan[lump]->Name); - return false; - } - - if ((int)frame > maxframe) - maxframe = frame; - - if (rotation == 0) - { - // the lump should be used for all rotations - // false=0, true=1, but array initialised to -1 - // allows doom to have a "no value set yet" boolean value! - int r; - - for (r = 14; r >= 0; r -= 2) - { - if (!sprtemp[frame].Texture[r].isValid()) - { - sprtemp[frame].Texture[r] = lump; - if (flipped) - { - sprtemp[frame].Flip |= 1 << r; - } - sprtemp[frame].rotate = false; - } - } - } - else - { - if (rotation <= 8) - { - rotation = (rotation - 1) * 2; - } - else - { - rotation = (rotation - 9) * 2 + 1; - } - - if (!sprtemp[frame].Texture[rotation].isValid()) - { - // the lump is only used for one rotation - sprtemp[frame].Texture[rotation] = lump; - if (flipped) - { - sprtemp[frame].Flip |= 1 << rotation; - } - sprtemp[frame].rotate = true; - } - } - return true; -} - - -// [RH] Seperated out of R_InitSpriteDefs() -static void R_InstallSprite (int num) -{ - int frame; - int framestart; - int rot; -// int undefinedFix; - - if (maxframe == -1) - { - sprites[num].numframes = 0; - return; - } - - maxframe++; - - // [RH] If any frames are undefined, but there are some defined frames, map - // them to the first defined frame. This is a fix for Doom Raider, which actually - // worked with ZDoom 2.0.47, because of a bug here. It does not define frames A, - // B, or C for the sprite PSBG, but because I had sprtemp[].rotate defined as a - // bool, this code never detected that it was not actually present. After switching - // to the unified texture system, this caused it to crash while loading the wad. - -// [RH] Let undefined frames actually be blank because LWM uses this in at least -// one of her wads. -// for (frame = 0; frame < maxframe && sprtemp[frame].rotate == -1; ++frame) -// { } -// -// undefinedFix = frame; - - for (frame = 0; frame < maxframe; ++frame) - { - switch (sprtemp[frame].rotate) - { - case -1: - // no rotations were found for that frame at all - //I_FatalError ("R_InstallSprite: No patches found for %s frame %c", sprites[num].name, frame+'A'); - break; - - case 0: - // only the first rotation is needed - for (rot = 1; rot < 16; ++rot) - { - sprtemp[frame].Texture[rot] = sprtemp[frame].Texture[0]; - } - // If the frame is flipped, they all should be - if (sprtemp[frame].Flip & 1) - { - sprtemp[frame].Flip = 0xFFFF; - } - break; - - case 1: - // must have all 8 frame pairs - for (rot = 0; rot < 8; ++rot) - { - if (!sprtemp[frame].Texture[rot*2+1].isValid()) - { - sprtemp[frame].Texture[rot*2+1] = sprtemp[frame].Texture[rot*2]; - if (sprtemp[frame].Flip & (1 << (rot*2))) - { - sprtemp[frame].Flip |= 1 << (rot*2+1); - } - } - if (!sprtemp[frame].Texture[rot*2].isValid()) - { - sprtemp[frame].Texture[rot*2] = sprtemp[frame].Texture[rot*2+1]; - if (sprtemp[frame].Flip & (1 << (rot*2+1))) - { - sprtemp[frame].Flip |= 1 << (rot*2); - } - } - - } - for (rot = 0; rot < 16; ++rot) - { - if (!sprtemp[frame].Texture[rot].isValid()) - I_FatalError ("R_InstallSprite: Sprite %s frame %c is missing rotations", - sprites[num].name, frame+'A'); - } - break; - } - } - - for (frame = 0; frame < maxframe; ++frame) - { - if (sprtemp[frame].rotate == -1) - { - memset (&sprtemp[frame].Texture, 0, sizeof(sprtemp[0].Texture)); - sprtemp[frame].Flip = 0; - sprtemp[frame].rotate = 0; - } - } - - // allocate space for the frames present and copy sprtemp to it - sprites[num].numframes = maxframe; - sprites[num].spriteframes = WORD(framestart = SpriteFrames.Reserve (maxframe)); - for (frame = 0; frame < maxframe; ++frame) - { - memcpy (SpriteFrames[framestart+frame].Texture, sprtemp[frame].Texture, sizeof(sprtemp[frame].Texture)); - SpriteFrames[framestart+frame].Flip = sprtemp[frame].Flip; - SpriteFrames[framestart+frame].Voxel = sprtemp[frame].Voxel; - } - - // Let the textures know about the rotations - for (frame = 0; frame < maxframe; ++frame) - { - if (sprtemp[frame].rotate == 1) - { - for (int rot = 0; rot < 16; ++rot) - { - TexMan[sprtemp[frame].Texture[rot]]->Rotations = framestart + frame; - } - } - } -} - - -// -// R_InitSpriteDefs -// Pass a null terminated list of sprite names -// (4 chars exactly) to be used. -// Builds the sprite rotation matrices to account -// for horizontally flipped sprites. -// Will report an error if the lumps are inconsistant. -// Only called at startup. -// -// Sprite lump names are 4 characters for the actor, -// a letter for the frame, and a number for the rotation. -// A sprite that is flippable will have an additional -// letter/number appended. -// The rotation character can be 0 to signify no rotations. -// -void R_InitSpriteDefs () -{ - struct Hasher - { - int Head, Next; - } *hashes; - struct VHasher - { - int Head, Next, Name, Spin; - char Frame; - } *vhashes; - unsigned int i, j, smax, vmax; - DWORD intname; - - // Create a hash table to speed up the process - smax = TexMan.NumTextures(); - hashes = new Hasher[smax]; - clearbuf(hashes, sizeof(Hasher)*smax/4, -1); - for (i = 0; i < smax; ++i) - { - FTexture *tex = TexMan.ByIndex(i); - if (tex->UseType == FTexture::TEX_Sprite && strlen(tex->Name) >= 6) - { - size_t bucket = tex->dwName % smax; - hashes[i].Next = hashes[bucket].Head; - hashes[bucket].Head = i; - } - } - - // Repeat, for voxels - vmax = Wads.GetNumLumps(); - vhashes = new VHasher[vmax]; - clearbuf(vhashes, sizeof(VHasher)*vmax/4, -1); - for (i = 0; i < vmax; ++i) - { - if (Wads.GetLumpNamespace(i) == ns_voxels) - { - char name[9]; - size_t namelen; - int spin; - int sign; - - Wads.GetLumpName(name, i); - name[8] = 0; - namelen = strlen(name); - if (namelen < 4) - { // name is too short - continue; - } - if (name[4] != '\0' && name[4] != ' ' && (name[4] < 'A' || name[4] >= 'A' + MAX_SPRITE_FRAMES)) - { // frame char is invalid - continue; - } - spin = 0; - sign = 2; // 2 to convert from deg/halfsec to deg/sec - j = 5; - if (j < namelen && name[j] == '-') - { // a minus sign is okay, but only before any digits - j++; - sign = -2; - } - for (; j < namelen; ++j) - { // the remainder to the end of the name must be digits - if (name[j] >= '0' && name[j] <= '9') - { - spin = spin * 10 + name[j] - '0'; - } - else - { - break; - } - } - if (j < namelen) - { // the spin part is invalid - continue; - } - memcpy(&vhashes[i].Name, name, 4); - vhashes[i].Frame = name[4]; - vhashes[i].Spin = spin * sign; - size_t bucket = vhashes[i].Name % vmax; - vhashes[i].Next = vhashes[bucket].Head; - vhashes[bucket].Head = i; - } - } - - // scan all the lump names for each of the names, noting the highest frame letter. - for (i = 0; i < sprites.Size(); ++i) - { - memset (sprtemp, 0xFF, sizeof(sprtemp)); - for (j = 0; j < MAX_SPRITE_FRAMES; ++j) - { - sprtemp[j].Flip = 0; - sprtemp[j].Voxel = NULL; - } - - maxframe = -1; - intname = sprites[i].dwName; - - // scan the lumps, filling in the frames for whatever is found - int hash = hashes[intname % smax].Head; - while (hash != -1) - { - FTexture *tex = TexMan[hash]; - if (tex->dwName == intname) - { - bool res = R_InstallSpriteLump (FTextureID(hash), tex->Name[4] - 'A', tex->Name[5], false); - - if (tex->Name[6] && res) - R_InstallSpriteLump (FTextureID(hash), tex->Name[6] - 'A', tex->Name[7], true); - } - hash = hashes[hash].Next; - } - - // repeat, for voxels - hash = vhashes[intname % vmax].Head; - while (hash != -1) - { - VHasher *vh = &vhashes[hash]; - if (vh->Name == (int)intname) - { - FVoxelDef *voxdef = R_LoadVoxelDef(hash, vh->Spin); - if (voxdef != NULL) - { - if (vh->Frame == ' ' || vh->Frame == '\0') - { // voxel applies to every sprite frame - for (j = 0; j < MAX_SPRITE_FRAMES; ++j) - { - if (sprtemp[j].Voxel == NULL) - { - sprtemp[j].Voxel = voxdef; - } - } - maxframe = MAX_SPRITE_FRAMES-1; - } - else - { // voxel applies to a specific frame - j = vh->Frame - 'A'; - sprtemp[j].Voxel = voxdef; - maxframe = MAX(maxframe, j); - } - } - } - hash = vh->Next; - } - - R_InstallSprite ((int)i); - } - - delete[] hashes; - delete[] vhashes; -} - -//========================================================================== -// -// R_ExtendSpriteFrames -// -// Extends a sprite so that it can hold the desired frame. -// -//========================================================================== - -static void R_ExtendSpriteFrames(spritedef_t &spr, int frame) -{ - unsigned int i, newstart; - - if (spr.numframes >= ++frame) - { // The sprite already has enough frames, so do nothing. - return; - } - - if (spr.numframes == 0 || (spr.spriteframes + spr.numframes == SpriteFrames.Size())) - { // Sprite's frames are at the end of the array, or it has no frames - // at all, so we can tack the new frames directly on to the end - // of the SpriteFrames array. - newstart = SpriteFrames.Reserve(frame - spr.numframes); - } - else - { // We need to allocate space for all the sprite's frames and copy - // the existing ones over to the new space. The old space will be - // lost. - newstart = SpriteFrames.Reserve(frame); - for (i = 0; i < spr.numframes; ++i) - { - SpriteFrames[newstart + i] = SpriteFrames[spr.spriteframes + i]; - } - spr.spriteframes = WORD(newstart); - newstart += i; - } - // Initialize all new frames to 0. - memset(&SpriteFrames[newstart], 0, sizeof(spriteframe_t)*(frame - spr.numframes)); - spr.numframes = frame; -} - -//========================================================================== -// -// VOX_AddVoxel -// -// Sets a voxel for a single sprite frame. -// -//========================================================================== - -void VOX_AddVoxel(int sprnum, int frame, FVoxelDef *def) -{ - R_ExtendSpriteFrames(sprites[sprnum], frame); - SpriteFrames[sprites[sprnum].spriteframes + frame].Voxel = def; -} - -// [RH] -// R_InitSkins -// Reads in everything applicable to a skin. The skins should have already -// been counted and had their identifiers assigned to namespaces. -// -#define NUMSKINSOUNDS 17 -static const char *skinsoundnames[NUMSKINSOUNDS][2] = -{ // The *painXXX sounds must be the first four - { "dsplpain", "*pain100" }, - { "dsplpain", "*pain75" }, - { "dsplpain", "*pain50" }, - { "dsplpain", "*pain25" }, - { "dsplpain", "*poison" }, - - { "dsoof", "*grunt" }, - { "dsoof", "*land" }, - - { "dspldeth", "*death" }, - { "dspldeth", "*wimpydeath" }, - - { "dspdiehi", "*xdeath" }, - { "dspdiehi", "*crazydeath" }, - - { "dsnoway", "*usefail" }, - { "dsnoway", "*puzzfail" }, - - { "dsslop", "*gibbed" }, - { "dsslop", "*splat" }, - - { "dspunch", "*fist" }, - { "dsjump", "*jump" } -}; - -/* -static int STACK_ARGS skinsorter (const void *a, const void *b) -{ - return stricmp (((FPlayerSkin *)a)->name, ((FPlayerSkin *)b)->name); -} -*/ - -void R_InitSkins (void) -{ - FSoundID playersoundrefs[NUMSKINSOUNDS]; - spritedef_t temp; - int sndlumps[NUMSKINSOUNDS]; - char key[65]; - DWORD intname, crouchname; - size_t i; - int j, k, base; - int lastlump; - int aliasid; - bool remove; - const PClass *basetype, *transtype; - - key[sizeof(key)-1] = 0; - i = PlayerClasses.Size () - 1; - lastlump = 0; - - for (j = 0; j < NUMSKINSOUNDS; ++j) - { - playersoundrefs[j] = skinsoundnames[j][1]; - } - - while ((base = Wads.FindLump ("S_SKIN", &lastlump, true)) != -1) - { - // The player sprite has 23 frames. This means that the S_SKIN - // marker needs a minimum of 23 lumps after it. - if (base >= Wads.GetNumLumps() - 23 || base == -1) - continue; - - i++; - for (j = 0; j < NUMSKINSOUNDS; j++) - sndlumps[j] = -1; - skins[i].namespc = Wads.GetLumpNamespace (base); - - FScanner sc(base); - intname = 0; - crouchname = 0; - - remove = false; - basetype = NULL; - transtype = NULL; - - // Data is stored as "key = data". - while (sc.GetString ()) - { - strncpy (key, sc.String, sizeof(key)-1); - if (!sc.GetString() || sc.String[0] != '=') - { - Printf (PRINT_BOLD, "Bad format for skin %d: %s\n", (int)i, key); - break; - } - sc.GetString (); - if (0 == stricmp (key, "name")) - { - strncpy (skins[i].name, sc.String, 16); - for (j = 0; (size_t)j < i; j++) - { - if (stricmp (skins[i].name, skins[j].name) == 0) - { - mysnprintf (skins[i].name, countof(skins[i].name), "skin%d", (int)i); - Printf (PRINT_BOLD, "Skin %s duplicated as %s\n", - skins[j].name, skins[i].name); - break; - } - } - } - else if (0 == stricmp (key, "sprite")) - { - for (j = 3; j >= 0; j--) - sc.String[j] = toupper (sc.String[j]); - intname = *((DWORD *)sc.String); - } - else if (0 == stricmp (key, "crouchsprite")) - { - for (j = 3; j >= 0; j--) - sc.String[j] = toupper (sc.String[j]); - crouchname = *((DWORD *)sc.String); - } - else if (0 == stricmp (key, "face")) - { - for (j = 2; j >= 0; j--) - skins[i].face[j] = toupper (sc.String[j]); - skins[i].face[3] = '\0'; - } - else if (0 == stricmp (key, "gender")) - { - skins[i].gender = D_GenderToInt (sc.String); - } - else if (0 == stricmp (key, "scale")) - { - skins[i].ScaleX = clamp (FLOAT2FIXED(atof (sc.String)), 1, 256*FRACUNIT); - skins[i].ScaleY = skins[i].ScaleX; - } - else if (0 == stricmp (key, "game")) - { - if (gameinfo.gametype == GAME_Heretic) - basetype = PClass::FindClass (NAME_HereticPlayer); - else if (gameinfo.gametype == GAME_Strife) - basetype = PClass::FindClass (NAME_StrifePlayer); - else - basetype = PClass::FindClass (NAME_DoomPlayer); - - transtype = basetype; - - if (stricmp (sc.String, "heretic") == 0) - { - if (gameinfo.gametype & GAME_DoomChex) - { - transtype = PClass::FindClass (NAME_HereticPlayer); - skins[i].othergame = true; - } - else if (gameinfo.gametype != GAME_Heretic) - { - remove = true; - } - } - else if (stricmp (sc.String, "strife") == 0) - { - if (gameinfo.gametype != GAME_Strife) - { - remove = true; - } - } - else - { - if (gameinfo.gametype == GAME_Heretic) - { - transtype = PClass::FindClass (NAME_DoomPlayer); - skins[i].othergame = true; - } - else if (!(gameinfo.gametype & GAME_DoomChex)) - { - remove = true; - } - } - - if (remove) - break; - } - else if (0 == stricmp (key, "class")) - { // [GRB] Define the skin for a specific player class - int pclass = D_PlayerClassToInt (sc.String); - - if (pclass < 0) - { - remove = true; - break; - } - - basetype = transtype = PlayerClasses[pclass].Type; - } - else if (key[0] == '*') - { // Player sound replacment (ZDoom extension) - int lump = Wads.CheckNumForName (sc.String, skins[i].namespc); - if (lump == -1) - { - lump = Wads.CheckNumForFullName (sc.String, true, ns_sounds); - } - if (lump != -1) - { - if (stricmp (key, "*pain") == 0) - { // Replace all pain sounds in one go - aliasid = S_AddPlayerSound (skins[i].name, skins[i].gender, - playersoundrefs[0], lump, true); - for (int l = 3; l > 0; --l) - { - S_AddPlayerSoundExisting (skins[i].name, skins[i].gender, - playersoundrefs[l], aliasid, true); - } - } - else - { - int sndref = S_FindSoundNoHash (key); - if (sndref != 0) - { - S_AddPlayerSound (skins[i].name, skins[i].gender, sndref, lump, true); - } - } - } - } - else - { - for (j = 0; j < NUMSKINSOUNDS; j++) - { - if (stricmp (key, skinsoundnames[j][0]) == 0) - { - sndlumps[j] = Wads.CheckNumForName (sc.String, skins[i].namespc); - if (sndlumps[j] == -1) - { // Replacement not found, try finding it in the global namespace - sndlumps[j] = Wads.CheckNumForFullName (sc.String, true, ns_sounds); - } - } - } - //if (j == 8) - // Printf ("Funny info for skin %i: %s = %s\n", i, key, sc.String); - } - } - - // [GRB] Assume Doom skin by default - if (!remove && basetype == NULL) - { - if (gameinfo.gametype & GAME_DoomChex) - { - basetype = transtype = PClass::FindClass (NAME_DoomPlayer); - } - else if (gameinfo.gametype == GAME_Heretic) - { - basetype = PClass::FindClass (NAME_HereticPlayer); - transtype = PClass::FindClass (NAME_DoomPlayer); - skins[i].othergame = true; - } - else - { - remove = true; - } - } - - if (!remove) - { - skins[i].range0start = transtype->Meta.GetMetaInt (APMETA_ColorRange) & 0xff; - skins[i].range0end = transtype->Meta.GetMetaInt (APMETA_ColorRange) >> 8; - - remove = true; - for (j = 0; j < (int)PlayerClasses.Size (); j++) - { - const PClass *type = PlayerClasses[j].Type; - - if (type->IsDescendantOf (basetype) && - GetDefaultByType (type)->SpawnState->sprite == GetDefaultByType (basetype)->SpawnState->sprite && - type->Meta.GetMetaInt (APMETA_ColorRange) == basetype->Meta.GetMetaInt (APMETA_ColorRange)) - { - PlayerClasses[j].Skins.Push ((int)i); - remove = false; - } - } - } - - if (!remove) - { - if (skins[i].name[0] == 0) - mysnprintf (skins[i].name, countof(skins[i].name), "skin%d", (int)i); - - // Now collect the sprite frames for this skin. If the sprite name was not - // specified, use whatever immediately follows the specifier lump. - if (intname == 0) - { - char name[9]; - Wads.GetLumpName (name, base+1); - memcpy(&intname, name, 4); - } - - int basens = Wads.GetLumpNamespace(base); - - for(int spr = 0; spr<2; spr++) - { - memset (sprtemp, 0xFFFF, sizeof(sprtemp)); - for (k = 0; k < MAX_SPRITE_FRAMES; ++k) - { - sprtemp[k].Flip = 0; - sprtemp[k].Voxel = NULL; - } - maxframe = -1; - - if (spr == 1) - { - if (crouchname !=0 && crouchname != intname) - { - intname = crouchname; - } - else - { - skins[i].crouchsprite = -1; - break; - } - } - - for (k = base + 1; Wads.GetLumpNamespace(k) == basens; k++) - { - char lname[9]; - DWORD lnameint; - Wads.GetLumpName (lname, k); - memcpy(&lnameint, lname, 4); - if (lnameint == intname) - { - FTextureID picnum = TexMan.CreateTexture(k, FTexture::TEX_SkinSprite); - bool res = R_InstallSpriteLump (picnum, lname[4] - 'A', lname[5], false); - - if (lname[6] && res) - R_InstallSpriteLump (picnum, lname[6] - 'A', lname[7], true); - } - } - - if (spr == 0 && maxframe <= 0) - { - Printf (PRINT_BOLD, "Skin %s (#%d) has no frames. Removing.\n", skins[i].name, (int)i); - remove = true; - break; - } - - Wads.GetLumpName (temp.name, base+1); - temp.name[4] = 0; - int sprno = (int)sprites.Push (temp); - if (spr==0) skins[i].sprite = sprno; - else skins[i].crouchsprite = sprno; - R_InstallSprite (sprno); - } - } - - if (remove) - { - if (i < numskins-1) - memmove (&skins[i], &skins[i+1], sizeof(skins[0])*(numskins-i-1)); - i--; - continue; - } - - // Register any sounds this skin provides - aliasid = 0; - for (j = 0; j < NUMSKINSOUNDS; j++) - { - if (sndlumps[j] != -1) - { - if (j == 0 || sndlumps[j] != sndlumps[j-1]) - { - aliasid = S_AddPlayerSound (skins[i].name, skins[i].gender, - playersoundrefs[j], sndlumps[j], true); - } - else - { - S_AddPlayerSoundExisting (skins[i].name, skins[i].gender, - playersoundrefs[j], aliasid, true); - } - } - } - - // Make sure face prefix is a full 3 chars - if (skins[i].face[1] == 0 || skins[i].face[2] == 0) - { - skins[i].face[0] = 0; - } - } - - if (numskins > PlayerClasses.Size ()) - { // The sound table may have changed, so rehash it. - S_HashSounds (); - S_ShrinkPlayerSoundLists (); - } -} - -// [RH] Find a skin by name -int R_FindSkin (const char *name, int pclass) -{ - if (stricmp ("base", name) == 0) - { - return pclass; - } - - for (unsigned i = PlayerClasses.Size(); i < numskins; i++) - { - if (strnicmp (skins[i].name, name, 16) == 0) - { - if (PlayerClasses[pclass].CheckSkin (i)) - return i; - else - return pclass; - } - } - return pclass; -} - -// [RH] List the names of all installed skins -CCMD (skins) -{ - int i; - - for (i = PlayerClasses.Size ()-1; i < (int)numskins; i++) - Printf ("% 3d %s\n", i-PlayerClasses.Size ()+1, skins[i].name); -} - // // GAME FUNCTIONS // @@ -990,122 +134,10 @@ static vissprite_t **spritesorter; static int spritesortersize = 0; static int vsprcount; -static void R_CreateSkinTranslation (const char *palname) -{ - FMemLump lump = Wads.ReadLump (palname); - const BYTE *otherPal = (BYTE *)lump.GetMem(); - - for (int i = 0; i < 256; ++i) - { - OtherGameSkinRemap[i] = ColorMatcher.Pick (otherPal[0], otherPal[1], otherPal[2]); - OtherGameSkinPalette[i] = PalEntry(otherPal[0], otherPal[1], otherPal[2]); - otherPal += 3; - } -} - - -// -// R_InitSprites -// Called at program start. -// -void R_InitSprites () -{ - int lump, lastlump; - unsigned int i, j; - - clearbufshort (zeroarray, MAXWIDTH, 0); - - // [RH] Create a standard translation to map skins between Heretic and Doom - if (gameinfo.gametype == GAME_DoomChex) - { - R_CreateSkinTranslation ("SPALHTIC"); - } - else - { - R_CreateSkinTranslation ("SPALDOOM"); - } - - // [RH] Count the number of skins. - numskins = PlayerClasses.Size (); - lastlump = 0; - while ((lump = Wads.FindLump ("S_SKIN", &lastlump, true)) != -1) - { - numskins++; - } - - SpriteFrames.Clear(); - - // [RH] Do some preliminary setup - if (skins != NULL) delete [] skins; - skins = new FPlayerSkin[numskins]; - memset (skins, 0, sizeof(*skins) * numskins); - for (i = 0; i < numskins; i++) - { // Assume Doom skin by default - const PClass *type = PlayerClasses[0].Type; - skins[i].range0start = type->Meta.GetMetaInt (APMETA_ColorRange) & 255; - skins[i].range0end = type->Meta.GetMetaInt (APMETA_ColorRange) >> 8; - skins[i].ScaleX = GetDefaultByType (type)->scaleX; - skins[i].ScaleY = GetDefaultByType (type)->scaleY; - } - - R_InitSpriteDefs (); - R_InitVoxels(); // [RH] Parse VOXELDEF - NumStdSprites = sprites.Size(); - R_InitSkins (); // [RH] Finish loading skin data - - // [RH] Set up base skin - // [GRB] Each player class has its own base skin - for (i = 0; i < PlayerClasses.Size (); i++) - { - const PClass *basetype = PlayerClasses[i].Type; - const char *pclassface = basetype->Meta.GetMetaString (APMETA_Face); - - strcpy (skins[i].name, "Base"); - if (pclassface == NULL || strcmp(pclassface, "None") == 0) - { - skins[i].face[0] = 'S'; - skins[i].face[1] = 'T'; - skins[i].face[2] = 'F'; - skins[i].face[3] = '\0'; - } - else - { - strcpy(skins[i].face, pclassface); - } - skins[i].range0start = basetype->Meta.GetMetaInt (APMETA_ColorRange) & 255; - skins[i].range0end = basetype->Meta.GetMetaInt (APMETA_ColorRange) >> 8; - skins[i].ScaleX = GetDefaultByType (basetype)->scaleX; - skins[i].ScaleY = GetDefaultByType (basetype)->scaleY; - skins[i].sprite = GetDefaultByType (basetype)->SpawnState->sprite; - skins[i].namespc = ns_global; - - PlayerClasses[i].Skins.Push (i); - - if (memcmp (sprites[skins[i].sprite].name, "PLAY", 4) == 0) - { - for (j = 0; j < sprites.Size (); j++) - { - if (memcmp (sprites[j].name, deh.PlayerSprite, 4) == 0) - { - skins[i].sprite = (int)j; - break; - } - } - } - } - - // [RH] Sort the skins, but leave base as skin 0 - //qsort (&skins[PlayerClasses.Size ()], numskins-PlayerClasses.Size (), sizeof(FPlayerSkin), skinsorter); -} void R_DeinitSprites() { - // Free skins - if (skins != NULL) - { - delete[] skins; - skins = NULL; - } + R_DeinitSpriteData(); // Free vissprites for (int i = 0; i < MaxVisSprites; ++i) diff --git a/src/r_things.h b/src/r_things.h index 0e345227d..da31daf79 100644 --- a/src/r_things.h +++ b/src/r_things.h @@ -23,8 +23,6 @@ #ifndef __R_THINGS__ #define __R_THINGS__ -#define MAX_SPRITE_FRAMES 29 // [RH] Macro-ized as in BOOM. - // [RH] Particle details struct particle_t { diff --git a/zdoom.vcproj b/zdoom.vcproj index f6be6009c..9500d7573 100644 --- a/zdoom.vcproj +++ b/zdoom.vcproj @@ -6511,7 +6511,7 @@ + + @@ -6648,6 +6652,10 @@ RelativePath=".\src\r_data\renderstyle.cpp" > + +