Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into s_skinprovements

This commit is contained in:
toasterbabe 2016-08-11 17:46:08 +01:00
commit 3310b02b68
6 changed files with 132 additions and 42 deletions

View file

@ -1060,10 +1060,11 @@ void D_SRB2Main(void)
if (M_CheckParm("-warp") && M_IsNextParm())
{
const char *word = M_GetNextParm();
if (fastncmp(word, "MAP", 3))
char ch; // use this with sscanf to catch non-digits with
if (fastncmp(word, "MAP", 3)) // MAPxx name
pstartmap = M_MapNumber(word[3], word[4]);
else
pstartmap = atoi(word);
else if (sscanf(word, "%d%c", &pstartmap, &ch) != 1) // a plain number
I_Error("Cannot warp to map %s (invalid map name)\n", word);
// Don't check if lump exists just yet because the wads haven't been loaded!
// Just do a basic range check here.
if (pstartmap < 1 || pstartmap > NUMMAPS)

View file

@ -5096,22 +5096,29 @@ static void HWR_ProjectSprite(mobj_t *thing)
I_Error("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); // uses viewx,viewy
rot = (ang-thing->angle+ANGLE_202h)>>29;
//Fab: lumpid is the index for spritewidth,spriteoffset... tables
lumpoff = sprframe->lumpid[rot];
flip = sprframe->flip & (1<<rot);
}
else
if (sprframe->rotate == SRF_SINGLE)
{
// use single rotation for all views
rot = 0; //Fab: for vis->patch below
lumpoff = sprframe->lumpid[0]; //Fab: see note above
flip = sprframe->flip; // Will only be 0x00 or 0xFF
}
else
{
// choose a different rotation based on player view
ang = R_PointToAngle (thing->x, thing->y) - thing->angle;
if ((sprframe->rotate & SRF_RIGHT) && (ang < ANGLE_180)) // See from right
rot = 6; // F7 slot
else if ((sprframe->rotate & SRF_LEFT) && (ang >= ANGLE_180)) // See from left
rot = 2; // F3 slot
else // Normal behaviour
rot = (ang+ANGLE_202h)>>29;
//Fab: lumpid is the index for spritewidth,spriteoffset... tables
lumpoff = sprframe->lumpid[rot];
flip = sprframe->flip & (1<<rot);
}
if (thing->skin && ((skin_t *)thing->skin)->flags & SF_HIRES)
this_scale = this_scale * FIXED_TO_FLOAT(((skin_t *)thing->skin)->highresscale);

View file

@ -1188,7 +1188,12 @@ INT32 P_FindSpecialLineFromTag(INT16 special, INT16 tag, INT32 start)
{
start++;
while (lines[start].special != special)
// This redundant check stops the compiler from complaining about function expansion
// elsewhere for some reason and everything is awful
if (start >= (INT32)numlines)
return -1;
while (start < (INT32)numlines && lines[start].special != special)
start++;
if (start >= (INT32)numlines)

View file

@ -729,23 +729,36 @@ typedef struct
#pragma pack()
#endif
typedef enum
{
SRF_SINGLE = 0, // 0-angle for all rotations
SRF_3D = 1, // Angles 1-8
SRF_LEFT = 2, // Left side uses single patch
SRF_RIGHT = 4, // Right side uses single patch
SRF_2D = SRF_LEFT|SRF_RIGHT, // 6
SRF_NONE = 0xff // Initial value
} spriterotateflags_t; // SRF's up!
//
// 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.
// x = 0, 1-8, L/R
// 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 predrawn.
// 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
// Some sprites will take the entirety of the left side: NNNNFL
// Or the right side: NNNNFR
// Or both, mirrored: NNNNFLFR
//
typedef struct
{
// If false use 0 for any position.
// Note: as eight entries are available, we might as well insert the same
// name eight times.
UINT8 rotate;
UINT8 rotate; // see spriterotateflags_t above
// Lump to use for view angles 0-7.
lumpnum_t lumppat[8]; // lump number 16 : 16 wad : lump

View file

@ -102,7 +102,7 @@ static void R_InstallSpriteLump(UINT16 wad, // graphics patch
lumppat <<= 16;
lumppat += lump;
if (frame >= 64 || rotation > 8)
if (frame >= 64 || !(R_ValidSpriteAngle(rotation)))
I_Error("R_InstallSpriteLump: Bad frame characters in lump %s", W_CheckNameForNum(lumppat));
if (maxframe ==(size_t)-1 || frame > maxframe)
@ -111,31 +111,72 @@ static void R_InstallSpriteLump(UINT16 wad, // graphics patch
if (rotation == 0)
{
// the lump should be used for all rotations
if (sprtemp[frame].rotate == 0)
if (sprtemp[frame].rotate == SRF_SINGLE)
CONS_Debug(DBG_SETUP, "R_InitSprites: Sprite %s frame %c has multiple rot = 0 lump\n", spritename, cn);
if (sprtemp[frame].rotate == 1)
else if (sprtemp[frame].rotate != SRF_NONE) // Let's bundle 1-8 and L/R rotations into one debug message.
CONS_Debug(DBG_SETUP, "R_InitSprites: Sprite %s frame %c has rotations and a rot = 0 lump\n", spritename, cn);
sprtemp[frame].rotate = 0;
sprtemp[frame].rotate = SRF_SINGLE;
for (r = 0; r < 8; r++)
{
sprtemp[frame].lumppat[r] = lumppat;
sprtemp[frame].lumpid[r] = lumpid;
}
sprtemp[frame].flip = flipped ? UINT8_MAX : 0;
sprtemp[frame].flip = flipped ? 0xFF : 0; // 11111111 in binary
return;
}
if (rotation == ROT_L || rotation == ROT_R)
{
UINT8 rightfactor = ((rotation == ROT_R) ? 4 : 0);
// the lump should be used for half of all rotations
if (sprtemp[frame].rotate == SRF_SINGLE)
CONS_Debug(DBG_SETUP, "R_InitSprites: Sprite %s frame %c has L/R rotations and a rot = 0 lump\n", spritename, cn);
else if (sprtemp[frame].rotate == SRF_3D)
CONS_Debug(DBG_SETUP, "R_InitSprites: Sprite %s frame %c has both L/R and 1-8 rotations\n", spritename, cn);
else if ((sprtemp[frame].rotate & SRF_LEFT) && (rotation == ROT_L))
CONS_Debug(DBG_SETUP, "R_InitSprites: Sprite %s frame %c has multiple L rotations\n", spritename, cn);
else if ((sprtemp[frame].rotate & SRF_RIGHT) && (rotation == ROT_R))
CONS_Debug(DBG_SETUP, "R_InitSprites: Sprite %s frame %c has multiple R rotations\n", spritename, cn);
if (sprtemp[frame].rotate == SRF_NONE)
sprtemp[frame].rotate = SRF_SINGLE;
sprtemp[frame].rotate |= ((rotation == ROT_R) ? SRF_RIGHT : SRF_LEFT);
if (sprtemp[frame].rotate == (SRF_3D|SRF_2D))
sprtemp[frame].rotate = SRF_2D; // SRF_3D|SRF_2D being enabled at the same time doesn't HURT in the current sprite angle implementation, but it DOES mean more to check in some of the helper functions. Let's not allow this scenario to happen.
for (r = 1; r < 4; r++) // Don't set for front/back frames
{
sprtemp[frame].lumppat[r + rightfactor] = lumppat;
sprtemp[frame].lumpid[r + rightfactor] = lumpid;
}
if (flipped)
sprtemp[frame].flip |= (0x0F<<rightfactor); // 00001111 or 11110000 in binary, depending on rotation being ROT_L or ROT_R
else
sprtemp[frame].flip &= ~(0x0F<<rightfactor); // ditto
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;
if (sprtemp[frame].rotate == SRF_SINGLE)
CONS_Debug(DBG_SETUP, "R_InitSprites: Sprite %s frame %c has 1-8 rotations and a rot = 0 lump\n", spritename, cn);
else if ((sprtemp[frame].rotate != SRF_3D) && (sprtemp[frame].rotate != SRF_NONE))
CONS_Debug(DBG_SETUP, "R_InitSprites: Sprite %s frame %c has both L/R and 1-8 rotations\n", spritename, cn);
// make 0 based
rotation--;
if (rotation == 0 || rotation == 4) // Front or back...
sprtemp[frame].rotate = SRF_3D; // Prevent L and R changeover
else if (rotation > 3) // Right side
sprtemp[frame].rotate = (SRF_3D | (sprtemp[frame].rotate & SRF_LEFT)); // Continue allowing L frame changeover
else // if (rotation <= 3) // Left side
sprtemp[frame].rotate = (SRF_3D | (sprtemp[frame].rotate & SRF_RIGHT)); // Continue allowing R frame changeover
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);
@ -197,7 +238,7 @@ static boolean R_AddSingleSpriteDef(const char *sprname, spritedef_t *spritedef,
frame = R_Char2Frame(lumpinfo[l].name[4]);
rotation = (UINT8)(lumpinfo[l].name[5] - '0');
if (frame >= 64 || rotation > 8) // Give an actual NAME error -_-...
if (frame >= 64 || !(R_ValidSpriteAngle(rotation))) // Give an actual NAME error -_-...
{
CONS_Alert(CONS_WARNING, M_GetText("Bad sprite name: %s\n"), W_CheckNameForNumPwad(wadnum,l));
continue;
@ -280,22 +321,29 @@ static boolean R_AddSingleSpriteDef(const char *sprname, spritedef_t *spritedef,
{
switch (sprtemp[frame].rotate)
{
case 0xff:
case SRF_NONE:
// no rotations were found for that frame at all
I_Error("R_AddSingleSpriteDef: No patches found for %s frame %c", sprname, R_Frame2Char(frame));
I_Error("R_AddSingleSpriteDef: No patches found for %.4s frame %c", sprname, R_Frame2Char(frame));
break;
case 0:
case SRF_SINGLE:
// only the first rotation is needed
break;
case 1:
case SRF_2D: // both Left and Right rotations
// we test to see whether the left and right slots are present
if ((sprtemp[frame].lumppat[2] == LUMPERROR) || (sprtemp[frame].lumppat[6] == LUMPERROR))
I_Error("R_AddSingleSpriteDef: Sprite %.4s frame %c is missing rotations",
sprname, R_Frame2Char(frame));
break;
default:
// 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 %s frame %c is missing rotations",
I_Error("R_AddSingleSpriteDef: Sprite %.4s frame %c is missing rotations",
sprname, R_Frame2Char(frame));
break;
}
@ -1140,22 +1188,29 @@ static void R_ProjectSprite(mobj_t *thing)
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
if (sprframe->rotate == SRF_SINGLE)
{
// 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
}
else
{
// choose a different rotation based on player view
ang = R_PointToAngle (thing->x, thing->y) - thing->angle;
if ((sprframe->rotate & SRF_RIGHT) && (ang < ANGLE_180)) // See from right
rot = 6; // F7 slot
else if ((sprframe->rotate & SRF_LEFT) && (ang >= ANGLE_180)) // See from left
rot = 2; // F3 slot
else // Normal behaviour
rot = (ang+ANGLE_202h)>>29;
//Fab: lumpid is the index for spritewidth,spriteoffset... tables
lump = sprframe->lumpid[rot];
flip = sprframe->flip & (1<<rot);
}
I_Assert(lump < max_spritelumps);

View file

@ -17,6 +17,10 @@
#include "sounds.h"
#include "r_plane.h"
// "Left" and "Right" character symbols for additional rotation functionality
#define ROT_L ('L' - '0')
#define ROT_R ('R' - '0')
// number of sprite lumps for spritewidth,offset,topoffset lookup tables
// Fab: this is a hack : should allocate the lookup tables per sprite
#define MAXVISSPRITES 2048 // added 2-2-98 was 128
@ -243,4 +247,9 @@ FUNCMATH FUNCINLINE static ATTRINLINE UINT8 R_Char2Frame(char cn)
#endif
}
FUNCMATH FUNCINLINE static ATTRINLINE boolean R_ValidSpriteAngle(UINT8 rotation)
{
return ((rotation <= 8) || (rotation == ROT_L) || (rotation == ROT_R));
}
#endif //__R_THINGS__