From 333d8c882ec2126265bb9697fd06509ca430cd6c Mon Sep 17 00:00:00 2001 From: toasterbabe Date: Tue, 19 Jul 2016 00:04:00 +0100 Subject: [PATCH] Recreating NAMEcLcR sprite angle loading in internal, as Inu requested. --- src/hardware/hw_main.c | 27 +++++++----- src/r_defs.h | 17 +++++++- src/r_things.c | 98 +++++++++++++++++++++++++++++++----------- src/r_things.h | 9 ++++ 4 files changed, 115 insertions(+), 36 deletions(-) diff --git a/src/hardware/hw_main.c b/src/hardware/hw_main.c index a83960177..7afef4d51 100644 --- a/src/hardware/hw_main.c +++ b/src/hardware/hw_main.c @@ -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<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 ((ang < ANGLE_180) && (sprframe->rotate & SRF_RIGHT)) // See from right + rot = 6; // F7 slot + else if ((ang >= ANGLE_180) && (sprframe->rotate & SRF_LEFT)) // 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<skin && ((skin_t *)thing->skin)->flags & SF_HIRES) this_scale = this_scale * FIXED_TO_FLOAT(((skin_t *)thing->skin)->highresscale); diff --git a/src/r_defs.h b/src/r_defs.h index 2c5860ee7..622bf4094 100644 --- a/src/r_defs.h +++ b/src/r_defs.h @@ -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 has single patch + SRF_RIGHT = 4, // Right side has single patch + SRF_2D = 6, // SRF_LEFT|SRF_RIGHT + 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 diff --git a/src/r_things.c b/src/r_things.c index 25cbd15fe..a836aa88b 100644 --- a/src/r_things.c +++ b/src/r_things.c @@ -100,7 +100,7 @@ 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) @@ -109,31 +109,67 @@ 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; + } + sprtemp[frame].flip |= (flipped ? (0x0F << rightfactor) : 0); // 00001111 or 11110000 in binary, depending on rotation being ROT_L or ROT_R 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); @@ -195,7 +231,7 @@ 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; @@ -278,16 +314,23 @@ 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)); 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 %s 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 @@ -1138,22 +1181,29 @@ 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<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 ((ang < ANGLE_180) && (sprframe->rotate & SRF_RIGHT)) // See from right + rot = 6; // F7 slot + else if ((ang >= ANGLE_180) && (sprframe->rotate & SRF_LEFT)) // 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<