// SONIC ROBO BLAST 2 //----------------------------------------------------------------------------- // Copyright (C) 1993-1996 by id Software, Inc. // Copyright (C) 1998-2000 by DooM Legacy Team. // Copyright (C) 1999-2019 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.h /// \brief Rendering of moving objects, sprites #ifndef __R_THINGS__ #define __R_THINGS__ #include "sounds.h" #include "r_plane.h" #include "r_patch.h" #include "r_portal.h" #include "r_defs.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 #define VISSPRITECHUNKBITS 6 // 2^6 = 64 sprites per chunk #define VISSPRITESPERCHUNK (1 << VISSPRITECHUNKBITS) #define VISSPRITEINDEXMASK (VISSPRITESPERCHUNK - 1) #define FEETADJUST (4<>6, // masks SC_CUTMASK = SC_TOP|SC_BOTTOM, SC_FLAGMASK = ~SC_CUTMASK } spritecut_e; // A vissprite_t is a thing that will be drawn during a refresh, // i.e. a sprite object that is partly visible. typedef struct vissprite_s { // Doubly linked list. struct vissprite_s *prev; struct vissprite_s *next; // Bonus linkdraw pointer. struct vissprite_s *linkdraw; mobj_t *mobj; // for easy access INT32 x1, x2; fixed_t gx, gy; // for line side calculation fixed_t gz, gzt; // global bottom/top for silhouette clipping fixed_t pz, pzt; // physical bottom/top for sorting with 3D floors fixed_t startfrac; // horizontal position of x1 fixed_t scale, sortscale; // sortscale only differs from scale for paper sprites and MF2_LINKDRAW fixed_t scalestep; // only for paper sprites, 0 otherwise fixed_t xiscale; // negative if flipped fixed_t texturemid; patch_t *patch; lighttable_t *colormap; // for color translation and shadow draw // maxbright frames as well UINT8 *transmap; // for MF2_SHADOW sprites, which translucency table to use INT32 mobjflags; INT32 heightsec; // height sector for underwater/fake ceiling support extracolormap_t *extra_colormap; // global colormaps fixed_t xscale; // Precalculated top and bottom screen coords for the sprite. fixed_t thingheight; // The actual height of the thing (for 3D floors) sector_t *sector; // The sector containing the thing. INT16 sz, szt; spritecut_e cut; INT16 clipbot[MAXVIDWIDTH], cliptop[MAXVIDWIDTH]; INT32 dispoffset; // copy of info->dispoffset, affects ordering but not drawing } vissprite_t; // A drawnode is something that points to a 3D floor, 3D side, or masked // middle texture. This is used for sorting with sprites. typedef struct drawnode_s { visplane_t *plane; drawseg_t *seg; drawseg_t *thickseg; ffloor_t *ffloor; vissprite_t *sprite; struct drawnode_s *next; struct drawnode_s *prev; } drawnode_t; extern INT32 numskins; extern skin_t skins[MAXSKINS]; extern UINT32 visspritecount; void SetPlayerSkin(INT32 playernum,const char *skinname); void SetPlayerSkinByNum(INT32 playernum,INT32 skinnum); // Tails 03-16-2002 boolean R_SkinUsable(INT32 playernum, INT32 skinnum); UINT32 R_GetSkinAvailabilities(void); INT32 R_SkinAvailable(const char *name); void R_PatchSkins(UINT16 wadnum); void R_AddSkins(UINT16 wadnum); UINT8 P_GetSkinSprite2(skin_t *skin, UINT8 spr2, player_t *player); void R_InitDrawNodes(void); char *GetPlayerFacePic(INT32 skinnum); // Functions to go from sprite character ID to frame number // for 2.1 compatibility this still uses the old 'A' + frame code // The use of symbols tends to be painful for wad editors though // So the future version of this tries to avoid using symbols // as much as possible while also defining all 64 slots in a sane manner // 2.1: [[ ABCDEFGHIJKLMNOPQRSTUVWXYZ[\]^_`abcdefghijklmnopqrstuvwxyz{|}~ ]] // Future: [[ ABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789abcdefghijklmnopqrstuvwxyz!@ ]] FUNCMATH FUNCINLINE static ATTRINLINE char R_Frame2Char(UINT8 frame) { #if 0 // 2.1 compat return 'A' + frame; #else if (frame < 26) return 'A' + frame; if (frame < 36) return '0' + (frame - 26); if (frame < 62) return 'a' + (frame - 36); if (frame == 62) return '!'; if (frame == 63) return '@'; return '\xFF'; #endif } FUNCMATH FUNCINLINE static ATTRINLINE UINT8 R_Char2Frame(char cn) { #if 0 // 2.1 compat if (cn == '+') return '\\' - 'A'; // PK3 can't use backslash, so use + instead return cn - 'A'; #else if (cn >= 'A' && cn <= 'Z') return cn - 'A'; if (cn >= '0' && cn <= '9') return (cn - '0') + 26; if (cn >= 'a' && cn <= 'z') return (cn - 'a') + 36; if (cn == '!') return 62; if (cn == '@') return 63; return 255; #endif } FUNCMATH FUNCINLINE static ATTRINLINE boolean R_ValidSpriteAngle(UINT8 rotation) { return ((rotation <= 8) || (rotation == ROT_L) || (rotation == ROT_R)); } #endif //__R_THINGS__