// SONIC ROBO BLAST 2 //----------------------------------------------------------------------------- // Copyright (C) 1993-1996 by id Software, Inc. // Copyright (C) 1998-2000 by DooM Legacy Team. // Copyright (C) 1999-2014 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" // 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) // Constant arrays used for psprite clipping // and initializing clipping. extern INT16 negonearray[MAXVIDWIDTH]; extern INT16 screenheightarray[MAXVIDWIDTH]; // vars for R_DrawMaskedColumn extern INT16 *mfloorclip; extern INT16 *mceilingclip; extern fixed_t spryscale; extern fixed_t sprtopscreen; extern fixed_t sprbotscreen; extern fixed_t windowtop; extern fixed_t windowbottom; void R_DrawMaskedColumn(column_t *column); void R_SortVisSprites(void); //faB: find sprites in wadfile, replace existing, add new ones // (only sprites from namelist are added or replaced) void R_AddSpriteDefs(UINT16 wadnum); #ifdef DELFILE void R_DelSpriteDefs(UINT16 wadnum); #endif //SoM: 6/5/2000: Light sprites correctly! void R_AddSprites(sector_t *sec, INT32 lightlevel); void R_InitSprites(void); void R_ClearSprites(void); void R_DrawMasked(void); // ----------- // SKINS STUFF // ----------- #define SKINNAMESIZE 16 // should be all lowercase!! S_SKIN processing does a strlwr #define DEFAULTSKIN "sonic" #define DEFAULTSKIN2 "tails" // secondary player typedef struct { char name[SKINNAMESIZE+1]; // INT16 descriptive name of the skin spritedef_t spritedef; UINT16 wadnum; char sprite[4]; // Sprite name, if seperated from S_SKIN. skinflags_t flags; char realname[SKINNAMESIZE+1]; // Display name for level completion. char hudname[SKINNAMESIZE+1]; // HUD name to display (officially exactly 5 characters long) char charsel[8], face[8], superface[8]; // Arbitrarily named patch lumps UINT8 ability; // ability definition UINT8 ability2; // secondary ability definition INT32 thokitem; INT32 spinitem; INT32 revitem; fixed_t actionspd; fixed_t mindash; fixed_t maxdash; fixed_t normalspeed; // Normal ground fixed_t runspeed; // Speed that you break into your run animation UINT8 thrustfactor; // Thrust = thrustfactor * acceleration UINT8 accelstart; // Acceleration if speed = 0 UINT8 acceleration; // Acceleration fixed_t jumpfactor; // multiple of standard jump height // Definable color translation table UINT8 starttranscolor; UINT8 prefcolor; fixed_t highresscale; // scale of highres, default is 0.5 // specific sounds per skin sfxenum_t soundsid[NUMSKINSOUNDS]; // sound # in S_sfx table } skin_t; // ----------- // NOT SKINS STUFF ! // ----------- typedef enum { SC_NONE = 0, SC_TOP = 1, SC_BOTTOM = 2 } 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; 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; fixed_t xiscale; // negative if flipped fixed_t texturemid; lumpnum_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; boolean precip; boolean vflip; // Flip vertically boolean isScaled; } 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 + 1]; void SetPlayerSkin(INT32 playernum,const char *skinname); void SetPlayerSkinByNum(INT32 playernum,INT32 skinnum); // Tails 03-16-2002 INT32 R_SkinAvailable(const char *name); void R_AddSkins(UINT16 wadnum); #ifdef DELFILE void R_DelSkins(UINT16 wadnum); #endif void R_InitDrawNodes(void); char *GetPlayerFacePic(INT32 skinnum); #endif //__R_THINGS__