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Aminet 24 (1998)(GTI - Schatztruhe)[!][Apr 1998].iso
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ADoom_src_1_1.lha
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r_things.c
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C/C++ Source or Header
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1998-02-19
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// Emacs style mode select -*- C++ -*-
//-----------------------------------------------------------------------------
//
// $Id:$
//
// Copyright (C) 1993-1996 by id Software, Inc.
//
// This source is available for distribution and/or modification
// only under the terms of the DOOM Source Code License as
// published by id Software. All rights reserved.
//
// The source is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
// for more details.
//
// $Log:$
//
// DESCRIPTION:
// Refresh of things, i.e. objects represented by sprites.
//
//-----------------------------------------------------------------------------
static const char
rcsid[] = "$Id: r_things.c,v 1.5 1997/02/03 16:47:56 b1 Exp $";
#include <stdio.h>
#include <stdlib.h>
#include "doomdef.h"
#include "m_swap.h"
#include "i_system.h"
#include "z_zone.h"
#include "w_wad.h"
#include "r_local.h"
#include "doomstat.h"
#define MINZ (FRACUNIT*4)
//#define BASEYCENTER 100
#define BASEYCENTER ((weirdaspect==1)?100:75)
//void R_DrawColumn (void);
//void R_DrawFuzzColumn (void);
typedef struct
{
int x1;
int x2;
int column;
int topclip;
int bottomclip;
} maskdraw_t;
//
// Sprite rotation 0 is facing the viewer,
// rotation 1 is one angle turn CLOCKWISE around the axis.
// This is not the same as the angle,
// which increases counter clockwise (protractor).
// There was a lot of stuff grabbed wrong, so I changed it...
//
fixed_t pspritescale;
fixed_t pspriteiscale;
//fixed_t pspritescale2;
fixed_t pspriteiscale2;
lighttable_t** spritelights;
// constant arrays
// used for psprite clipping and initializing clipping
//short negonearray[SCREENWIDTH];
//short screenheightarray[SCREENWIDTH];
short *negonearray;
short *screenheightarray;
//
// INITIALIZATION FUNCTIONS
//
// variables used to look up
// and range check thing_t sprites patches
spritedef_t* sprites;
int numsprites;
FAR spriteframe_t sprtemp[29];
int maxframe;
char* spritename;
//
// R_InstallSpriteLump
// Local function for R_InitSprites.
//
void
R_InstallSpriteLump
( int lump,
unsigned frame,
unsigned rotation,
boolean flipped )
{
int r;
if (frame >= 29 || rotation > 8)
I_Error("R_InstallSpriteLump: "
"Bad frame characters in lump %i", lump);
if ((int)frame > maxframe)
maxframe = frame;
if (rotation == 0)
{
// the lump should be used for all rotations
if (sprtemp[frame].rotate == false)
I_Error ("R_InitSprites: Sprite %s frame %c has "
"multip rot=0 lump", spritename, 'A'+frame);
if (sprtemp[frame].rotate == true)
I_Error ("R_InitSprites: Sprite %s frame %c has rotations "
"and a rot=0 lump", spritename, 'A'+frame);
sprtemp[frame].rotate = false;
for (r=0 ; r<8 ; r++)
{
sprtemp[frame].lump[r] = lump - firstspritelump;
sprtemp[frame].flip[r] = (byte)flipped;
}
return;
}
// the lump is only used for one rotation
if (sprtemp[frame].rotate == false)
I_Error ("R_InitSprites: Sprite %s frame %c has rotations "
"and a rot=0 lump", spritename, 'A'+frame);
sprtemp[frame].rotate = true;
// make 0 based
rotation--;
if (sprtemp[frame].lump[rotation] != -1)
I_Error ("R_InitSprites: Sprite %s : %c : %c "
"has two lumps mapped to it",
spritename, 'A'+frame, '1'+rotation);
sprtemp[frame].lump[rotation] = lump - firstspritelump;
sprtemp[frame].flip[rotation] = (byte)flipped;
}
//
// R_InitSpriteDefs
// Pass a null terminated list of sprite names
// (4 chars exactly) to be used.
// Builds the sprite rotation matrixes 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 (char** namelist)
{
char** check;
int i;
int l;
int intname;
int frame;
int rotation;
int start;
int end;
int patched;
// count the number of sprite names
check = namelist;
while (*check != NULL)
check++;
numsprites = check-namelist;
if (!numsprites)
return;
sprites = Z_Malloc(numsprites *sizeof(*sprites), PU_STATIC, NULL);
start = firstspritelump-1;
end = lastspritelump+1;
// scan all the lump names for each of the names,
// noting the highest frame letter.
// Just compare 4 characters as ints
for (i=0 ; i<numsprites ; i++)
{
spritename = namelist[i];
memset (sprtemp,-1, sizeof(sprtemp));
maxframe = -1;
intname = *(int *)namelist[i];
// scan the lumps,
// filling in the frames for whatever is found
for (l=start+1 ; l<end ; l++)
{
if (*(int *)lumpinfo[l].name == intname)
{
frame = lumpinfo[l].name[4] - 'A';
rotation = lumpinfo[l].name[5] - '0';
if (modifiedgame)
patched = W_GetNumForName (lumpinfo[l].name);
else
patched = l;
R_InstallSpriteLump (patched, frame, rotation, false);
if (lumpinfo[l].name[6])
{
frame = lumpinfo[l].name[6] - 'A';
rotation = lumpinfo[l].name[7] - '0';
R_InstallSpriteLump (l, frame, rotation, true);
}
}
}
// check the frames that were found for completeness
if (maxframe == -1)
{
sprites[i].numframes = 0;
continue;
}
maxframe++;
for (frame = 0 ; frame < maxframe ; frame++)
{
switch ((int)sprtemp[frame].rotate)
{
case -1:
// no rotations were found for that frame at all
I_Error ("R_InitSprites: No patches found "
"for %s frame %c", namelist[i], frame+'A');
break;
case 0:
// only the first rotation is needed
break;
case 1:
// must have all 8 frames
for (rotation=0 ; rotation<8 ; rotation++)
if (sprtemp[frame].lump[rotation] == -1)
I_Error ("R_InitSprites: Sprite %s frame %c "
"is missing rotations",
namelist[i], frame+'A');
break;
}
}
// allocate space for the frames present and copy sprtemp to it
sprites[i].numframes = maxframe;
sprites[i].spriteframes =
Z_Malloc (maxframe * sizeof(spriteframe_t), PU_STATIC, NULL);
memcpy (sprites[i].spriteframes, sprtemp, maxframe*sizeof(spriteframe_t));
}
}
//
// GAME FUNCTIONS
//
FAR vissprite_t vissprites[MAXVISSPRITES];
vissprite_t* vissprite_p;
int newvissprite;
//
// R_InitSprites
// Called at program start.
//
void R_InitSprites (char** namelist)
{
int i;
for (i=0 ; i<SCREENWIDTH ; i++)
{
negonearray[i] = -1;
}
R_InitSpriteDefs (namelist);
}
//
// R_ClearSprites
// Called at frame start.
//
void R_ClearSprites (void)
{
vissprite_p = vissprites;
}
//
// R_NewVisSprite
//
vissprite_t overflowsprite;
vissprite_t* R_NewVisSprite (void)
{
if (vissprite_p == &vissprites[MAXVISSPRITES])
return &overflowsprite;
vissprite_p++;
return vissprite_p-1;
}
//
// R_DrawMaskedColumn
// Used for sprites and masked mid textures.
// Masked means: partly transparent, i.e. stored
// in posts/runs of opaque pixels.
//
short* mfloorclip;
short* mceilingclip;
fixed_t spryscale;
fixed_t sprtopscreen;
#ifndef AMIGA
void R_DrawMaskedColumn (column_t* column)
{
int topscreen;
int bottomscreen;
fixed_t basetexturemid;
basetexturemid = dc_texturemid;
for ( ; column->topdelta != 0xff ; )
{
// calculate unclipped screen coordinates
// for post
topscreen = sprtopscreen + spryscale*column->topdelta;
bottomscreen = topscreen + spryscale*column->length;
dc_yl = (topscreen+FRACUNIT-1)>>FRACBITS;
dc_yh = (bottomscreen-1)>>FRACBITS;
if (dc_yh >= mfloorclip[dc_x])
dc_yh = mfloorclip[dc_x]-1;
if (dc_yl <= mceilingclip[dc_x])
dc_yl = mceilingclip[dc_x]+1;
if (dc_yl <= dc_yh)
{
dc_source = (byte *)column + 3;
dc_texturemid = basetexturemid - (column->topdelta<<FRACBITS);
// dc_source = (byte *)col