mirror of
https://github.com/KartKrewDev/RingRacers.git
synced 2025-10-30 08:01:28 +00:00
Merge branch 'rings_semibright' into 'rings'
Rings semibright See merge request KartKrew/Kart!137
This commit is contained in:
commit
dce96662e7
9 changed files with 145 additions and 72 deletions
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@ -8548,9 +8548,13 @@ struct {
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// Frame settings
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{"FF_FRAMEMASK",FF_FRAMEMASK},
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{"FF_PAPERSPRITE",FF_PAPERSPRITE},
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{"FF_ANIMATE",FF_ANIMATE},
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{"FF_RANDOMANIM",FF_RANDOMANIM},
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{"FF_GLOBALANIM",FF_GLOBALANIM},
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{"FF_FULLBRIGHT",FF_FULLBRIGHT},
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{"FF_SEMIBRIGHT",FF_SEMIBRIGHT},
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{"FF_PAPERSPRITE",FF_PAPERSPRITE},
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{"FF_VERTICALFLIP",FF_VERTICALFLIP},
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{"FF_TRANSMASK",FF_TRANSMASK},
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{"FF_TRANSSHIFT",FF_TRANSSHIFT},
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// new preshifted translucency (used in source)
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@ -4832,7 +4832,7 @@ void G_WriteGhostTic(mobj_t *ghost)
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}
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// Store the sprite frame.
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frame = ghost->frame & 0xFF;
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frame = ghost->frame & FF_FRAMEMASK;
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if (frame != oldghost.frame)
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{
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oldghost.frame = frame;
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@ -4220,7 +4220,11 @@ static void HWR_DrawSpriteShadow(gr_vissprite_t *spr, GLPatch_t *gpatch, float t
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INT32 light = R_GetPlaneLight(sector, spr->mobj->floorz, false);
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if (!(spr->mobj->frame & FF_FULLBRIGHT))
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{
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lightlevel = *sector->lightlist[light].lightlevel;
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if (spr->mobj->frame & FF_SEMIBRIGHT)
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lightlevel = 128 + (lightlevel>>1);
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}
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if (sector->lightlist[light].extra_colormap)
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colormap = sector->lightlist[light].extra_colormap;
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@ -4392,16 +4396,20 @@ static void HWR_SplitSprite(gr_vissprite_t *spr)
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alpha = Surf.FlatColor.s.alpha;
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// Start with the lightlevel and colormap from the top of the sprite
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lightlevel = *list[sector->numlights - 1].lightlevel;
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colormap = list[sector->numlights - 1].extra_colormap;
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i = 0;
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temp = FLOAT_TO_FIXED(realtop);
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if (spr->mobj->frame & FF_FULLBRIGHT)
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lightlevel = 255;
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#ifdef ESLOPE
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// Start with the lightlevel and colormap from the top of the sprite
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lightlevel = 255;
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colormap = list[sector->numlights - 1].extra_colormap;
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if (!(spr->mobj->frame & FF_FULLBRIGHT))
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{
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lightlevel = *list[sector->numlights - 1].lightlevel;
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if (spr->mobj->frame & FF_SEMIBRIGHT)
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lightlevel = 128 + (lightlevel>>1);
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}
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for (i = 1; i < sector->numlights; i++)
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{
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fixed_t h = sector->lightlist[i].slope ? P_GetZAt(sector->lightlist[i].slope, spr->mobj->x, spr->mobj->y)
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@ -4409,7 +4417,11 @@ static void HWR_SplitSprite(gr_vissprite_t *spr)
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if (h <= temp)
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{
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if (!(spr->mobj->frame & FF_FULLBRIGHT))
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{
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lightlevel = *list[i-1].lightlevel;
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if (spr->mobj->frame & FF_SEMIBRIGHT)
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lightlevel = 128 + (lightlevel>>1);
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}
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colormap = list[i-1].extra_colormap;
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break;
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}
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@ -4417,7 +4429,11 @@ static void HWR_SplitSprite(gr_vissprite_t *spr)
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#else
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i = R_GetPlaneLight(sector, temp, false);
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if (!(spr->mobj->frame & FF_FULLBRIGHT))
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{
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lightlevel = *list[i].lightlevel;
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if (spr->mobj->frame & FF_SEMIBRIGHT)
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lightlevel = 128 + (lightlevel>>1);
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}
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colormap = list[i].extra_colormap;
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#endif
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@ -4433,7 +4449,11 @@ static void HWR_SplitSprite(gr_vissprite_t *spr)
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if (!(list[i].flags & FF_NOSHADE) && (list[i].flags & FF_CUTSPRITES))
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{
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if (!(spr->mobj->frame & FF_FULLBRIGHT))
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{
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lightlevel = *list[i].lightlevel;
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if (spr->mobj->frame & FF_SEMIBRIGHT)
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lightlevel = 128 + (lightlevel>>1);
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}
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colormap = list[i].extra_colormap;
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}
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@ -4680,7 +4700,11 @@ static void HWR_DrawSprite(gr_vissprite_t *spr)
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extracolormap_t *colormap = sector->extra_colormap;
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if (!(spr->mobj->frame & FF_FULLBRIGHT))
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{
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lightlevel = sector->lightlevel;
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if (spr->mobj->frame & FF_SEMIBRIGHT)
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lightlevel = 128 + (lightlevel>>1);
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}
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if (colormap)
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Surf.FlatColor.rgba = HWR_Lighting(lightlevel, colormap->rgba, colormap->fadergba, false, false);
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@ -4788,6 +4812,9 @@ static inline void HWR_DrawPrecipitationSprite(gr_vissprite_t *spr)
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colormap = sector->extra_colormap;
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}
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if (spr->mobj->frame & FF_SEMIBRIGHT)
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lightlevel = 128 + (lightlevel>>1);
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if (colormap)
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Surf.FlatColor.rgba = HWR_Lighting(lightlevel, colormap->rgba, colormap->fadergba, false, false);
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else
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@ -5417,6 +5444,7 @@ static void HWR_ProjectSprite(mobj_t *thing)
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size_t lumpoff;
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unsigned rot;
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UINT8 flip;
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boolean vflip = (!(thing->eflags & MFE_VERTICALFLIP) != !(thing->frame & FF_VERTICALFLIP));
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angle_t ang;
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INT32 heightsec, phs;
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const boolean papersprite = (thing->frame & FF_PAPERSPRITE);
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@ -5548,7 +5576,7 @@ static void HWR_ProjectSprite(mobj_t *thing)
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x1 = tr_x + x1 * rightcos;
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x2 = tr_x - x2 * rightcos;
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if (thing->eflags & MFE_VERTICALFLIP)
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if (vflip)
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{
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gz = FIXED_TO_FLOAT(thing->z+thing->height) - FIXED_TO_FLOAT(spritecachedinfo[lumpoff].topoffset) * this_scale;
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gzt = gz + FIXED_TO_FLOAT(spritecachedinfo[lumpoff].height) * this_scale;
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@ -5635,10 +5663,7 @@ static void HWR_ProjectSprite(mobj_t *thing)
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//CONS_Debug(DBG_RENDER, "------------------\nH: sprite : %d\nH: frame : %x\nH: type : %d\nH: sname : %s\n\n",
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// thing->sprite, thing->frame, thing->type, sprnames[thing->sprite]);
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if (thing->eflags & MFE_VERTICALFLIP)
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vis->vflip = true;
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else
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vis->vflip = false;
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vis->vflip = vflip;
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vis->precip = false;
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}
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@ -969,7 +969,7 @@ state_t states[NUMSTATES] =
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{SPR_MSCF, FF_FULLBRIGHT|FF_TRANS30|11, 1, {NULL}, 0, 0, S_MSSHIELD_F1}, // S_MSSHIELD_F12
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// Ring
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{SPR_RING, FF_ANIMATE, -1, {NULL}, 23, 1, S_RING}, // S_RING
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{SPR_RING, FF_SEMIBRIGHT|FF_ANIMATE|FF_GLOBALANIM, -1, {NULL}, 23, 1, S_RING}, // S_RING
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{SPR_RING, 0, 1, {NULL}, 0, 0, S_FASTRING2}, // S_FASTRING1
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{SPR_RING, 2, 1, {NULL}, 0, 0, S_FASTRING3}, // S_FASTRING2
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{SPR_RING, 4, 1, {NULL}, 0, 0, S_FASTRING4}, // S_FASTRING3
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@ -3607,12 +3607,6 @@ void A_AttractChase(mobj_t *actor)
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}
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else // Collecting
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{
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// Flicker fullbright
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if (leveltime & 1)
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actor->frame |= FF_FULLBRIGHT;
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else
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actor->frame &= ~FF_FULLBRIGHT;
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if (actor->extravalue1 >= 16)
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{
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if (actor->target->player->kartstuff[k_rings] >= 20)
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@ -3647,12 +3641,6 @@ void A_AttractChase(mobj_t *actor)
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}
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else
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{
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// Flicker fullbright
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if (leveltime & 1)
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actor->frame |= FF_FULLBRIGHT;
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else
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actor->frame &= ~FF_FULLBRIGHT;
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// Don't immediately pick up spilled rings
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if (actor->threshold > 0)
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actor->threshold--;
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50
src/p_mobj.c
50
src/p_mobj.c
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@ -85,6 +85,37 @@ void P_AddCachedAction(mobj_t *mobj, INT32 statenum)
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actioncachehead.prev = newaction;
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}
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//
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// P_SetupStateAnimation
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//
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FUNCINLINE static ATTRINLINE void P_SetupStateAnimation(mobj_t *mobj, state_t *st)
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{
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if (!(st->frame & FF_ANIMATE))
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return;
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if (st->var1 <= 0 || st->var2 == 0)
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{
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mobj->frame &= ~FF_ANIMATE;
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return; // Crash/stupidity prevention
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}
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mobj->anim_duration = (UINT16)st->var2;
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if (st->frame & FF_GLOBALANIM)
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{
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// Attempt to account for the pre-ticker for objects spawned on load
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if (!leveltime) return;
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mobj->anim_duration -= (leveltime + 2) % st->var2; // Duration synced to timer
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mobj->frame += ((leveltime + 2) / st->var2) % (st->var1 + 1); // Frame synced to timer (duration taken into account)
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}
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else if (st->frame & FF_RANDOMANIM)
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{
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mobj->frame += P_RandomKey(st->var1 + 1); // Random starting frame
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mobj->anim_duration -= P_RandomKey(st->var2); // Random duration for first frame
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}
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}
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//
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// P_CycleStateAnimation
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//
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@ -93,6 +124,7 @@ FUNCINLINE static ATTRINLINE void P_CycleStateAnimation(mobj_t *mobj)
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// var2 determines delay between animation frames
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if (!(mobj->frame & FF_ANIMATE) || --mobj->anim_duration != 0)
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return;
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mobj->anim_duration = (UINT16)mobj->state->var2;
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// compare the current sprite frame to the one we started from
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@ -212,7 +244,7 @@ boolean P_SetPlayerMobjState(mobj_t *mobj, statenum_t state)
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mobj->tics = st->tics;
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mobj->sprite = st->sprite;
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mobj->frame = st->frame;
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mobj->anim_duration = (UINT16)st->var2; // only used if FF_ANIMATE is set
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P_SetupStateAnimation(mobj, st);
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// Modified handling.
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// Call action functions when the state is set
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@ -280,7 +312,7 @@ boolean P_SetMobjState(mobj_t *mobj, statenum_t state)
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mobj->tics = st->tics;
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mobj->sprite = st->sprite;
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mobj->frame = st->frame;
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mobj->anim_duration = (UINT16)st->var2; // only used if FF_ANIMATE is set
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P_SetupStateAnimation(mobj, st);
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// Modified handling.
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// Call action functions when the state is set
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@ -334,7 +366,7 @@ boolean P_SetMobjStateNF(mobj_t *mobj, statenum_t state)
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mobj->tics = st->tics;
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mobj->sprite = st->sprite;
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mobj->frame = st->frame;
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mobj->anim_duration = (UINT16)st->var2; // only used if FF_ANIMATE is set
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P_SetupStateAnimation(mobj, st);
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return true;
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}
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@ -353,7 +385,7 @@ static boolean P_SetPrecipMobjState(precipmobj_t *mobj, statenum_t state)
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mobj->tics = st->tics;
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mobj->sprite = st->sprite;
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mobj->frame = st->frame;
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mobj->anim_duration = (UINT16)st->var2; // only used if FF_ANIMATE is set
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P_SetupStateAnimation((mobj_t*)mobj, st);
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return true;
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}
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@ -3983,10 +4015,7 @@ static void P_RingThinker(mobj_t *mobj)
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return;
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}
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if (mobj->state == &states[S_RING]) // sync map rings to a global timer
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mobj->frame = (leveltime % ((UINT32)mobj->state->var1)) | (mobj->state->frame & ~FF_FRAMEMASK);
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else
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P_CycleMobjState(mobj);
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P_CycleMobjState(mobj);
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}
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//
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@ -9688,7 +9717,7 @@ mobj_t *P_SpawnMobj(fixed_t x, fixed_t y, fixed_t z, mobjtype_t type)
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mobj->tics = st->tics;
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mobj->sprite = st->sprite;
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mobj->frame = st->frame; // FF_FRAMEMASK for frame, and other bits..
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mobj->anim_duration = (UINT16)st->var2; // only used if FF_ANIMATE is set
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P_SetupStateAnimation(mobj, st);
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mobj->friction = ORIG_FRICTION;
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@ -10139,6 +10168,7 @@ mobj_t *P_SpawnShadowMobj(mobj_t * caster)
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mobj->tics = st->tics;
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mobj->sprite = st->sprite;
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mobj->frame = st->frame; // FF_FRAMEMASK for frame, and other bits..
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P_SetupStateAnimation(mobj, st);
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mobj->friction = ORIG_FRICTION;
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@ -10231,7 +10261,7 @@ static precipmobj_t *P_SpawnPrecipMobj(fixed_t x, fixed_t y, fixed_t z, mobjtype
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mobj->tics = st->tics;
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mobj->sprite = st->sprite;
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mobj->frame = st->frame; // FF_FRAMEMASK for frame, and other bits..
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mobj->anim_duration = (UINT16)st->var2; // only used if FF_ANIMATE is set
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P_SetupStateAnimation((mobj_t*)mobj, st);
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// set subsector and/or block links
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P_SetPrecipitationThingPosition(mobj);
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|
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28
src/p_pspr.h
28
src/p_pspr.h
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@ -35,14 +35,9 @@
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#pragma interface
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#endif
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/// \brief Frame flags: only the frame number
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#define FF_FRAMEMASK 0x1ff
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/// \brief Frame flags: Thin, paper-like sprite (for collision equivalent, see MF_PAPERCOLLISION)
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#define FF_PAPERSPRITE 0x800
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/// \brief Frame flags: Simple stateless animation
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#define FF_ANIMATE 0x4000
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/// \brief Frame flags: frame always appears full bright
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#define FF_FULLBRIGHT 0x8000
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/// \brief Frame flags: only the frame number (frames from 0 to 63, but a bit of headroom for 2.2 compat)
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#define FF_FRAMEMASK 0xff
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/// \brief Frame flags: 0 = no trans(opaque), 1-15 = transl. table
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#define FF_TRANSMASK 0xf0000
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/// \brief shift for FF_TRANSMASK
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@ -58,6 +53,23 @@
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#define FF_TRANS80 (tr_trans80<<FF_TRANSSHIFT)
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#define FF_TRANS90 (tr_trans90<<FF_TRANSSHIFT)
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/// \brief Frame flags: frame always appears full bright (mutually exclusive with below, currently takes priority)
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#define FF_FULLBRIGHT 0x00100000
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/// \brief Frame flags: frame appears with moderate brightness (mutually exclusive with above)
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#define FF_SEMIBRIGHT 0x00200000
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/// \brief Frame flags: Thin, paper-like sprite (for collision equivalent, see MF_PAPERCOLLISION)
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#define FF_PAPERSPRITE 0x00400000
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/// \brief Frame flags: Flip sprite vertically (relative to what it should be for its gravity)
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#define FF_VERTICALFLIP 0x00800000
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|
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/// \brief Frame flags - Animate: Simple stateless animation
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#define FF_ANIMATE 0x01000000
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/// \brief Frame flags - Animate: Sync animation to global timer (mutually exclusive with below, currently takes priority)
|
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#define FF_GLOBALANIM 0x02000000
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/// \brief Frame flags - Animate: Start at a random place in the animation (mutually exclusive with above)
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#define FF_RANDOMANIM 0x04000000
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/** \brief translucency tables
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\todo add another asm routine which use the fg and bg indexes in the
|
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|
|
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|||
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|
@ -818,7 +818,7 @@ static void R_DrawVisSprite(vissprite_t *vis)
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|||
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colfunc = basecolfunc; // hack: this isn't resetting properly somewhere.
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dc_colormap = vis->colormap;
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if ((vis->mobj->flags & MF_BOSS) && (vis->mobj->flags2 & MF2_FRET) && (leveltime & 1)) // Bosses "flash"
|
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if (!(vis->cut & SC_PRECIP) && (vis->mobj->flags & MF_BOSS) && (vis->mobj->flags2 & MF2_FRET) && (leveltime & 1)) // Bosses "flash"
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{
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// translate certain pixels to white
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colfunc = transcolfunc;
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|
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@ -889,18 +889,18 @@ static void R_DrawVisSprite(vissprite_t *vis)
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frac = vis->startfrac;
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||||
windowtop = windowbottom = sprbotscreen = INT32_MAX;
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||||
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||||
if (vis->mobj->skin && ((skin_t *)vis->mobj->skin)->flags & SF_HIRES)
|
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if (!(vis->cut & SC_PRECIP) && vis->mobj->skin && ((skin_t *)vis->mobj->skin)->flags & SF_HIRES)
|
||||
this_scale = FixedMul(this_scale, ((skin_t *)vis->mobj->skin)->highresscale);
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||||
if (this_scale <= 0)
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||||
this_scale = 1;
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||||
if (this_scale != FRACUNIT)
|
||||
{
|
||||
if (!vis->isScaled)
|
||||
if (!(vis->cut & SC_ISSCALED))
|
||||
{
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||||
vis->scale = FixedMul(vis->scale, this_scale);
|
||||
vis->scalestep = FixedMul(vis->scalestep, this_scale);
|
||||
vis->xiscale = FixedDiv(vis->xiscale,this_scale);
|
||||
vis->isScaled = true;
|
||||
vis->cut |= SC_ISSCALED;
|
||||
}
|
||||
dc_texturemid = FixedDiv(dc_texturemid,this_scale);
|
||||
}
|
||||
|
|
@ -946,7 +946,7 @@ static void R_DrawVisSprite(vissprite_t *vis)
|
|||
#else
|
||||
column = (column_t *)((UINT8 *)patch + LONG(patch->columnofs[frac>>FRACBITS]));
|
||||
#endif
|
||||
if (vis->vflip)
|
||||
if (vis->cut & SC_VFLIP)
|
||||
R_DrawFlippedMaskedColumn(column, patch->height);
|
||||
else
|
||||
R_DrawMaskedColumn(column);
|
||||
|
|
@ -1026,7 +1026,7 @@ static void R_DrawPrecipitationVisSprite(vissprite_t *vis)
|
|||
//
|
||||
// R_SplitSprite
|
||||
// runs through a sector's lightlist and
|
||||
static void R_SplitSprite(vissprite_t *sprite, mobj_t *thing)
|
||||
static void R_SplitSprite(vissprite_t *sprite)
|
||||
{
|
||||
INT32 i, lightnum, lindex;
|
||||
INT16 cutfrac;
|
||||
|
|
@ -1062,6 +1062,8 @@ static void R_SplitSprite(vissprite_t *sprite, mobj_t *thing)
|
|||
// adjust the heights.
|
||||
newsprite = M_Memcpy(R_NewVisSprite(), sprite, sizeof (vissprite_t));
|
||||
|
||||
newsprite->cut |= (sprite->cut & SC_FLAGMASK);
|
||||
|
||||
sprite->cut |= SC_BOTTOM;
|
||||
sprite->gz = testheight;
|
||||
|
||||
|
|
@ -1101,13 +1103,17 @@ static void R_SplitSprite(vissprite_t *sprite, mobj_t *thing)
|
|||
;
|
||||
else
|
||||
*/
|
||||
if (!((thing->frame & (FF_FULLBRIGHT|FF_TRANSMASK) || thing->flags2 & MF2_SHADOW)
|
||||
if (!((newsprite->cut & SC_FULLBRIGHT)
|
||||
&& (!newsprite->extra_colormap || !(newsprite->extra_colormap->fog & 1))))
|
||||
{
|
||||
lindex = FixedMul(sprite->xscale, FixedDiv(640, vid.width))>>(LIGHTSCALESHIFT);
|
||||
|
||||
if (lindex >= MAXLIGHTSCALE)
|
||||
lindex = MAXLIGHTSCALE-1;
|
||||
|
||||
if (newsprite->cut & SC_SEMIBRIGHT)
|
||||
lindex = (MAXLIGHTSCALE/2) + (lindex >> 1);
|
||||
|
||||
newsprite->colormap = spritelights[lindex];
|
||||
}
|
||||
}
|
||||
|
|
@ -1135,6 +1141,7 @@ static void R_ProjectSprite(mobj_t *thing)
|
|||
|
||||
size_t rot;
|
||||
UINT8 flip;
|
||||
boolean vflip = (!(thing->eflags & MFE_VERTICALFLIP) != !(thing->frame & FF_VERTICALFLIP));
|
||||
|
||||
INT32 lindex;
|
||||
|
||||
|
|
@ -1340,7 +1347,7 @@ static void R_ProjectSprite(mobj_t *thing)
|
|||
}
|
||||
|
||||
//SoM: 3/17/2000: Disregard sprites that are out of view..
|
||||
if (thing->eflags & MFE_VERTICALFLIP)
|
||||
if (vflip)
|
||||
{
|
||||
// When vertical flipped, draw sprites from the top down, at least as far as offsets are concerned.
|
||||
// sprite height - sprite topoffset is the proper inverse of the vertical offset, of course.
|
||||
|
|
@ -1482,7 +1489,12 @@ static void R_ProjectSprite(mobj_t *thing)
|
|||
else if (thing->frame & FF_TRANSMASK)
|
||||
vis->transmap = transtables + (thing->frame & FF_TRANSMASK) - 0x10000;
|
||||
|
||||
if (((thing->frame & FF_FULLBRIGHT) || (thing->flags2 & MF2_SHADOW))
|
||||
if (thing->frame & FF_FULLBRIGHT || thing->flags2 & MF2_SHADOW)
|
||||
vis->cut |= SC_FULLBRIGHT;
|
||||
else if (thing->frame & FF_SEMIBRIGHT)
|
||||
vis->cut |= SC_SEMIBRIGHT;
|
||||
|
||||
if (vis->cut & SC_FULLBRIGHT
|
||||
&& (!vis->extra_colormap || !(vis->extra_colormap->fog & 1)))
|
||||
{
|
||||
// full bright: goggles
|
||||
|
|
@ -1496,20 +1508,17 @@ static void R_ProjectSprite(mobj_t *thing)
|
|||
if (lindex >= MAXLIGHTSCALE)
|
||||
lindex = MAXLIGHTSCALE-1;
|
||||
|
||||
if (vis->cut & SC_SEMIBRIGHT)
|
||||
lindex = (MAXLIGHTSCALE/2) + (lindex >> 1);
|
||||
|
||||
vis->colormap = spritelights[lindex];
|
||||
}
|
||||
|
||||
vis->precip = false;
|
||||
|
||||
if (thing->eflags & MFE_VERTICALFLIP)
|
||||
vis->vflip = true;
|
||||
else
|
||||
vis->vflip = false;
|
||||
|
||||
vis->isScaled = false;
|
||||
if (vflip)
|
||||
vis->cut |= SC_VFLIP;
|
||||
|
||||
if (thing->subsector->sector->numlights)
|
||||
R_SplitSprite(vis, thing);
|
||||
R_SplitSprite(vis);
|
||||
|
||||
// Debug
|
||||
++objectsdrawn;
|
||||
|
|
@ -1681,15 +1690,12 @@ static void R_ProjectPrecipitationSprite(precipmobj_t *thing)
|
|||
vis->transmap = NULL;
|
||||
|
||||
vis->mobjflags = 0;
|
||||
vis->cut = SC_NONE;
|
||||
vis->cut = SC_PRECIP;
|
||||
vis->extra_colormap = thing->subsector->sector->extra_colormap;
|
||||
vis->heightsec = thing->subsector->sector->heightsec;
|
||||
|
||||
// Fullbright
|
||||
vis->colormap = colormaps;
|
||||
vis->precip = true;
|
||||
vis->vflip = false;
|
||||
vis->isScaled = false;
|
||||
}
|
||||
|
||||
// R_AddSprites
|
||||
|
|
@ -2482,7 +2488,7 @@ void R_DrawMasked(void)
|
|||
next = r2->prev;
|
||||
|
||||
// Tails 08-18-2002
|
||||
if (r2->sprite->precip == true)
|
||||
if (r2->sprite->cut & SC_PRECIP)
|
||||
R_DrawPrecipitationSprite(r2->sprite);
|
||||
else
|
||||
R_DrawSprite(r2->sprite);
|
||||
|
|
|
|||
|
|
@ -102,9 +102,20 @@ typedef struct
|
|||
// -----------
|
||||
typedef enum
|
||||
{
|
||||
// actual cuts
|
||||
SC_NONE = 0,
|
||||
SC_TOP = 1,
|
||||
SC_BOTTOM = 2
|
||||
SC_BOTTOM = 1<<1,
|
||||
// other flags
|
||||
SC_PRECIP = 1<<2,
|
||||
//SC_LINKDRAW = 1<<3, -- 2.2 compat
|
||||
SC_FULLBRIGHT = 1<<4,
|
||||
SC_SEMIBRIGHT = 1<<5,
|
||||
SC_VFLIP = 1<<6,
|
||||
SC_ISSCALED = 1>>7,
|
||||
// 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,
|
||||
|
|
@ -153,9 +164,6 @@ typedef struct vissprite_s
|
|||
|
||||
INT16 clipbot[MAXVIDWIDTH], cliptop[MAXVIDWIDTH];
|
||||
|
||||
boolean precip;
|
||||
boolean vflip; // Flip vertically
|
||||
boolean isScaled;
|
||||
INT32 dispoffset; // copy of info->dispoffset, affects ordering but not drawing
|
||||
} vissprite_t;
|
||||
|
||||
|
|
|
|||
Loading…
Add table
Reference in a new issue