mirror of
https://github.com/KartKrewDev/RingRacers.git
synced 2025-10-30 08:01:28 +00:00
* Fix the title card fade's one-frame invalid memory read. * Disable a redundant gamestate-activated wipe, which A) horribly broke Encore wipes, B) made normal map transitions take longer than they should, and C) held on the one glitchy title card wipe frame to make the game look more broken than it was. * Fix Encore wipes being broken by the merge. * Disable (not remove; may want to use later) the :nick: patch draw attempts from the title card drawer. * Re-add zonettl support to the title card drawer. * Move the title card drawer in front of the fade (Looks better for if we showcase 2.2 merge footage before creating a better title card).
574 lines
14 KiB
C
574 lines
14 KiB
C
// SONIC ROBO BLAST 2
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//-----------------------------------------------------------------------------
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// Copyright (C) 1993-1996 by id Software, Inc.
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// Copyright (C) 1998-2000 by DooM Legacy Team.
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// Copyright (C) 2013-2016 by Matthew "Inuyasha" Walsh.
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// Copyright (C) 1999-2018 by Sonic Team Junior.
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//
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// This program is free software distributed under the
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// terms of the GNU General Public License, version 2.
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// See the 'LICENSE' file for more details.
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//-----------------------------------------------------------------------------
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/// \file f_wipe.c
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/// \brief SRB2 2.1 custom fade mask "wipe" behavior.
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#include "f_finale.h"
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#include "i_video.h"
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#include "v_video.h"
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#include "r_data.h" // NearestColor
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#include "r_draw.h" // transtable
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#include "p_pspr.h" // tr_transxxx
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#include "w_wad.h"
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#include "z_zone.h"
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#include "i_system.h"
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#include "i_threads.h"
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#include "m_menu.h"
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#include "console.h"
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#include "d_main.h"
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#include "m_misc.h" // movie mode
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#include "d_clisrv.h" // So the network state can be updated during the wipe
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#include "g_game.h"
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#include "st_stuff.h"
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#ifdef HWRENDER
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#include "hardware/hw_main.h"
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#endif
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#if NUMSCREENS < 5
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#define NOWIPE // do not enable wipe image post processing for ARM, SH and MIPS CPUs
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#endif
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typedef struct fademask_s {
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UINT8* mask;
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UINT16 width, height;
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size_t size;
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fixed_t xscale, yscale;
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} fademask_t;
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UINT8 wipedefs[NUMWIPEDEFS] = {
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99, // wipe_credits_intermediate (0)
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0, // wipe_level_toblack
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0, // wipe_intermission_toblack
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0, // wipe_voting_toblack,
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0, // wipe_continuing_toblack
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0, // wipe_titlescreen_toblack
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0, // wipe_timeattack_toblack
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99, // wipe_credits_toblack
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0, // wipe_evaluation_toblack
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0, // wipe_gameend_toblack
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UINT8_MAX, // wipe_intro_toblack (hardcoded)
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99, // wipe_ending_toblack (hardcoded)
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99, // wipe_cutscene_toblack (hardcoded)
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72, // wipe_encore_toinvert
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99, // wipe_encore_towhite
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UINT8_MAX, // wipe_level_final
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0, // wipe_intermission_final
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0, // wipe_voting_final
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0, // wipe_continuing_final
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0, // wipe_titlescreen_final
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0, // wipe_timeattack_final
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99, // wipe_credits_final
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0, // wipe_evaluation_final
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0, // wipe_gameend_final
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99, // wipe_intro_final (hardcoded)
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99, // wipe_ending_final (hardcoded)
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99 // wipe_cutscene_final (hardcoded)
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};
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//--------------------------------------------------------------------------
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// SCREEN WIPE PACKAGE
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//--------------------------------------------------------------------------
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boolean WipeInAction = false;
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boolean WipeStageTitle = false;
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INT32 lastwipetic = 0;
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#ifndef NOWIPE
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#define GENLEN 31
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static UINT8 *wipe_scr_start; //screen 3
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static UINT8 *wipe_scr_end; //screen 4
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static UINT8 *wipe_scr; //screen 0 (main drawing)
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static UINT8 pallen;
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static fixed_t paldiv;
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/** Create fademask_t from lump
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*
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* \param lump Lump name to get data from
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* \return fademask_t for lump
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*/
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static fademask_t *F_GetFadeMask(UINT8 masknum, UINT8 scrnnum) {
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static char lumpname[9] = "FADEmmss";
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static fademask_t fm = {NULL,0,0,0,0,0};
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lumpnum_t lumpnum;
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UINT8 *lump, *mask;
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size_t lsize;
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RGBA_t *pcolor;
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if (masknum > 99 || scrnnum > 99)
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goto freemask;
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// SRB2Kart: This suddenly triggers ERRORMODE now
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//sprintf(&lumpname[4], "%.2hu%.2hu", (UINT16)masknum, (UINT16)scrnnum);
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lumpname[4] = '0'+(masknum/10);
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lumpname[5] = '0'+(masknum%10);
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lumpname[6] = '0'+(scrnnum/10);
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lumpname[7] = '0'+(scrnnum%10);
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lumpnum = W_CheckNumForName(lumpname);
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if (lumpnum == LUMPERROR)
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goto freemask;
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lump = W_CacheLumpNum(lumpnum, PU_CACHE);
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lsize = W_LumpLength(lumpnum);
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switch (lsize)
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{
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case 256000: // 640x400
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fm.width = 640;
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fm.height = 400;
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break;
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case 64000: // 320x200
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fm.width = 320;
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fm.height = 200;
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break;
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case 16000: // 160x100
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fm.width = 160;
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fm.height = 100;
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break;
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case 4000: // 80x50 (minimum)
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fm.width = 80;
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fm.height = 50;
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break;
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default: // bad lump
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CONS_Alert(CONS_WARNING, "Fade mask lump %s of incorrect size, ignored\n", lumpname);
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case 0: // end marker (not bad!, but still need clearing)
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goto freemask;
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}
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if (lsize != fm.size)
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fm.mask = Z_Realloc(fm.mask, lsize, PU_STATIC, NULL);
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fm.size = lsize;
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mask = fm.mask;
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while (lsize--)
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{
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// Determine pixel to use from fademask
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pcolor = &pMasterPalette[*lump++];
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*mask++ = FixedDiv((pcolor->s.red+1)<<FRACBITS, paldiv)>>FRACBITS;
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}
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fm.xscale = FixedDiv(vid.width<<FRACBITS, fm.width<<FRACBITS);
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fm.yscale = FixedDiv(vid.height<<FRACBITS, fm.height<<FRACBITS);
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return &fm;
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// Landing point for freeing data -- do this instead of just returning NULL
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// this ensures the fade data isn't remaining in memory, unused
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// (could be up to 256,000 bytes if it's a HQ fade!)
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freemask:
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if (fm.mask)
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{
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Z_Free(fm.mask);
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fm.mask = NULL;
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fm.size = 0;
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}
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return NULL;
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}
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/** Wipe ticker
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*
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* \param fademask pixels to change
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*/
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static void F_DoWipe(fademask_t *fademask, lighttable_t *fadecolormap, boolean reverse)
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{
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// Software mask wipe -- optimized; though it might not look like it!
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// Okay, to save you wondering *how* this is more optimized than the simpler
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// version that came before it...
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// ---
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// The previous code did two FixedMul calls for every single pixel on the
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// screen, of which there are hundreds of thousands -- if not millions -- of.
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// This worked fine for smaller screen sizes, but with excessively large
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// (1920x1200) screens that meant 4 million+ calls out to FixedMul, and that
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// would take /just/ long enough that fades would start to noticably lag.
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// ---
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// This code iterates over the fade mask's pixels instead of the screen's,
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// and deals with drawing over each rectangular area before it moves on to
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// the next pixel in the fade mask. As a result, it's more complex (and might
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// look a little messy; sorry!) but it simultaneously runs at twice the speed.
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// In addition, we precalculate all the X and Y positions that we need to draw
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// from and to, so it uses a little extra memory, but again, helps it run faster.
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// ---
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// Sal: I kinda destroyed some of this code by introducing Genesis-style fades.
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// A colormap can be provided in F_RunWipe, which the white/black values will be
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// remapped to the appropriate entry in the fade colormap.
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{
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// wipe screen, start, end
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UINT8 *w = wipe_scr;
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const UINT8 *s = wipe_scr_start;
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const UINT8 *e = wipe_scr_end;
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// first pixel for each screen
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UINT8 *w_base = w;
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const UINT8 *s_base = s;
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const UINT8 *e_base = e;
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// mask data, end
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UINT8 *transtbl;
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const UINT8 *mask = fademask->mask;
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const UINT8 *maskend = mask + fademask->size;
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// rectangle draw hints
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UINT32 draw_linestart, draw_rowstart;
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UINT32 draw_lineend, draw_rowend;
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UINT32 draw_linestogo, draw_rowstogo;
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// rectangle coordinates, etc.
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UINT16* scrxpos = (UINT16*)malloc((fademask->width + 1) * sizeof(UINT16));
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UINT16* scrypos = (UINT16*)malloc((fademask->height + 1) * sizeof(UINT16));
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UINT16 maskx, masky;
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UINT32 relativepos;
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// ---
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// Screw it, we do the fixed point math ourselves up front.
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scrxpos[0] = 0;
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for (relativepos = 0, maskx = 1; maskx < fademask->width; ++maskx)
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scrxpos[maskx] = (relativepos += fademask->xscale)>>FRACBITS;
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scrxpos[fademask->width] = vid.width;
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scrypos[0] = 0;
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for (relativepos = 0, masky = 1; masky < fademask->height; ++masky)
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scrypos[masky] = (relativepos += fademask->yscale)>>FRACBITS;
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scrypos[fademask->height] = vid.height;
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// ---
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maskx = masky = 0;
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do
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{
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UINT8 m = *mask;
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draw_rowstart = scrxpos[maskx];
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draw_rowend = scrxpos[maskx + 1];
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draw_linestart = scrypos[masky];
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draw_lineend = scrypos[masky + 1];
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relativepos = (draw_linestart * vid.width) + draw_rowstart;
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draw_linestogo = draw_lineend - draw_linestart;
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if (reverse)
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m = ((pallen-1) - m);
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if (m == 0)
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{
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// shortcut - memcpy source to work
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while (draw_linestogo--)
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{
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M_Memcpy(w_base+relativepos, (reverse ? e_base : s_base)+relativepos, draw_rowend-draw_rowstart);
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relativepos += vid.width;
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}
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}
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else if (m >= (pallen-1))
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{
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// shortcut - memcpy target to work
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while (draw_linestogo--)
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{
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M_Memcpy(w_base+relativepos, (reverse ? s_base : e_base)+relativepos, draw_rowend-draw_rowstart);
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relativepos += vid.width;
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}
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}
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else
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{
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// pointer to transtable that this mask would use
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transtbl = transtables + ((9 - m)<<FF_TRANSSHIFT);
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// DRAWING LOOP
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while (draw_linestogo--)
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{
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w = w_base + relativepos;
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s = s_base + relativepos;
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e = e_base + relativepos;
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draw_rowstogo = draw_rowend - draw_rowstart;
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while (draw_rowstogo--)
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{
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if (fadecolormap != NULL)
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{
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if (reverse)
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*w++ = fadecolormap[ ( m << 8 ) + *e++ ];
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else
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*w++ = fadecolormap[ ( m << 8 ) + *s++ ];
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}
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else
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*w++ = transtbl[ ( *e++ << 8 ) + *s++ ];
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}
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relativepos += vid.width;
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}
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// END DRAWING LOOP
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}
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if (++maskx >= fademask->width)
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++masky, maskx = 0;
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} while (++mask < maskend);
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free(scrxpos);
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free(scrypos);
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}
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}
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#endif
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/** Save the "before" screen of a wipe.
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*/
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void F_WipeStartScreen(void)
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{
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#ifndef NOWIPE
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#ifdef HWRENDER
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if(rendermode != render_soft)
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{
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HWR_StartScreenWipe();
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return;
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}
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#endif
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wipe_scr_start = screens[3];
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I_ReadScreen(wipe_scr_start);
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#endif
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}
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/** Save the "after" screen of a wipe.
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*/
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void F_WipeEndScreen(void)
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{
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#ifndef NOWIPE
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#ifdef HWRENDER
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if(rendermode != render_soft)
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{
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HWR_EndScreenWipe();
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return;
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}
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#endif
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wipe_scr_end = screens[4];
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I_ReadScreen(wipe_scr_end);
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V_DrawBlock(0, 0, 0, vid.width, vid.height, wipe_scr_start);
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#endif
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}
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/** Wiggle post processor for encore wipes
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*/
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static void F_DoEncoreWiggle(UINT8 time)
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{
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UINT8 *tmpscr = wipe_scr_start;
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UINT8 *srcscr = wipe_scr;
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angle_t disStart = (time * 128) & FINEMASK;
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INT32 y, sine, newpix, scanline;
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for (y = 0; y < vid.height; y++)
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{
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sine = (FINESINE(disStart) * (time*12))>>FRACBITS;
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scanline = y / vid.dupy;
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if (scanline & 1)
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sine = -sine;
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newpix = abs(sine);
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if (sine < 0)
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{
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M_Memcpy(&tmpscr[(y*vid.width)+newpix], &srcscr[(y*vid.width)], vid.width-newpix);
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// Cleanup edge
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while (newpix)
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{
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tmpscr[(y*vid.width)+newpix] = srcscr[(y*vid.width)];
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newpix--;
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}
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}
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else
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{
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M_Memcpy(&tmpscr[(y*vid.width)], &srcscr[(y*vid.width) + sine], vid.width-newpix);
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// Cleanup edge
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while (newpix)
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{
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tmpscr[(y*vid.width) + vid.width - newpix] = srcscr[(y*vid.width) + (vid.width-1)];
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newpix--;
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}
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}
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disStart += (time*8); //the offset into the displacement map, increment each game loop
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disStart &= FINEMASK; //clip it to FINEMASK
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}
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}
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/** Draw the stage title.
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*/
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void F_WipeStageTitle(void)
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{
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// draw level title
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if ((WipeStageTitle) && G_IsTitleCardAvailable())
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{
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ST_runTitleCard();
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ST_drawWipeTitleCard();
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}
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}
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/** After setting up the screens you want to wipe,
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* calling this will do a 'typical' wipe.
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*/
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void F_RunWipe(UINT8 wipetype, boolean drawMenu, const char *colormap, boolean reverse, boolean encorewiggle)
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{
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#ifdef NOWIPE
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(void)wipetype;
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(void)drawMenu;
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(void)colormap;
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(void)reverse;
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(void)encorewiggle;
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#else
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tic_t nowtime;
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UINT8 wipeframe = 0;
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fademask_t *fmask;
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lumpnum_t clump = LUMPERROR;
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lighttable_t *fcolor = NULL;
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if (colormap != NULL)
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clump = W_GetNumForName(colormap);
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if (clump != LUMPERROR && wipetype != UINT8_MAX)
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{
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pallen = 32;
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fcolor = Z_MallocAlign((256 * pallen), PU_STATIC, NULL, 8);
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W_ReadLump(clump, fcolor);
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}
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else
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{
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pallen = 11;
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reverse = false;
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}
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paldiv = FixedDiv(257<<FRACBITS, pallen<<FRACBITS);
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// Init the wipe
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WipeInAction = true;
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wipe_scr = screens[0];
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// lastwipetic should either be 0 or the tic we last wiped
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// on for fade-to-black
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for (;;)
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{
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// get fademask first so we can tell if it exists or not
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fmask = F_GetFadeMask(wipetype, wipeframe++);
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if (!fmask)
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break;
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// wait loop
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while (!((nowtime = I_GetTime()) - lastwipetic))
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I_Sleep();
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lastwipetic = nowtime;
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#ifdef HWRENDER
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if (rendermode == render_opengl)
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HWR_DoWipe(wipetype, wipeframe-1); // send in the wipe type and wipeframe because we need to cache the graphic
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else
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#endif
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if (rendermode != render_none) //this allows F_RunWipe to be called in dedicated servers
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{
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F_DoWipe(fmask, fcolor, reverse);
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if (encorewiggle)
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{
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#ifdef HWRENDER
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if (rendermode != render_opengl)
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#endif
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F_DoEncoreWiggle(wipeframe);
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}
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}
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I_OsPolling();
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I_UpdateNoBlit();
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if (drawMenu)
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{
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#ifdef HAVE_THREADS
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I_lock_mutex(&m_menu_mutex);
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#endif
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M_Drawer(); // menu is drawn even on top of wipes
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#ifdef HAVE_THREADS
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I_unlock_mutex(m_menu_mutex);
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#endif
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}
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I_FinishUpdate(); // page flip or blit buffer
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if (moviemode)
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M_SaveFrame();
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NetKeepAlive(); // Update the network so we don't cause timeouts
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}
|
|
|
|
WipeInAction = false;
|
|
|
|
if (fcolor)
|
|
{
|
|
Z_Free(fcolor);
|
|
fcolor = NULL;
|
|
}
|
|
#endif
|
|
}
|
|
|
|
/** Returns tic length of wipe
|
|
* One lump equals one tic
|
|
*/
|
|
tic_t F_GetWipeLength(UINT8 wipetype)
|
|
{
|
|
#ifdef NOWIPE
|
|
(void)wipetype;
|
|
return 0;
|
|
#else
|
|
static char lumpname[10] = "FADEmmss";
|
|
lumpnum_t lumpnum;
|
|
UINT8 wipeframe;
|
|
|
|
if (wipetype > 99)
|
|
return 0;
|
|
|
|
for (wipeframe = 0; wipeframe < 100; wipeframe++)
|
|
{
|
|
sprintf(&lumpname[4], "%.2hu%.2hu", (UINT16)wipetype, (UINT16)wipeframe);
|
|
|
|
lumpnum = W_CheckNumForName(lumpname);
|
|
if (lumpnum == LUMPERROR)
|
|
return --wipeframe;
|
|
}
|
|
return --wipeframe;
|
|
#endif
|
|
}
|
|
|
|
/** Does the specified wipe exist?
|
|
*/
|
|
boolean F_WipeExists(UINT8 wipetype)
|
|
{
|
|
#ifdef NOWIPE
|
|
(void)wipetype;
|
|
return false;
|
|
#else
|
|
static char lumpname[10] = "FADEmm00";
|
|
lumpnum_t lumpnum;
|
|
|
|
if (wipetype > 99)
|
|
return false;
|
|
|
|
sprintf(&lumpname[4], "%.2hu00", (UINT16)wipetype);
|
|
|
|
lumpnum = W_CheckNumForName(lumpname);
|
|
return !(lumpnum == LUMPERROR);
|
|
#endif
|
|
}
|