diff options
Diffstat (limited to 'src/strife')
-rw-r--r-- | src/strife/p_enemy.c | 46 | ||||
-rw-r--r-- | src/strife/p_mobj.h | 59 | ||||
-rw-r--r-- | src/strife/r_draw.c | 396 | ||||
-rw-r--r-- | src/strife/r_things.c | 106 |
4 files changed, 186 insertions, 421 deletions
diff --git a/src/strife/p_enemy.c b/src/strife/p_enemy.c index 6cb2aff3..f45d145e 100644 --- a/src/strife/p_enemy.c +++ b/src/strife/p_enemy.c @@ -2000,13 +2000,10 @@ void A_SetTLOptions(mobj_t* actor) // void A_BossMeleeAtk(mobj_t* actor) { - int r; - if(!actor->target) return; - r = P_Random(); - P_DamageMobj(actor->target, actor, actor, 10 * (r & 9)); + P_DamageMobj(actor->target, actor, actor, 10 * (P_Random() & 9)); } // @@ -2048,7 +2045,8 @@ void A_FireHookShot(mobj_t* actor) // A_FireChainShot // // villsa [STRIFE] new codepointer -// 09/06/10: Action function for the hookshot. +// 09/06/10: Action function for the hookshot projectile. Spawns echoes +// to create a chain-like appearance. // void A_FireChainShot(mobj_t* actor) { @@ -2057,12 +2055,12 @@ void A_FireChainShot(mobj_t* actor) P_SpawnMobj(actor->x, actor->y, actor->z, MT_CHAINSHOT); // haleyjd: fixed type P_SpawnMobj(actor->x - (actor->momx >> 1), - actor->y - (actor->momy >> 1), - actor->z, MT_CHAINSHOT); + actor->y - (actor->momy >> 1), + actor->z, MT_CHAINSHOT); P_SpawnMobj(actor->x - actor->momx, - actor->y - actor->momy, - actor->z, MT_CHAINSHOT); + actor->y - actor->momy, + actor->z, MT_CHAINSHOT); } @@ -2078,8 +2076,8 @@ void A_MissileSmoke(mobj_t* actor) S_StartSound(actor, sfx_rflite); P_SpawnPuff(actor->x, actor->y, actor->z); mo = P_SpawnMobj(actor->x - actor->momx, - actor->y - actor->momy, - actor->z, MT_MISSILESMOKE); + actor->y - actor->momy, + actor->z, MT_MISSILESMOKE); mo->momz = FRACUNIT; @@ -2103,7 +2101,7 @@ void A_SpawnSparkPuff(mobj_t* actor) y = (10*FRACUNIT) * ((r & 3) - (P_Random() & 3)) + actor->y; mo = P_SpawnMobj(x, y, actor->z, MT_SPARKPUFF); - P_SetMobjState(mo, S_BNG4_01); + P_SetMobjState(mo, S_BNG4_01); // 199 mo->momz = FRACUNIT; } @@ -2470,28 +2468,29 @@ void A_TeleportBeacon(mobj_t* actor) // A_BodyParts // // villsa [STRIFE] new codepointer +// 09/06/10: Spawns gibs when organic actors get splattered, or junk +// when robots explode. // void A_BodyParts(mobj_t* actor) { mobjtype_t type; mobj_t* mo; angle_t an; - if(actor->flags & MF_NOBLOOD) + + if(actor->flags & MF_NOBLOOD) // Robots are flagged NOBLOOD type = MT_JUNK; else type = MT_MEAT; mo = P_SpawnMobj(actor->x, actor->y, actor->z + (24*FRACUNIT), type); - P_SetMobjState(mo, mo->info->spawnstate + (P_Random()%19)); + P_SetMobjState(mo, mo->info->spawnstate + (P_Random() % 19)); - an = ((P_Random() << 13) / 255); + an = (P_Random() << 13) / 255; mo->angle = an << ANGLETOFINESHIFT; - mo->momx += FixedMul(finecosine[an], (P_Random() & 0xf)<<FRACBITS); - mo->momy += FixedMul(finesine[an], (P_Random() & 0xf)<<FRACBITS); - mo->momz += (P_Random() & 0xf)<<FRACBITS; - - + mo->momx += FixedMul(finecosine[an], (P_Random() & 0x0f) << FRACBITS); + mo->momy += FixedMul(finesine[an], (P_Random() & 0x0f) << FRACBITS); + mo->momz += (P_Random() & 0x0f) << FRACBITS; } void A_ClaxonBlare(mobj_t* actor) @@ -2503,12 +2502,13 @@ void A_ClaxonBlare(mobj_t* actor) // A_ActiveSound // // villsa [STRIFE] new codepointer +// 09/06/10: Plays an object's active sound periodically. // void A_ActiveSound(mobj_t* actor) { if(actor->info->activesound) { - if(!leveltime & 7) + if(!(leveltime & 7)) // haleyjd: added parens S_StartSound(actor, actor->info->activesound); } } @@ -2517,6 +2517,9 @@ void A_ActiveSound(mobj_t* actor) // A_ClearSoundTarget // // villsa [STRIFE] new codepointer +// 09/06/10: Clears the actor's sector soundtarget, so that the actor +// will not be continually alerted/awakened ad infinitum. Used by +// shopkeepers. // void A_ClearSoundTarget(mobj_t* actor) { @@ -2532,6 +2535,7 @@ void A_DropBurnFlesh(mobj_t* actor) // A_FlameDeath // // villsa [STRIFE] new codepointer +// 09/06/10: Death animation for flamethrower fireballs. // void A_FlameDeath(mobj_t* actor) { diff --git a/src/strife/p_mobj.h b/src/strife/p_mobj.h index 67c1c35d..09013395 100644 --- a/src/strife/p_mobj.h +++ b/src/strife/p_mobj.h @@ -119,101 +119,101 @@ typedef enum { // Call P_SpecialThing when touched. - MF_SPECIAL = 1, + MF_SPECIAL = 1, // Blocks. - MF_SOLID = 2, + MF_SOLID = 2, // Can be hit. - MF_SHOOTABLE = 4, + MF_SHOOTABLE = 4, // Don't use the sector links (invisible but touchable). - MF_NOSECTOR = 8, + MF_NOSECTOR = 8, // Don't use the blocklinks (inert but displayable) - MF_NOBLOCKMAP = 16, + MF_NOBLOCKMAP = 16, // villsa [STRIFE] Stand around until alerted MF_STAND = 32, // Will try to attack right back. - MF_JUSTHIT = 64, + MF_JUSTHIT = 64, // Will take at least one step before attacking. - MF_JUSTATTACKED = 128, + MF_JUSTATTACKED = 128, // On level spawning (initial position), // hang from ceiling instead of stand on floor. - MF_SPAWNCEILING = 256, + MF_SPAWNCEILING = 256, // Don't apply gravity (every tic), // that is, object will float, keeping current height // or changing it actively. - MF_NOGRAVITY = 512, + MF_NOGRAVITY = 512, // Movement flags. // This allows jumps from high places. - MF_DROPOFF = 0x400, + MF_DROPOFF = 0x400, // villsa [STRIFE] For players, count as quest item MF_GIVEQUEST = 0x800, // Player cheat. ??? - MF_NOCLIP = 0x1000, + MF_NOCLIP = 0x1000, // villsa [STRIFE] are feet clipped into water/slude floor? MF_FEETCLIPPED = 0x2000, // Allow moves to any height, no gravity. // For active floaters, e.g. cacodemons, pain elementals. - MF_FLOAT = 0x4000, + MF_FLOAT = 0x4000, // villsa [STRIFE] is mobj in combat? - MF_INCOMBAT = 0x8000, + MF_INCOMBAT = 0x8000, // Don't hit same species, explode on block. // Player missiles as well as fireballs of various kinds. - MF_MISSILE = 0x10000, + MF_MISSILE = 0x10000, // Dropped by a demon, not level spawned. // E.g. ammo clips dropped by dying former humans. - MF_DROPPED = 0x20000, + MF_DROPPED = 0x20000, // Use fuzzy draw (shadow demons or spectres), // temporary player invisibility powerup. - MF_SHADOW = 0x40000, + MF_SHADOW = 0x40000, // Flag: don't bleed when shot (use puff), // barrels and shootable furniture shall not bleed. - MF_NOBLOOD = 0x80000, + MF_NOBLOOD = 0x80000, // Don't stop moving halfway off a step, // that is, have dead bodies slide down all the way. - MF_CORPSE = 0x100000, + MF_CORPSE = 0x100000, // Floating to a height for a move, ??? // don't auto float to target's height. - MF_INFLOAT = 0x200000, + MF_INFLOAT = 0x200000, // On kill, count this enemy object // towards intermission kill total. // Happy gathering. - MF_COUNTKILL = 0x400000, + MF_COUNTKILL = 0x400000, // Not to be activated by sound, deaf monster. - MF_AMBUSH = 0x800000, + MF_AMBUSH = 0x800000, // villsa [STRIFE] flag used for bouncing projectiles - MF_BOUNCE = 0x1000000, + MF_BOUNCE = 0x1000000, // Don't spawn this object // in death match mode (e.g. key cards). - MF_NOTDMATCH = 0x2000000, + MF_NOTDMATCH = 0x2000000, // villsa [STRIFE] friendly towards player with matching flag MF_ALLY = 0x4000000, - // villsa [STRIFE] 75% transparency? -- NEEDS VERIFICATION + // villsa [STRIFE] 75% or 25% transparency? -- NEEDS VERIFICATION MF_MVIS = 0x8000000, // villsa [STRIFE] color translation @@ -225,18 +225,17 @@ typedef enum // villsa [STRIFE] color translation MF_COLORSWAP3 = 0x40000000, - // villsa [STRIFE] TODO - add description + // villsa [STRIFE] spectral entity, only damaged by spectral missiles MF_SPECTRAL = 0x80000000, // Player sprites in multiplayer modes are modified // using an internal color lookup table for re-indexing. - // If 0x4 0x8 or 0xc, - // use a translation table for player colormaps - MF_TRANSLATION = 0xc000000, + // haleyjd 09/06/10: redid for Strife translations + MF_TRANSLATION = (MF_COLORSWAP1|MF_COLORSWAP2|MF_COLORSWAP3), - // Hmm ???. + // Turns 0x10000000 into 0x01 to get a translation index. // villsa [STRIFE] change from 26 to 28 - MF_TRANSSHIFT = 28 + MF_TRANSSHIFT = 28 } mobjflag_t; diff --git a/src/strife/r_draw.c b/src/strife/r_draw.c index 0e887b99..a09032c7 100644 --- a/src/strife/r_draw.c +++ b/src/strife/r_draw.c @@ -51,7 +51,7 @@ // status bar height at bottom of screen // haleyjd 08/31/10: Verified unmodified. -#define SBARHEIGHT 32 +#define SBARHEIGHT 32 // // All drawing to the view buffer is accomplished in this file. @@ -76,7 +76,8 @@ int columnofs[MAXWIDTH]; // translate a limited part to another // (color ramps used for suit colors). // -byte translations[3][256]; +// [STRIFE] Unused. +//byte translations[3][256]; // Backing buffer containing the bezel drawn around the screen and // surrounding background. @@ -216,240 +217,47 @@ void R_DrawColumn (void) } #endif - -void R_DrawColumnLow (void) -{ - int count; - byte* dest; - byte* dest2; - fixed_t frac; - fixed_t fracstep; - int x; - - count = dc_yh - dc_yl; - - // Zero length. - if (count < 0) - return; - -#ifdef RANGECHECK - if ((unsigned)dc_x >= SCREENWIDTH - || dc_yl < 0 - || dc_yh >= SCREENHEIGHT) - { - - I_Error ("R_DrawColumn: %i to %i at %i", dc_yl, dc_yh, dc_x); - } - // dccount++; -#endif - // Blocky mode, need to multiply by 2. - x = dc_x << 1; - - dest = ylookup[dc_yl] + columnofs[x]; - dest2 = ylookup[dc_yl] + columnofs[x+1]; - - fracstep = dc_iscale; - frac = dc_texturemid + (dc_yl-centery)*fracstep; - - do - { - // Hack. Does not work corretly. - *dest2 = *dest = dc_colormap[dc_source[(frac>>FRACBITS)&127]]; - dest += SCREENWIDTH; - dest2 += SCREENWIDTH; - frac += fracstep; - - } while (count--); -} - +// haleyjd 09/06/10 [STRIFE] Removed low detail // // Spectre/Invisibility. // -#define FUZZTABLE 50 -#define FUZZOFF (SCREENWIDTH) +// haleyjd 09/06/10: ]STRIFE] replaced fuzzdraw with translucency. -int fuzzoffset[FUZZTABLE] = -{ - FUZZOFF,-FUZZOFF,FUZZOFF,-FUZZOFF,FUZZOFF,FUZZOFF,-FUZZOFF, - FUZZOFF,FUZZOFF,-FUZZOFF,FUZZOFF,FUZZOFF,FUZZOFF,-FUZZOFF, - FUZZOFF,FUZZOFF,FUZZOFF,-FUZZOFF,-FUZZOFF,-FUZZOFF,-FUZZOFF, - FUZZOFF,-FUZZOFF,-FUZZOFF,FUZZOFF,FUZZOFF,FUZZOFF,FUZZOFF,-FUZZOFF, - FUZZOFF,-FUZZOFF,FUZZOFF,FUZZOFF,-FUZZOFF,-FUZZOFF,FUZZOFF, - FUZZOFF,-FUZZOFF,-FUZZOFF,-FUZZOFF,-FUZZOFF,FUZZOFF,FUZZOFF, - FUZZOFF,FUZZOFF,-FUZZOFF,FUZZOFF,FUZZOFF,-FUZZOFF,FUZZOFF -}; - -int fuzzpos = 0; - - -// -// Framebuffer postprocessing. -// Creates a fuzzy image by copying pixels -// from adjacent ones to left and right. -// Used with an all black colormap, this -// could create the SHADOW effect, -// i.e. spectres and invisible players. // -void R_DrawFuzzColumn (void) -{ - int count; - byte* dest; - fixed_t frac; - fixed_t fracstep; - - // Adjust borders. Low... - if (!dc_yl) - dc_yl = 1; - - // .. and high. - if (dc_yh == viewheight-1) - dc_yh = viewheight - 2; - - count = dc_yh - dc_yl; - - // Zero length. - if (count < 0) - return; - -#ifdef RANGECHECK - if ((unsigned)dc_x >= SCREENWIDTH - || dc_yl < 0 || dc_yh >= SCREENHEIGHT) - { - I_Error ("R_DrawFuzzColumn: %i to %i at %i", - dc_yl, dc_yh, dc_x); - } -#endif - - dest = ylookup[dc_yl] + columnofs[dc_x]; - - // Looks familiar. - fracstep = dc_iscale; - frac = dc_texturemid + (dc_yl-centery)*fracstep; - - // Looks like an attempt at dithering, - // using the colormap #6 (of 0-31, a bit - // brighter than average). - do - { - // Lookup framebuffer, and retrieve - // a pixel that is either one column - // left or right of the current one. - // Add index from colormap to index. - *dest = colormaps[6*256+dest[fuzzoffset[fuzzpos]]]; - - // Clamp table lookup index. - if (++fuzzpos == FUZZTABLE) - fuzzpos = 0; - - dest += SCREENWIDTH; - - frac += fracstep; - } while (count--); -} - -// low detail mode version - -void R_DrawFuzzColumnLow (void) -{ - int count; - byte* dest; - byte* dest2; - fixed_t frac; - fixed_t fracstep; - int x; - - // Adjust borders. Low... - if (!dc_yl) - dc_yl = 1; - - // .. and high. - if (dc_yh == viewheight-1) - dc_yh = viewheight - 2; - - count = dc_yh - dc_yl; - - // Zero length. - if (count < 0) - return; - - // low detail mode, need to multiply by 2 - - x = dc_x << 1; - -#ifdef RANGECHECK - if ((unsigned)x >= SCREENWIDTH - || dc_yl < 0 || dc_yh >= SCREENHEIGHT) - { - I_Error ("R_DrawFuzzColumn: %i to %i at %i", - dc_yl, dc_yh, dc_x); - } -#endif - - dest = ylookup[dc_yl] + columnofs[x]; - dest2 = ylookup[dc_yl] + columnofs[x+1]; - - // Looks familiar. - fracstep = dc_iscale; - frac = dc_texturemid + (dc_yl-centery)*fracstep; - - // Looks like an attempt at dithering, - // using the colormap #6 (of 0-31, a bit - // brighter than average). - do - { - // Lookup framebuffer, and retrieve - // a pixel that is either one column - // left or right of the current one. - // Add index from colormap to index. - *dest = colormaps[6*256+dest[fuzzoffset[fuzzpos]]]; - *dest2 = colormaps[6*256+dest2[fuzzoffset[fuzzpos]]]; - - // Clamp table lookup index. - if (++fuzzpos == FUZZTABLE) - fuzzpos = 0; - - dest += SCREENWIDTH; - dest2 += SCREENWIDTH; - - frac += fracstep; - } while (count--); -} - -// -// R_DrawTLColumn +// R_DrawMVisTLColumn // // villsa [STRIFE] new function // Replacement for R_DrawFuzzColumn // -void R_DrawTLColumn(void) +void R_DrawMVisTLColumn(void) { - int count; - byte* dest; - fixed_t frac; - fixed_t fracstep; + int count; + byte* dest; + fixed_t frac; + fixed_t fracstep; // Adjust borders. Low... if (!dc_yl) - dc_yl = 1; + dc_yl = 1; // .. and high. if (dc_yh == viewheight-1) - dc_yh = viewheight - 2; - + dc_yh = viewheight - 2; + count = dc_yh - dc_yl; // Zero length. if (count < 0) - return; + return; #ifdef RANGECHECK if ((unsigned)dc_x >= SCREENWIDTH - || dc_yl < 0 || dc_yh >= SCREENHEIGHT) + || dc_yl < 0 || dc_yh >= SCREENHEIGHT) { - I_Error ("R_DrawFuzzColumn: %i to %i at %i", - dc_yl, dc_yh, dc_x); + I_Error ("R_DrawFuzzColumn: %i to %i at %i", + dc_yl, dc_yh, dc_x); } #endif @@ -461,46 +269,48 @@ void R_DrawTLColumn(void) do { - *dest = xlatab[*dest+ - (dc_colormap[dc_source[(frac>>FRACBITS)&127]]<<8)]; + byte src = dc_colormap[dc_source[(frac>>FRACBITS)&127]]; + byte col = xlatab[*dest + (src << 8)]; + *dest = col; dest += SCREENWIDTH; frac += fracstep; } while(count--); } - // -// R_DrawMVisTLColumn +// R_DrawTLColumn // // villsa [STRIFE] new function +// Achieves a second translucency level using the same lookup table, +// via inversion of the colors in the index computation. // -void R_DrawMVisTLColumn(void) +void R_DrawTLColumn(void) { - int count; - byte* dest; - fixed_t frac; - fixed_t fracstep; + int count; + byte* dest; + fixed_t frac; + fixed_t fracstep; // Adjust borders. Low... if (!dc_yl) - dc_yl = 1; + dc_yl = 1; // .. and high. if (dc_yh == viewheight-1) - dc_yh = viewheight - 2; - + dc_yh = viewheight - 2; + count = dc_yh - dc_yl; // Zero length. if (count < 0) - return; + return; #ifdef RANGECHECK if ((unsigned)dc_x >= SCREENWIDTH - || dc_yl < 0 || dc_yh >= SCREENHEIGHT) + || dc_yl < 0 || dc_yh >= SCREENHEIGHT) { - I_Error ("R_DrawFuzzColumn: %i to %i at %i", - dc_yl, dc_yh, dc_x); + I_Error ("R_DrawFuzzColumn2: %i to %i at %i", + dc_yl, dc_yh, dc_x); } #endif @@ -512,8 +322,9 @@ void R_DrawMVisTLColumn(void) do { - *dest = xlatab[((*dest)<<8) - + dc_colormap[dc_source[(frac>>FRACBITS)&127]]]; + byte src = dc_colormap[dc_source[(frac>>FRACBITS)&127]]; + byte col = xlatab[(*dest << 8) + src]; + *dest = col; dest += SCREENWIDTH; frac += fracstep; } while(count--); @@ -535,26 +346,25 @@ byte* translationtables; void R_DrawTranslatedColumn (void) { - int count; - byte* dest; - fixed_t frac; - fixed_t fracstep; - + int count; + byte* dest; + fixed_t frac; + fixed_t fracstep; + count = dc_yh - dc_yl; if (count < 0) - return; - + return; + #ifdef RANGECHECK if ((unsigned)dc_x >= SCREENWIDTH - || dc_yl < 0 - || dc_yh >= SCREENHEIGHT) + || dc_yl < 0 + || dc_yh >= SCREENHEIGHT) { - I_Error ( "R_DrawColumn: %i to %i at %i", - dc_yl, dc_yh, dc_x); + I_Error ( "R_DrawColumn: %i to %i at %i", + dc_yl, dc_yh, dc_x); } - -#endif +#endif dest = ylookup[dc_yl] + columnofs[dc_x]; @@ -565,98 +375,46 @@ void R_DrawTranslatedColumn (void) // Here we do an additional index re-mapping. do { - // Translation tables are used - // to map certain colorramps to other ones, - // used with PLAY sprites. - // Thus the "green" ramp of the player 0 sprite - // is mapped to gray, red, black/indigo. - *dest = dc_colormap[dc_translation[dc_source[frac>>FRACBITS]]]; - dest += SCREENWIDTH; - - frac += fracstep; + // Translation tables are used + // to map certain colorramps to other ones, + // used with PLAY sprites. + // Thus the "green" ramp of the player 0 sprite + // is mapped to gray, red, black/indigo. + *dest = dc_colormap[dc_translation[dc_source[frac>>FRACBITS]]]; + dest += SCREENWIDTH; + frac += fracstep; } while (count--); } -void R_DrawTranslatedColumnLow (void) -{ - int count; - byte* dest; - byte* dest2; - fixed_t frac; - fixed_t fracstep; - int x; - - count = dc_yh - dc_yl; - if (count < 0) - return; - - // low detail, need to scale by 2 - x = dc_x << 1; - -#ifdef RANGECHECK - if ((unsigned)x >= SCREENWIDTH - || dc_yl < 0 - || dc_yh >= SCREENHEIGHT) - { - I_Error ( "R_DrawColumn: %i to %i at %i", - dc_yl, dc_yh, x); - } - -#endif - - - dest = ylookup[dc_yl] + columnofs[x]; - dest2 = ylookup[dc_yl] + columnofs[x+1]; - - // Looks familiar. - fracstep = dc_iscale; - frac = dc_texturemid + (dc_yl-centery)*fracstep; - - // Here we do an additional index re-mapping. - do - { - // Translation tables are used - // to map certain colorramps to other ones, - // used with PLAY sprites. - // Thus the "green" ramp of the player 0 sprite - // is mapped to gray, red, black/indigo. - *dest = dc_colormap[dc_translation[dc_source[frac>>FRACBITS]]]; - *dest2 = dc_colormap[dc_translation[dc_source[frac>>FRACBITS]]]; - dest += SCREENWIDTH; - dest2 += SCREENWIDTH; - - frac += fracstep; - } while (count--); -} +// haleyjd 09/06/10 [STRIFE] Removed low detail // // R_DrawTRTLColumn // // villsa [STRIFE] new function +// Combines translucency and color translation. // void R_DrawTRTLColumn(void) { - int count; - byte* dest; - fixed_t frac; - fixed_t fracstep; - + int count; + byte* dest; + fixed_t frac; + fixed_t fracstep; + count = dc_yh - dc_yl; if (count < 0) - return; - + return; + #ifdef RANGECHECK if ((unsigned)dc_x >= SCREENWIDTH - || dc_yl < 0 - || dc_yh >= SCREENHEIGHT) + || dc_yl < 0 + || dc_yh >= SCREENHEIGHT) { - I_Error ( "R_DrawColumn: %i to %i at %i", - dc_yl, dc_yh, dc_x); + I_Error ( "R_DrawColumn: %i to %i at %i", + dc_yl, dc_yh, dc_x); } - #endif - dest = ylookup[dc_yl] + columnofs[dc_x]; // Looks familiar. @@ -666,11 +424,11 @@ void R_DrawTRTLColumn(void) // Here we do an additional index re-mapping. do { - *dest = xlatab[((*dest)<<8) - + dc_colormap[dc_translation[dc_source[frac>>FRACBITS]]]]; - dest += SCREENWIDTH; - - frac += fracstep; + byte src = dc_colormap[dc_translation[dc_source[frac>>FRACBITS&127]]]; + byte col = xlatab[(*dest << 8) + src]; + *dest = col; + dest += SCREENWIDTH; + frac += fracstep; } while (count--); } diff --git a/src/strife/r_things.c b/src/strife/r_things.c index 112e4214..792c9f95 100644 --- a/src/strife/r_things.c +++ b/src/strife/r_things.c @@ -349,29 +349,33 @@ short* mceilingclip; fixed_t spryscale; fixed_t sprtopscreen; +// +// R_DrawMaskedColumn +// // villsa [STRIFE] new baseclip argument +// void R_DrawMaskedColumn (column_t *column, int baseclip) { 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; + // 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; + 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; // villsa [STRIFE] checks for clipping if(baseclip) @@ -380,19 +384,19 @@ void R_DrawMaskedColumn (column_t *column, int baseclip) dc_yh = baseclip; } - if (dc_yl <= dc_yh) - { - dc_source = (byte *)column + 3; - dc_texturemid = basetexturemid - (column->topdelta<<FRACBITS); - // dc_source = (byte *)column + 3 - column->topdelta; + if (dc_yl <= dc_yh) + { + dc_source = (byte *)column + 3; + dc_texturemid = basetexturemid - (column->topdelta<<FRACBITS); + // dc_source = (byte *)column + 3 - column->topdelta; - // Drawn by either R_DrawColumn - // or (SHADOW) R_DrawFuzzColumn. - colfunc (); - } - column = (column_t *)( (byte *)column + column->length + 4); + // Drawn by either R_DrawColumn + // or (SHADOW) R_DrawFuzzColumn. + colfunc (); + } + column = (column_t *)( (byte *)column + column->length + 4); } - + dc_texturemid = basetexturemid; } @@ -404,32 +408,33 @@ void R_DrawMaskedColumn (column_t *column, int baseclip) // void R_DrawVisSprite -( vissprite_t* vis, - int x1, - int x2 ) +( vissprite_t* vis, + int x1, + int x2 ) { - column_t* column; - int texturecolumn; - fixed_t frac; - patch_t* patch; + column_t* column; + int texturecolumn; + fixed_t frac; + patch_t* patch; int clip; // villsa [STRIFE] int translation; // villsa [STRIFE] - - + patch = W_CacheLumpNum (vis->patch+firstspritelump, PU_CACHE); dc_colormap = vis->colormap; // villsa [STRIFE] - translation = vis->mobjflags & (MF_COLORSWAP1|MF_COLORSWAP2|MF_COLORSWAP3); + // haleyjd 09/06/10: updated MF_TRANSLATION for Strife + translation = vis->mobjflags & MF_TRANSLATION; // villsa [STRIFE] unused /*if (!dc_colormap) { - // NULL colormap = shadow draw - colfunc = fuzzcolfunc; + // NULL colormap = shadow draw + colfunc = fuzzcolfunc; }*/ - // villsa [STRIFE] + + // villsa [STRIFE] Handle the two types of translucency if(vis->mobjflags & MF_SHADOW) { if(!translation) @@ -442,16 +447,15 @@ R_DrawVisSprite else { colfunc = R_DrawTRTLColumn; - dc_translation = translationtables - 256 + (translation>>20); + dc_translation = translationtables - 256 + (translation >> (MF_TRANSSHIFT - 8)); } } - // villsa [STRIFE] new translation tables - else if (translation) + else if (translation) // villsa [STRIFE] new translation tables { - colfunc = transcolfunc; - dc_translation = translationtables - 256 + (translation>>20); + colfunc = transcolfunc; + dc_translation = translationtables - 256 + (translation >> (MF_TRANSSHIFT - 8)); } - + dc_iscale = abs(vis->xiscale)>>detailshift; dc_texturemid = vis->texturemid; frac = vis->startfrac; @@ -461,22 +465,22 @@ R_DrawVisSprite // villsa [STRIFE] clip sprite's feet if needed if(vis->mobjflags & MF_FEETCLIPPED) { - sprbotscreen = sprtopscreen + FixedMul(spryscale, patch->height<<FRACBITS); + sprbotscreen = sprtopscreen + FixedMul(spryscale, patch->height << FRACBITS); clip = (sprbotscreen - FixedMul(10*FRACUNIT, spryscale)) >> FRACBITS; } else clip = 0; - + for (dc_x=vis->x1 ; dc_x<=vis->x2 ; dc_x++, frac += vis->xiscale) { - texturecolumn = frac>>FRACBITS; + texturecolumn = frac>>FRACBITS; #ifdef RANGECHECK - if (texturecolumn < 0 || texturecolumn >= SHORT(patch->width)) - I_Error ("R_DrawSpriteRange: bad texturecolumn"); + if (texturecolumn < 0 || texturecolumn >= SHORT(patch->width)) + I_Error ("R_DrawSpriteRange: bad texturecolumn"); #endif - column = (column_t *) ((byte *)patch + - LONG(patch->columnofs[texturecolumn])); - R_DrawMaskedColumn (column, clip); // villsa [STRIFE] clip argument + column = (column_t *) ((byte *)patch + + LONG(patch->columnofs[texturecolumn])); + R_DrawMaskedColumn (column, clip); // villsa [STRIFE] clip argument } colfunc = basecolfunc; |