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📄 r_things.c

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// Emacs style mode select   -*- C++ -*- //-----------------------------------------------------------------------------//// $Id: r_things.c,v 1.2 2003/09/08 22:34:31 jasonk Exp $//// Copyright (C) 1993-1996 by id Software, Inc.//// This source is available for distribution and/or modification// only under the terms of the DOOM Source Code License as// published by id Software. All rights reserved.//// The source is distributed in the hope that it will be useful,// but WITHOUT ANY WARRANTY; without even the implied warranty of// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License// for more details.//// $Log: r_things.c,v $// Revision 1.2  2003/09/08 22:34:31  jasonk// Updated files because this fucker won't build for no fucking good reason.//// Revision 1.1.1.1  2003/09/04 21:08:13  jasonk// Initial import//// Revision 1.1  2000/12/08 21:07:54  jeffw// nxdoom initial entry -- No nxdoom/Makefile so it won't build automatically////// DESCRIPTION://	Refresh of things, i.e. objects represented by sprites.////-----------------------------------------------------------------------------static const charrcsid[] = "$Id: r_things.c,v 1.2 2003/09/08 22:34:31 jasonk Exp $";#include <stdio.h>#include <stdlib.h>#include "doomdef.h"#include "m_swap.h"#include "i_system.h"#include "z_zone.h"#include "w_wad.h"#include "r_local.h"#include "doomstat.h"#define MINZ				(FRACUNIT*4)#define BASEYCENTER			100//void R_DrawColumn (void);//void R_DrawFuzzColumn (void);typedef struct{    int		x1;    int		x2;	    int		column;    int		topclip;    int		bottomclip;} maskdraw_t;//// Sprite rotation 0 is facing the viewer,//  rotation 1 is one angle turn CLOCKWISE around the axis.// This is not the same as the angle,//  which increases counter clockwise (protractor).// There was a lot of stuff grabbed wrong, so I changed it...//fixed_t		pspritescale;fixed_t		pspriteiscale;lighttable_t**	spritelights;// constant arrays//  used for psprite clipping and initializing clippingshort		negonearray[SCREENWIDTH];short		screenheightarray[SCREENWIDTH];//// INITIALIZATION FUNCTIONS//// variables used to look up//  and range check thing_t sprites patchesspritedef_t*	sprites;int		numsprites;spriteframe_t	sprtemp[29];int		maxframe;char*		spritename;//// R_InstallSpriteLump// Local function for R_InitSprites.//voidR_InstallSpriteLump( int		lump,  unsigned	frame,  unsigned	rotation,  boolean	flipped ){    int		r;	    if (frame >= 29 || rotation > 8)	I_Error("R_InstallSpriteLump: "		"Bad frame characters in lump %i", lump);	    if ((int)frame > maxframe)	maxframe = frame;		    if (rotation == 0)    {	// the lump should be used for all rotations	if (sprtemp[frame].rotate == false)	    I_Error ("R_InitSprites: Sprite %s frame %c has "		     "multip rot=0 lump", spritename, 'A'+frame);	if (sprtemp[frame].rotate == true)	    I_Error ("R_InitSprites: Sprite %s frame %c has rotations "		     "and a rot=0 lump", spritename, 'A'+frame);				sprtemp[frame].rotate = false;	for (r=0 ; r<8 ; r++)	{	    sprtemp[frame].lump[r] = lump - firstspritelump;	    sprtemp[frame].flip[r] = (byte)flipped;	}	return;    }	    // the lump is only used for one rotation    if (sprtemp[frame].rotate == false)	I_Error ("R_InitSprites: Sprite %s frame %c has rotations "		 "and a rot=0 lump", spritename, 'A'+frame);		    sprtemp[frame].rotate = true;    // make 0 based    rotation--;		    if (sprtemp[frame].lump[rotation] != -1)	I_Error ("R_InitSprites: Sprite %s : %c : %c "		 "has two lumps mapped to it",		 spritename, 'A'+frame, '1'+rotation);		    sprtemp[frame].lump[rotation] = lump - firstspritelump;    sprtemp[frame].flip[rotation] = (byte)flipped;}//// R_InitSpriteDefs// Pass a null terminated list of sprite names//  (4 chars exactly) to be used.// Builds the sprite rotation matrixes to account//  for horizontally flipped sprites.// Will report an error if the lumps are inconsistant. // Only called at startup.//// Sprite lump names are 4 characters for the actor,//  a letter for the frame, and a number for the rotation.// A sprite that is flippable will have an additional//  letter/number appended.// The rotation character can be 0 to signify no rotations.//void R_InitSpriteDefs (char** namelist) {     char**	check;    int		i;    int		l;    int		intname;    int		frame;    int		rotation;    int		start;    int		end;    int		patched;		    // count the number of sprite names    check = namelist;    while (*check != NULL)	check++;    numsprites = check-namelist;	    if (!numsprites)	return;		    sprites = Z_Malloc(numsprites *sizeof(*sprites), PU_STATIC, NULL);	    start = firstspritelump-1;    end = lastspritelump+1;	    // scan all the lump names for each of the names,    //  noting the highest frame letter.    // Just compare 4 characters as ints    for (i=0 ; i<numsprites ; i++)    {	spritename = namelist[i];	memset (sprtemp,-1, sizeof(sprtemp));			maxframe = -1;	intname = *(int *)namelist[i];		// scan the lumps,	//  filling in the frames for whatever is found	for (l=start+1 ; l<end ; l++)	{	    if (*(int *)lumpinfo[l].name == intname)	    {		frame = lumpinfo[l].name[4] - 'A';		rotation = lumpinfo[l].name[5] - '0';		if (modifiedgame)		    patched = W_GetNumForName (lumpinfo[l].name);		else		    patched = l;		R_InstallSpriteLump (patched, frame, rotation, false);		if (lumpinfo[l].name[6])		{		    frame = lumpinfo[l].name[6] - 'A';		    rotation = lumpinfo[l].name[7] - '0';		    R_InstallSpriteLump (l, frame, rotation, true);		}	    }	}		// check the frames that were found for completeness	if (maxframe == -1)	{	    sprites[i].numframes = 0;	    continue;	}			maxframe++;		for (frame = 0 ; frame < maxframe ; frame++)	{	    switch ((int)sprtemp[frame].rotate)	    {	      case -1:		// no rotations were found for that frame at all		I_Error ("R_InitSprites: No patches found "			 "for %s frame %c", namelist[i], frame+'A');		break;			      case 0:		// only the first rotation is needed		break;				      case 1:		// must have all 8 frames		for (rotation=0 ; rotation<8 ; rotation++)		    if (sprtemp[frame].lump[rotation] == -1)			I_Error ("R_InitSprites: Sprite %s frame %c "				 "is missing rotations",				 namelist[i], frame+'A');		break;	    }	}		// allocate space for the frames present and copy sprtemp to it	sprites[i].numframes = maxframe;	sprites[i].spriteframes = 	    Z_Malloc (maxframe * sizeof(spriteframe_t), PU_STATIC, NULL);	memcpy (sprites[i].spriteframes, sprtemp, maxframe*sizeof(spriteframe_t));    }}//// GAME FUNCTIONS//vissprite_t	vissprites[MAXVISSPRITES];vissprite_t*	vissprite_p;int		newvissprite;//// R_InitSprites// Called at program start.//void R_InitSprites (char** namelist){    int		i;	    for (i=0 ; i<SCREENWIDTH ; i++)    {	negonearray[i] = -1;    }	    R_InitSpriteDefs (namelist);}//// R_ClearSprites// Called at frame start.//void R_ClearSprites (void){    vissprite_p = vissprites;}//// R_NewVisSprite//vissprite_t	overflowsprite;vissprite_t* R_NewVisSprite (void){    if (vissprite_p == &vissprites[MAXVISSPRITES])	return &overflowsprite;        vissprite_p++;    return vissprite_p-1;}//// R_DrawMaskedColumn// Used for sprites and masked mid textures.// Masked means: partly transparent, i.e. stored//  in posts/runs of opaque pixels.//short*		mfloorclip;short*		mceilingclip;fixed_t		spryscale;fixed_t		sprtopscreen;void R_DrawMaskedColumn (column_t* column){    int		topscreen;    int 	bottomscreen;    fixed_t	basetexturemid;	    basetexturemid = dc_texturemid;	    for ( ; column->topdelta != 0xff ; )     {	// calculate unclipped screen coordinates	//  for post	topscreen = sprtopscreen + spryscale*column->topdelta;	bottomscreen = topscreen + spryscale*column->length;	dc_yl = (topscreen+FRACUNIT-1)>>FRACBITS;	dc_yh = (bottomscreen-1)>>FRACBITS;			if (dc_yh >= mfloorclip[dc_x])	    dc_yh = mfloorclip[dc_x]-1;	if (dc_yl <= mceilingclip[dc_x])	    dc_yl = mceilingclip[dc_x]+1;	if (dc_yl <= dc_yh)	{	    dc_source = (byte *)column + 3;	    dc_texturemid = basetexturemid - (column->topdelta<<FRACBITS);	    // dc_source = (byte *)column + 3 - column->topdelta;	    // Drawn by either R_DrawColumn	    //  or (SHADOW) R_DrawFuzzColumn.	    colfunc ();		}	column = (column_t *)(  (byte *)column + column->length + 4);    }	    dc_texturemid = basetexturemid;}//// R_DrawVisSprite//  mfloorclip and mceilingclip should also be set.//voidR_DrawVisSprite( vissprite_t*		vis,  int			x1,  int			x2 ){    column_t*		column;    int			texturecolumn;    fixed_t		frac;    patch_t*		patch;		    patch = W_CacheLumpNum (vis->patch+firstspritelump, PU_CACHE);    dc_colormap = vis->colormap;        if (!dc_colormap)    {	// NULL colormap = shadow draw	colfunc = fuzzcolfunc;    }    else if (vis->mobjflags & MF_TRANSLATION)    {	colfunc = R_DrawTranslatedColumn;	dc_translation = translationtables - 256 +	    ( (vis->mobjflags & MF_TRANSLATION) >> (MF_TRANSSHIFT-8) );    }	    dc_iscale = abs(vis->xiscale)>>detailshift;    dc_texturemid = vis->texturemid;    frac = vis->startfrac;    spryscale = vis->scale;    sprtopscreen = centeryfrac - FixedMul(dc_texturemid,spryscale);	    for (dc_x=vis->x1 ; dc_x<=vis->x2 ; dc_x++, frac += vis->xiscale)    {	texturecolumn = frac>>FRACBITS;#ifdef RANGECHECK	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);    }    colfunc = basecolfunc;}//// R_ProjectSprite// Generates a vissprite for a thing//  if it might be visible.//void R_ProjectSprite (mobj_t* thing){    fixed_t		tr_x;    fixed_t		tr_y;        fixed_t		gxt;    fixed_t		gyt;        fixed_t		tx;    fixed_t		tz;    fixed_t		xscale;        int			x1;    int			x2;    spritedef_t*	sprdef;    spriteframe_t*	sprframe;    int			lump;        unsigned		rot;    boolean		flip;        int			index;    vissprite_t*	vis;        angle_t		ang;    fixed_t		iscale;        // transform the origin point    tr_x = thing->x - viewx;    tr_y = thing->y - viewy;	    gxt = FixedMul(tr_x,viewcos);     gyt = -FixedMul(tr_y,viewsin);        tz = gxt-gyt;     // thing is behind view plane?

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