39adfff2a9
Runs but not quite functional yet (requires user input to be completed). Shareware WAD file. Please read README.txt and DOOMLIC.txt
990 lines
20 KiB
C
990 lines
20 KiB
C
// Emacs style mode select -*- C++ -*-
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//-----------------------------------------------------------------------------
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//
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// $Id:$
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//
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// Copyright (C) 1993-1996 by id Software, Inc.
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//
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// This source is available for distribution and/or modification
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// only under the terms of the DOOM Source Code License as
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// published by id Software. All rights reserved.
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//
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// The source is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
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// for more details.
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//
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// $Log:$
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//
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// DESCRIPTION:
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// Refresh of things, i.e. objects represented by sprites.
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//
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//-----------------------------------------------------------------------------
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static const char
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rcsid[] = "$Id: r_things.c,v 1.5 1997/02/03 16:47:56 b1 Exp $";
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#include <stdio.h>
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#include <stdlib.h>
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#include "doomdef.h"
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#include "m_swap.h"
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#include "i_system.h"
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#include "z_zone.h"
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#include "w_wad.h"
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#include "r_local.h"
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#include "doomstat.h"
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#define MINZ (FRACUNIT*4)
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#define BASEYCENTER 100
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//void R_DrawColumn (void);
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//void R_DrawFuzzColumn (void);
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typedef struct
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{
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int x1;
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int x2;
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int column;
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int topclip;
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int bottomclip;
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} maskdraw_t;
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//
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// Sprite rotation 0 is facing the viewer,
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// rotation 1 is one angle turn CLOCKWISE around the axis.
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// This is not the same as the angle,
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// which increases counter clockwise (protractor).
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// There was a lot of stuff grabbed wrong, so I changed it...
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//
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fixed_t pspritescale;
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fixed_t pspriteiscale;
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lighttable_t** spritelights;
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// constant arrays
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// used for psprite clipping and initializing clipping
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short negonearray[SCREENWIDTH];
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short screenheightarray[SCREENWIDTH];
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//
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// INITIALIZATION FUNCTIONS
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//
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// variables used to look up
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// and range check thing_t sprites patches
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spritedef_t* sprites;
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int numsprites;
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spriteframe_t sprtemp[29];
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int maxframe;
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char* spritename;
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//
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// R_InstallSpriteLump
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// Local function for R_InitSprites.
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//
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void
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R_InstallSpriteLump
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( int lump,
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unsigned frame,
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unsigned rotation,
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boolean flipped )
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{
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int r;
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if (frame >= 29 || rotation > 8)
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I_Error("R_InstallSpriteLump: "
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"Bad frame characters in lump %i", lump);
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if ((int)frame > maxframe)
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maxframe = frame;
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if (rotation == 0)
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{
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// the lump should be used for all rotations
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if (sprtemp[frame].rotate == false)
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I_Error ("R_InitSprites: Sprite %s frame %c has "
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"multip rot=0 lump", spritename, 'A'+frame);
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if (sprtemp[frame].rotate == true)
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I_Error ("R_InitSprites: Sprite %s frame %c has rotations "
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"and a rot=0 lump", spritename, 'A'+frame);
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sprtemp[frame].rotate = false;
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for (r=0 ; r<8 ; r++)
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{
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sprtemp[frame].lump[r] = lump - firstspritelump;
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sprtemp[frame].flip[r] = (byte)flipped;
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}
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return;
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}
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// the lump is only used for one rotation
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if (sprtemp[frame].rotate == false)
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I_Error ("R_InitSprites: Sprite %s frame %c has rotations "
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"and a rot=0 lump", spritename, 'A'+frame);
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sprtemp[frame].rotate = true;
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// make 0 based
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rotation--;
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if (sprtemp[frame].lump[rotation] != -1)
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I_Error ("R_InitSprites: Sprite %s : %c : %c "
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"has two lumps mapped to it",
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spritename, 'A'+frame, '1'+rotation);
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sprtemp[frame].lump[rotation] = lump - firstspritelump;
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sprtemp[frame].flip[rotation] = (byte)flipped;
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}
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//
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// R_InitSpriteDefs
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// Pass a null terminated list of sprite names
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// (4 chars exactly) to be used.
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// Builds the sprite rotation matrixes to account
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// for horizontally flipped sprites.
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// Will report an error if the lumps are inconsistant.
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// Only called at startup.
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//
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// Sprite lump names are 4 characters for the actor,
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// a letter for the frame, and a number for the rotation.
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// A sprite that is flippable will have an additional
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// letter/number appended.
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// The rotation character can be 0 to signify no rotations.
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//
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void R_InitSpriteDefs (char** namelist)
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{
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char** check;
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int i;
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int l;
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int intname;
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int frame;
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int rotation;
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int start;
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int end;
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int patched;
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// count the number of sprite names
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check = namelist;
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while (*check != NULL)
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check++;
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numsprites = check-namelist;
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if (!numsprites)
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return;
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sprites = Z_Malloc(numsprites *sizeof(*sprites), PU_STATIC, NULL);
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start = firstspritelump-1;
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end = lastspritelump+1;
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// scan all the lump names for each of the names,
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// noting the highest frame letter.
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// Just compare 4 characters as ints
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for (i=0 ; i<numsprites ; i++)
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{
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spritename = namelist[i];
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memset (sprtemp,-1, sizeof(sprtemp));
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maxframe = -1;
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intname = *(int *)namelist[i];
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// scan the lumps,
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// filling in the frames for whatever is found
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for (l=start+1 ; l<end ; l++)
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{
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if (*(int *)lumpinfo[l].name == intname)
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{
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frame = lumpinfo[l].name[4] - 'A';
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rotation = lumpinfo[l].name[5] - '0';
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if (modifiedgame)
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patched = W_GetNumForName (lumpinfo[l].name);
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else
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patched = l;
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R_InstallSpriteLump (patched, frame, rotation, false);
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if (lumpinfo[l].name[6])
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{
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frame = lumpinfo[l].name[6] - 'A';
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rotation = lumpinfo[l].name[7] - '0';
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R_InstallSpriteLump (l, frame, rotation, true);
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}
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}
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}
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// check the frames that were found for completeness
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if (maxframe == -1)
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{
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sprites[i].numframes = 0;
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continue;
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}
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maxframe++;
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for (frame = 0 ; frame < maxframe ; frame++)
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{
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switch ((int)sprtemp[frame].rotate)
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{
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case -1:
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// no rotations were found for that frame at all
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I_Error ("R_InitSprites: No patches found "
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"for %s frame %c", namelist[i], frame+'A');
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break;
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case 0:
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// only the first rotation is needed
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break;
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case 1:
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// must have all 8 frames
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for (rotation=0 ; rotation<8 ; rotation++)
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if (sprtemp[frame].lump[rotation] == -1)
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I_Error ("R_InitSprites: Sprite %s frame %c "
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"is missing rotations",
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namelist[i], frame+'A');
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break;
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}
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}
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// allocate space for the frames present and copy sprtemp to it
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sprites[i].numframes = maxframe;
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sprites[i].spriteframes =
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Z_Malloc (maxframe * sizeof(spriteframe_t), PU_STATIC, NULL);
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memcpy (sprites[i].spriteframes, sprtemp, maxframe*sizeof(spriteframe_t));
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}
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}
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//
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// GAME FUNCTIONS
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//
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vissprite_t vissprites[MAXVISSPRITES];
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vissprite_t* vissprite_p;
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int newvissprite;
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//
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// R_InitSprites
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// Called at program start.
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//
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void R_InitSprites (char** namelist)
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{
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int i;
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for (i=0 ; i<SCREENWIDTH ; i++)
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{
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negonearray[i] = -1;
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}
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R_InitSpriteDefs (namelist);
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}
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//
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// R_ClearSprites
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// Called at frame start.
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//
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void R_ClearSprites (void)
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{
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vissprite_p = vissprites;
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}
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//
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// R_NewVisSprite
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//
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vissprite_t overflowsprite;
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vissprite_t* R_NewVisSprite (void)
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{
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if (vissprite_p == &vissprites[MAXVISSPRITES])
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return &overflowsprite;
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vissprite_p++;
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return vissprite_p-1;
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}
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//
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// R_DrawMaskedColumn
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// Used for sprites and masked mid textures.
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// Masked means: partly transparent, i.e. stored
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// in posts/runs of opaque pixels.
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//
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short* mfloorclip;
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short* mceilingclip;
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fixed_t spryscale;
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fixed_t sprtopscreen;
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void R_DrawMaskedColumn (column_t* column)
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{
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int topscreen;
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int bottomscreen;
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fixed_t basetexturemid;
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basetexturemid = dc_texturemid;
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for ( ; column->topdelta != 0xff ; )
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{
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// calculate unclipped screen coordinates
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// for post
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topscreen = sprtopscreen + spryscale*column->topdelta;
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bottomscreen = topscreen + spryscale*column->length;
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dc_yl = (topscreen+FRACUNIT-1)>>FRACBITS;
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dc_yh = (bottomscreen-1)>>FRACBITS;
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if (dc_yh >= mfloorclip[dc_x])
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dc_yh = mfloorclip[dc_x]-1;
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if (dc_yl <= mceilingclip[dc_x])
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dc_yl = mceilingclip[dc_x]+1;
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if (dc_yl <= dc_yh)
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{
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dc_source = (byte *)column + 3;
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dc_texturemid = basetexturemid - (column->topdelta<<FRACBITS);
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// dc_source = (byte *)column + 3 - column->topdelta;
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// Drawn by either R_DrawColumn
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// or (SHADOW) R_DrawFuzzColumn.
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colfunc ();
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}
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column = (column_t *)( (byte *)column + column->length + 4);
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}
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dc_texturemid = basetexturemid;
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}
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//
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// R_DrawVisSprite
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// mfloorclip and mceilingclip should also be set.
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//
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void
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R_DrawVisSprite
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( vissprite_t* vis,
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int x1,
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int x2 )
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{
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column_t* column;
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int texturecolumn;
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fixed_t frac;
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patch_t* patch;
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patch = W_CacheLumpNum (vis->patch+firstspritelump, PU_CACHE);
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dc_colormap = vis->colormap;
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if (!dc_colormap)
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{
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// NULL colormap = shadow draw
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colfunc = fuzzcolfunc;
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}
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else if (vis->mobjflags & MF_TRANSLATION)
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{
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colfunc = R_DrawTranslatedColumn;
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dc_translation = translationtables - 256 +
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( (vis->mobjflags & MF_TRANSLATION) >> (MF_TRANSSHIFT-8) );
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}
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dc_iscale = abs(vis->xiscale)>>detailshift;
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dc_texturemid = vis->texturemid;
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frac = vis->startfrac;
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spryscale = vis->scale;
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sprtopscreen = centeryfrac - FixedMul(dc_texturemid,spryscale);
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for (dc_x=vis->x1 ; dc_x<=vis->x2 ; dc_x++, frac += vis->xiscale)
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{
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texturecolumn = frac>>FRACBITS;
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#ifdef RANGECHECK
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if (texturecolumn < 0 || texturecolumn >= SHORT(patch->width))
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I_Error ("R_DrawSpriteRange: bad texturecolumn");
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#endif
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column = (column_t *) ((byte *)patch +
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LONG(patch->columnofs[texturecolumn]));
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R_DrawMaskedColumn (column);
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}
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colfunc = basecolfunc;
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}
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//
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// R_ProjectSprite
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// Generates a vissprite for a thing
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// if it might be visible.
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//
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void R_ProjectSprite (mobj_t* thing)
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{
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fixed_t tr_x;
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fixed_t tr_y;
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fixed_t gxt;
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fixed_t gyt;
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fixed_t tx;
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fixed_t tz;
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fixed_t xscale;
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int x1;
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int x2;
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spritedef_t* sprdef;
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spriteframe_t* sprframe;
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int lump;
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unsigned rot;
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boolean flip;
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int index;
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vissprite_t* vis;
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angle_t ang;
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fixed_t iscale;
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// transform the origin point
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tr_x = thing->x - viewx;
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tr_y = thing->y - viewy;
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gxt = FixedMul(tr_x,viewcos);
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gyt = -FixedMul(tr_y,viewsin);
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tz = gxt-gyt;
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// thing is behind view plane?
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if (tz < MINZ)
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return;
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xscale = FixedDiv(projection, tz);
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gxt = -FixedMul(tr_x,viewsin);
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gyt = FixedMul(tr_y,viewcos);
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tx = -(gyt+gxt);
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// too far off the side?
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if (abs(tx)>(tz<<2))
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return;
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// decide which patch to use for sprite relative to player
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#ifdef RANGECHECK
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if ((unsigned)thing->sprite >= numsprites)
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I_Error ("R_ProjectSprite: invalid sprite number %i ",
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thing->sprite);
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#endif
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sprdef = &sprites[thing->sprite];
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#ifdef RANGECHECK
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if ( (thing->frame&FF_FRAMEMASK) >= sprdef->numframes )
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I_Error ("R_ProjectSprite: invalid sprite frame %i : %i ",
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thing->sprite, thing->frame);
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#endif
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sprframe = &sprdef->spriteframes[ thing->frame & FF_FRAMEMASK];
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if (sprframe->rotate)
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{
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// choose a different rotation based on player view
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ang = R_PointToAngle (thing->x, thing->y);
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rot = (ang-thing->angle+(unsigned)(ANG45/2)*9)>>29;
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lump = sprframe->lump[rot];
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flip = (boolean)sprframe->flip[rot];
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}
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else
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{
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// use single rotation for all views
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lump = sprframe->lump[0];
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flip = (boolean)sprframe->flip[0];
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}
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// calculate edges of the shape
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tx -= spriteoffset[lump];
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x1 = (centerxfrac + FixedMul (tx,xscale) ) >>FRACBITS;
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// off the right side?
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if (x1 > viewwidth)
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return;
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tx += spritewidth[lump];
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x2 = ((centerxfrac + FixedMul (tx,xscale) ) >>FRACBITS) - 1;
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// off the left side
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if (x2 < 0)
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return;
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// store information in a vissprite
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vis = R_NewVisSprite ();
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vis->mobjflags = thing->flags;
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vis->scale = xscale<<detailshift;
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vis->gx = thing->x;
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vis->gy = thing->y;
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vis->gz = thing->z;
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vis->gzt = thing->z + spritetopoffset[lump];
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vis->texturemid = vis->gzt - viewz;
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vis->x1 = x1 < 0 ? 0 : x1;
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vis->x2 = x2 >= viewwidth ? viewwidth-1 : x2;
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iscale = FixedDiv (FRACUNIT, xscale);
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if (flip)
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{
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vis->startfrac = spritewidth[lump]-1;
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vis->xiscale = -iscale;
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}
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else
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{
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vis->startfrac = 0;
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vis->xiscale = iscale;
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}
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if (vis->x1 > x1)
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vis->startfrac += vis->xiscale*(vis->x1-x1);
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vis->patch = lump;
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// get light level
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if (thing->flags & MF_SHADOW)
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{
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// shadow draw
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vis->colormap = NULL;
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}
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else if (fixedcolormap)
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{
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// fixed map
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vis->colormap = fixedcolormap;
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}
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else if (thing->frame & FF_FULLBRIGHT)
|
|
{
|
|
// full bright
|
|
vis->colormap = colormaps;
|
|
}
|
|
|
|
else
|
|
{
|
|
// diminished light
|
|
index = xscale>>(LIGHTSCALESHIFT-detailshift);
|
|
|
|
if (index >= MAXLIGHTSCALE)
|
|
index = MAXLIGHTSCALE-1;
|
|
|
|
vis->colormap = spritelights[index];
|
|
}
|
|
}
|
|
|
|
|
|
|
|
|
|
//
|
|
// R_AddSprites
|
|
// During BSP traversal, this adds sprites by sector.
|
|
//
|
|
void R_AddSprites (sector_t* sec)
|
|
{
|
|
mobj_t* thing;
|
|
int lightnum;
|
|
|
|
// BSP is traversed by subsector.
|
|
// A sector might have been split into several
|
|
// subsectors during BSP building.
|
|
// Thus we check whether its already added.
|
|
if (sec->validcount == validcount)
|
|
return;
|
|
|
|
// Well, now it will be done.
|
|
sec->validcount = validcount;
|
|
|
|
lightnum = (sec->lightlevel >> LIGHTSEGSHIFT)+extralight;
|
|
|
|
if (lightnum < 0)
|
|
spritelights = scalelight[0];
|
|
else if (lightnum >= LIGHTLEVELS)
|
|
spritelights = scalelight[LIGHTLEVELS-1];
|
|
else
|
|
spritelights = scalelight[lightnum];
|
|
|
|
// Handle all things in sector.
|
|
for (thing = sec->thinglist ; thing ; thing = thing->snext)
|
|
R_ProjectSprite (thing);
|
|
}
|
|
|
|
|
|
//
|
|
// R_DrawPSprite
|
|
//
|
|
void R_DrawPSprite (pspdef_t* psp)
|
|
{
|
|
fixed_t tx;
|
|
int x1;
|
|
int x2;
|
|
spritedef_t* sprdef;
|
|
spriteframe_t* sprframe;
|
|
int lump;
|
|
boolean flip;
|
|
vissprite_t* vis;
|
|
vissprite_t avis;
|
|
|
|
// decide which patch to use
|
|
#ifdef RANGECHECK
|
|
if ( (unsigned)psp->state->sprite >= numsprites)
|
|
I_Error ("R_ProjectSprite: invalid sprite number %i ",
|
|
psp->state->sprite);
|
|
#endif
|
|
sprdef = &sprites[psp->state->sprite];
|
|
#ifdef RANGECHECK
|
|
if ( (psp->state->frame & FF_FRAMEMASK) >= sprdef->numframes)
|
|
I_Error ("R_ProjectSprite: invalid sprite frame %i : %i ",
|
|
psp->state->sprite, psp->state->frame);
|
|
#endif
|
|
sprframe = &sprdef->spriteframes[ psp->state->frame & FF_FRAMEMASK ];
|
|
|
|
lump = sprframe->lump[0];
|
|
flip = (boolean)sprframe->flip[0];
|
|
|
|
// calculate edges of the shape
|
|
tx = psp->sx-160*FRACUNIT;
|
|
|
|
tx -= spriteoffset[lump];
|
|
x1 = (centerxfrac + FixedMul (tx,pspritescale) ) >>FRACBITS;
|
|
|
|
// off the right side
|
|
if (x1 > viewwidth)
|
|
return;
|
|
|
|
tx += spritewidth[lump];
|
|
x2 = ((centerxfrac + FixedMul (tx, pspritescale) ) >>FRACBITS) - 1;
|
|
|
|
// off the left side
|
|
if (x2 < 0)
|
|
return;
|
|
|
|
// store information in a vissprite
|
|
vis = &avis;
|
|
vis->mobjflags = 0;
|
|
vis->texturemid = (BASEYCENTER<<FRACBITS)+FRACUNIT/2-(psp->sy-spritetopoffset[lump]);
|
|
vis->x1 = x1 < 0 ? 0 : x1;
|
|
vis->x2 = x2 >= viewwidth ? viewwidth-1 : x2;
|
|
vis->scale = pspritescale<<detailshift;
|
|
|
|
if (flip)
|
|
{
|
|
vis->xiscale = -pspriteiscale;
|
|
vis->startfrac = spritewidth[lump]-1;
|
|
}
|
|
else
|
|
{
|
|
vis->xiscale = pspriteiscale;
|
|
vis->startfrac = 0;
|
|
}
|
|
|
|
if (vis->x1 > x1)
|
|
vis->startfrac += vis->xiscale*(vis->x1-x1);
|
|
|
|
vis->patch = lump;
|
|
|
|
if (viewplayer->powers[pw_invisibility] > 4*32
|
|
|| viewplayer->powers[pw_invisibility] & 8)
|
|
{
|
|
// shadow draw
|
|
vis->colormap = NULL;
|
|
}
|
|
else if (fixedcolormap)
|
|
{
|
|
// fixed color
|
|
vis->colormap = fixedcolormap;
|
|
}
|
|
else if (psp->state->frame & FF_FULLBRIGHT)
|
|
{
|
|
// full bright
|
|
vis->colormap = colormaps;
|
|
}
|
|
else
|
|
{
|
|
// local light
|
|
vis->colormap = spritelights[MAXLIGHTSCALE-1];
|
|
}
|
|
|
|
R_DrawVisSprite (vis, vis->x1, vis->x2);
|
|
}
|
|
|
|
|
|
|
|
//
|
|
// R_DrawPlayerSprites
|
|
//
|
|
void R_DrawPlayerSprites (void)
|
|
{
|
|
int i;
|
|
int lightnum;
|
|
pspdef_t* psp;
|
|
|
|
// get light level
|
|
lightnum =
|
|
(viewplayer->mo->subsector->sector->lightlevel >> LIGHTSEGSHIFT)
|
|
+extralight;
|
|
|
|
if (lightnum < 0)
|
|
spritelights = scalelight[0];
|
|
else if (lightnum >= LIGHTLEVELS)
|
|
spritelights = scalelight[LIGHTLEVELS-1];
|
|
else
|
|
spritelights = scalelight[lightnum];
|
|
|
|
// clip to screen bounds
|
|
mfloorclip = screenheightarray;
|
|
mceilingclip = negonearray;
|
|
|
|
// add all active psprites
|
|
for (i=0, psp=viewplayer->psprites;
|
|
i<NUMPSPRITES;
|
|
i++,psp++)
|
|
{
|
|
if (psp->state)
|
|
R_DrawPSprite (psp);
|
|
}
|
|
}
|
|
|
|
|
|
|
|
|
|
//
|
|
// R_SortVisSprites
|
|
//
|
|
vissprite_t vsprsortedhead;
|
|
|
|
|
|
void R_SortVisSprites (void)
|
|
{
|
|
int i;
|
|
int count;
|
|
vissprite_t* ds;
|
|
vissprite_t* best;
|
|
vissprite_t unsorted;
|
|
fixed_t bestscale;
|
|
|
|
count = vissprite_p - vissprites;
|
|
|
|
unsorted.next = unsorted.prev = &unsorted;
|
|
|
|
if (!count)
|
|
return;
|
|
|
|
for (ds=vissprites ; ds<vissprite_p ; ds++)
|
|
{
|
|
ds->next = ds+1;
|
|
ds->prev = ds-1;
|
|
}
|
|
|
|
vissprites[0].prev = &unsorted;
|
|
unsorted.next = &vissprites[0];
|
|
(vissprite_p-1)->next = &unsorted;
|
|
unsorted.prev = vissprite_p-1;
|
|
|
|
// pull the vissprites out by scale
|
|
//best = 0; // shut up the compiler warning
|
|
vsprsortedhead.next = vsprsortedhead.prev = &vsprsortedhead;
|
|
for (i=0 ; i<count ; i++)
|
|
{
|
|
bestscale = MAXINT;
|
|
for (ds=unsorted.next ; ds!= &unsorted ; ds=ds->next)
|
|
{
|
|
if (ds->scale < bestscale)
|
|
{
|
|
bestscale = ds->scale;
|
|
best = ds;
|
|
}
|
|
}
|
|
best->next->prev = best->prev;
|
|
best->prev->next = best->next;
|
|
best->next = &vsprsortedhead;
|
|
best->prev = vsprsortedhead.prev;
|
|
vsprsortedhead.prev->next = best;
|
|
vsprsortedhead.prev = best;
|
|
}
|
|
}
|
|
|
|
|
|
|
|
//
|
|
// R_DrawSprite
|
|
//
|
|
void R_DrawSprite (vissprite_t* spr)
|
|
{
|
|
drawseg_t* ds;
|
|
short clipbot[SCREENWIDTH];
|
|
short cliptop[SCREENWIDTH];
|
|
int x;
|
|
int r1;
|
|
int r2;
|
|
fixed_t scale;
|
|
fixed_t lowscale;
|
|
int silhouette;
|
|
|
|
for (x = spr->x1 ; x<=spr->x2 ; x++)
|
|
clipbot[x] = cliptop[x] = -2;
|
|
|
|
// Scan drawsegs from end to start for obscuring segs.
|
|
// The first drawseg that has a greater scale
|
|
// is the clip seg.
|
|
for (ds=ds_p-1 ; ds >= drawsegs ; ds--)
|
|
{
|
|
// determine if the drawseg obscures the sprite
|
|
if (ds->x1 > spr->x2
|
|
|| ds->x2 < spr->x1
|
|
|| (!ds->silhouette
|
|
&& !ds->maskedtexturecol) )
|
|
{
|
|
// does not cover sprite
|
|
continue;
|
|
}
|
|
|
|
r1 = ds->x1 < spr->x1 ? spr->x1 : ds->x1;
|
|
r2 = ds->x2 > spr->x2 ? spr->x2 : ds->x2;
|
|
|
|
if (ds->scale1 > ds->scale2)
|
|
{
|
|
lowscale = ds->scale2;
|
|
scale = ds->scale1;
|
|
}
|
|
else
|
|
{
|
|
lowscale = ds->scale1;
|
|
scale = ds->scale2;
|
|
}
|
|
|
|
if (scale < spr->scale
|
|
|| ( lowscale < spr->scale
|
|
&& !R_PointOnSegSide (spr->gx, spr->gy, ds->curline) ) )
|
|
{
|
|
// masked mid texture?
|
|
if (ds->maskedtexturecol)
|
|
R_RenderMaskedSegRange (ds, r1, r2);
|
|
// seg is behind sprite
|
|
continue;
|
|
}
|
|
|
|
|
|
// clip this piece of the sprite
|
|
silhouette = ds->silhouette;
|
|
|
|
if (spr->gz >= ds->bsilheight)
|
|
silhouette &= ~SIL_BOTTOM;
|
|
|
|
if (spr->gzt <= ds->tsilheight)
|
|
silhouette &= ~SIL_TOP;
|
|
|
|
if (silhouette == 1)
|
|
{
|
|
// bottom sil
|
|
for (x=r1 ; x<=r2 ; x++)
|
|
if (clipbot[x] == -2)
|
|
clipbot[x] = ds->sprbottomclip[x];
|
|
}
|
|
else if (silhouette == 2)
|
|
{
|
|
// top sil
|
|
for (x=r1 ; x<=r2 ; x++)
|
|
if (cliptop[x] == -2)
|
|
cliptop[x] = ds->sprtopclip[x];
|
|
}
|
|
else if (silhouette == 3)
|
|
{
|
|
// both
|
|
for (x=r1 ; x<=r2 ; x++)
|
|
{
|
|
if (clipbot[x] == -2)
|
|
clipbot[x] = ds->sprbottomclip[x];
|
|
if (cliptop[x] == -2)
|
|
cliptop[x] = ds->sprtopclip[x];
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
// all clipping has been performed, so draw the sprite
|
|
|
|
// check for unclipped columns
|
|
for (x = spr->x1 ; x<=spr->x2 ; x++)
|
|
{
|
|
if (clipbot[x] == -2)
|
|
clipbot[x] = viewheight;
|
|
|
|
if (cliptop[x] == -2)
|
|
cliptop[x] = -1;
|
|
}
|
|
|
|
mfloorclip = clipbot;
|
|
mceilingclip = cliptop;
|
|
R_DrawVisSprite (spr, spr->x1, spr->x2);
|
|
}
|
|
|
|
|
|
|
|
|
|
//
|
|
// R_DrawMasked
|
|
//
|
|
void R_DrawMasked (void)
|
|
{
|
|
vissprite_t* spr;
|
|
drawseg_t* ds;
|
|
|
|
R_SortVisSprites ();
|
|
|
|
if (vissprite_p > vissprites)
|
|
{
|
|
// draw all vissprites back to front
|
|
for (spr = vsprsortedhead.next ;
|
|
spr != &vsprsortedhead ;
|
|
spr=spr->next)
|
|
{
|
|
|
|
R_DrawSprite (spr);
|
|
}
|
|
}
|
|
|
|
// render any remaining masked mid textures
|
|
for (ds=ds_p-1 ; ds >= drawsegs ; ds--)
|
|
if (ds->maskedtexturecol)
|
|
R_RenderMaskedSegRange (ds, ds->x1, ds->x2);
|
|
|
|
// draw the psprites on top of everything
|
|
// but does not draw on side views
|
|
if (!viewangleoffset)
|
|
R_DrawPlayerSprites ();
|
|
}
|
|
|
|
|
|
|