/*
===========================================================================
Doom 3 BFG Edition GPL Source Code
Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Doom 3 BFG Edition Source Code. If not, see .
In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below.
If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
===========================================================================
*/
#include "Precompiled.h"
#include "globaldata.h"
#include
#include
#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"
//void R_DrawColumn (void);
//void R_DrawFuzzColumn (void);
//
// 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...
//
// constant arrays
// used for psprite clipping and initializing clipping
//
// INITIALIZATION FUNCTIONS
//
// variables used to look up
// and range check thing_t ::g->sprites patches
//
// R_InstallSpriteLump
// Local function for R_InitSprites.
//
void
R_InstallSpriteLump
( int lump,
unsigned frame,
unsigned rotation,
qboolean flipped )
{
int r;
if (frame >= 29 || rotation > 8)
I_Error("R_InstallSpriteLump: "
"Bad frame characters in lump %i", lump);
if ((int)frame > ::g->maxframe)
::g->maxframe = frame;
if (rotation == 0)
{
// the lump should be used for all rotations
if (::g->sprtemp[frame].rotate == false)
I_Error ("R_InitSprites: Sprite %s frame %c has "
"multip rot=0 lump", ::g->spritename, 'A'+frame);
if (::g->sprtemp[frame].rotate == true)
I_Error ("R_InitSprites: Sprite %s frame %c has rotations "
"and a rot=0 lump", ::g->spritename, 'A'+frame);
::g->sprtemp[frame].rotate = false;
for (r=0 ; r<8 ; r++)
{
::g->sprtemp[frame].lump[r] = lump - ::g->firstspritelump;
::g->sprtemp[frame].flip[r] = (byte)flipped;
}
return;
}
// the lump is only used for one rotation
if (::g->sprtemp[frame].rotate == false)
I_Error ("R_InitSprites: Sprite %s frame %c has rotations "
"and a rot=0 lump", ::g->spritename, 'A'+frame);
::g->sprtemp[frame].rotate = true;
// make 0 based
rotation--;
if (::g->sprtemp[frame].lump[rotation] != -1)
I_Error ("R_InitSprites: Sprite %s : %c : %c "
"has two lumps mapped to it",
::g->spritename, 'A'+frame, '1'+rotation);
::g->sprtemp[frame].lump[rotation] = lump - ::g->firstspritelump;
::g->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 ::g->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 (const char* const* namelist)
{
const char* const* 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++;
::g->numsprites = check-namelist;
if (!::g->numsprites)
return;
::g->sprites = (spritedef_t*)DoomLib::Z_Malloc(::g->numsprites *sizeof(*::g->sprites), PU_STATIC, NULL);
start = ::g->firstspritelump-1;
end = ::g->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 < ::g->numsprites ; i++)
{
::g->spritename = namelist[i];
memset (::g->sprtemp,-1, sizeof(::g->sprtemp));
::g->maxframe = -1;
intname = *(int *)namelist[i];
// scan the lumps,
// filling in the frames for whatever is found
for (l=start+1 ; lmodifiedgame)
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 (::g->maxframe == -1)
{
::g->sprites[i].numframes = 0;
continue;
}
::g->maxframe++;
for (frame = 0 ; frame < ::g->maxframe ; frame++)
{
switch ((int)::g->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 (::g->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 ::g->sprtemp to it
::g->sprites[i].numframes = ::g->maxframe;
::g->sprites[i].spriteframes =
(spriteframe_t*)DoomLib::Z_Malloc (::g->maxframe * sizeof(spriteframe_t), PU_STATIC, NULL);
memcpy (::g->sprites[i].spriteframes, ::g->sprtemp, ::g->maxframe*sizeof(spriteframe_t));
}
}
//
// GAME FUNCTIONS
//
//
// R_InitSprites
// Called at program start.
//
void R_InitSprites (const char* const* namelist)
{
int i;
for (i=0 ; inegonearray[i] = -1;
}
R_InitSpriteDefs (namelist);
}
//
// R_ClearSprites
// Called at frame start.
//
void R_ClearSprites (void)
{
::g->vissprite_p = ::g->vissprites;
}
//
// R_NewVisSprite
//
vissprite_t* R_NewVisSprite (void)
{
if (::g->vissprite_p == &::g->vissprites[MAXVISSPRITES])
return &::g->overflowsprite;
::g->vissprite_p++;
return ::g->vissprite_p-1;
}
//
// R_DrawMaskedColumn
// Used for ::g->sprites and masked mid textures.
// Masked means: partly transparent, i.e. stored
// in posts/runs of opaque pixels.
//
void R_DrawMaskedColumn (postColumn_t* column)
{
int topscreen;
int bottomscreen;
fixed_t basetexturemid;
basetexturemid = ::g->dc_texturemid;
for ( ; column->topdelta != 0xff ; )
{
// calculate unclipped screen coordinates
// for post
topscreen = ::g->sprtopscreen + ::g->spryscale*column->topdelta;
bottomscreen = topscreen + ::g->spryscale*column->length;
::g->dc_yl = (topscreen+FRACUNIT-1)>>FRACBITS;
::g->dc_yh = (bottomscreen-1)>>FRACBITS;
if (::g->dc_yh >= ::g->mfloorclip[::g->dc_x])
::g->dc_yh = ::g->mfloorclip[::g->dc_x]-1;
if (::g->dc_yl <= ::g->mceilingclip[::g->dc_x])
::g->dc_yl = ::g->mceilingclip[::g->dc_x]+1;
if (::g->dc_yl <= ::g->dc_yh)
{
::g->dc_source = (byte *)column + 3;
::g->dc_texturemid = basetexturemid - (column->topdelta<dc_source = (byte *)column + 3 - column->topdelta;
// Drawn by either R_DrawColumn
// or (SHADOW) R_DrawFuzzColumn.
colfunc ( ::g->dc_colormap, ::g->dc_source );
}
column = (postColumn_t *)( (byte *)column + column->length + 4);
}
::g->dc_texturemid = basetexturemid;
}
//
// R_DrawVisSprite
// ::g->mfloorclip and ::g->mceilingclip should also be set.
//
void
R_DrawVisSprite
( vissprite_t* vis,
int x1,
int x2 )
{
postColumn_t* column;
int texturecolumn;
fixed_t frac;
patch_t* patch;
patch = (patch_t*)W_CacheLumpNum (vis->patch+::g->firstspritelump, PU_CACHE_SHARED);
::g->dc_colormap = vis->colormap;
if (!::g->dc_colormap)
{
// NULL colormap = shadow draw
colfunc = fuzzcolfunc;
}
else if (vis->mobjflags & MF_TRANSLATION)
{
colfunc = R_DrawTranslatedColumn;
::g->dc_translation = ::g->translationtables - 256 +
( (vis->mobjflags & MF_TRANSLATION) >> (MF_TRANSSHIFT-8) );
}
::g->dc_iscale = abs(vis->xiscale)>>::g->detailshift;
::g->dc_texturemid = vis->texturemid;
frac = vis->startfrac;
::g->spryscale = vis->scale;
::g->sprtopscreen = ::g->centeryfrac - FixedMul(::g->dc_texturemid,::g->spryscale);
for (::g->dc_x=vis->x1 ; ::g->dc_x<=vis->x2 ; ::g->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 = (postColumn_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;
qboolean flip;
int index;
vissprite_t* vis;
angle_t ang;
fixed_t iscale;
// transform the origin point
extern fixed_t GetViewX(); extern fixed_t GetViewY();
tr_x = thing->x - GetViewX();
tr_y = thing->y - GetViewY();
gxt = FixedMul(tr_x,::g->viewcos);
gyt = -FixedMul(tr_y,::g->viewsin);
tz = gxt-gyt;
// thing is behind view plane?
if (tz < MINZ)
return;
xscale = FixedDiv(::g->projection, tz);
gxt = -FixedMul(tr_x,::g->viewsin);
gyt = FixedMul(tr_y,::g->viewcos);
tx = -(gyt+gxt);
// too far off the side?
if (abs(tx)>(tz<<2))
return;
// decide which patch to use for sprite relative to player
#ifdef RANGECHECK
if (thing->sprite >= ::g->numsprites)
I_Error ("R_ProjectSprite: invalid sprite number %i ",
thing->sprite);
#endif
sprdef = &::g->sprites[thing->sprite];
#ifdef RANGECHECK
if ( (thing->frame&FF_FRAMEMASK) >= sprdef->numframes )
I_Error ("R_ProjectSprite: invalid sprite frame %i : %i ",
thing->sprite, thing->frame);
#endif
sprframe = &sprdef->spriteframes[ thing->frame & FF_FRAMEMASK];
if (sprframe->rotate)
{
// choose a different rotation based on player view
ang = R_PointToAngle (thing->x, thing->y);
rot = (ang-thing->angle+(unsigned)(ANG45/2)*9)>>29;
lump = sprframe->lump[rot];
flip = (qboolean)sprframe->flip[rot];
}
else
{
// use single rotation for all views
lump = sprframe->lump[0];
flip = (qboolean)sprframe->flip[0];
}
// calculate edges of the shape
tx -= ::g->spriteoffset[lump];
x1 = (::g->centerxfrac + FixedMul (tx,xscale) ) >>FRACBITS;
// off the right side?
if (x1 > ::g->viewwidth)
return;
tx += ::g->spritewidth[lump];
x2 = ((::g->centerxfrac + FixedMul (tx,xscale) ) >>FRACBITS) - 1;
// off the left side
if (x2 < 0)
return;
// store information in a vissprite
vis = R_NewVisSprite ();
vis->mobjflags = thing->flags;
vis->scale = xscale << ::g->detailshift;
vis->gx = thing->x;
vis->gy = thing->y;
vis->gz = thing->z;
vis->gzt = thing->z + ::g->spritetopoffset[lump];
vis->texturemid = vis->gzt - ::g->viewz;
vis->x1 = x1 < 0 ? 0 : x1;
vis->x2 = x2 >= ::g->viewwidth ? ::g->viewwidth-1 : x2;
iscale = FixedDiv (FRACUNIT, xscale);
if (flip)
{
vis->startfrac = ::g->spritewidth[lump]-1;
vis->xiscale = -iscale;
}
else
{
vis->startfrac = 0;
vis->xiscale = iscale;
}
if (vis->x1 > x1)
vis->startfrac += vis->xiscale*(vis->x1-x1);
vis->patch = lump;
// get light level
if (thing->flags & MF_SHADOW)
{
// shadow draw
vis->colormap = NULL;
}
else if (::g->fixedcolormap)
{
// fixed map
vis->colormap = ::g->fixedcolormap;
}
else if (thing->frame & FF_FULLBRIGHT)
{
// full bright
vis->colormap = ::g->colormaps;
}
else
{
// diminished light
index = xscale>>(LIGHTSCALESHIFT-::g->detailshift);
if (index >= MAXLIGHTSCALE)
index = MAXLIGHTSCALE-1;
vis->colormap = ::g->spritelights[index];
}
}
//
// R_AddSprites
// During BSP traversal, this adds ::g->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
// ::g->subsectors during BSP building.
// Thus we check whether its already added.
if (sec->validcount == ::g->validcount)
return;
// Well, now it will be done.
sec->validcount = ::g->validcount;
lightnum = (sec->lightlevel >> LIGHTSEGSHIFT)+::g->extralight;
if (lightnum < 0)
::g->spritelights = ::g->scalelight[0];
else if (lightnum >= LIGHTLEVELS)
::g->spritelights = ::g->scalelight[LIGHTLEVELS-1];
else
::g->spritelights = ::g->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;
qboolean flip;
vissprite_t* vis;
vissprite_t avis;
// decide which patch to use
#ifdef RANGECHECK
if ( psp->state->sprite >= ::g->numsprites)
I_Error ("R_ProjectSprite: invalid sprite number %i ",
psp->state->sprite);
#endif
sprdef = &::g->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 = (qboolean)sprframe->flip[0];
// calculate edges of the shape
tx = psp->sx-160*FRACUNIT;
tx -= ::g->spriteoffset[lump];
x1 = (::g->centerxfrac + FixedMul (tx,::g->pspritescale) ) >>FRACBITS;
// off the right side
if (x1 > ::g->viewwidth)
return;
tx += ::g->spritewidth[lump];
x2 = ((::g->centerxfrac + FixedMul (tx, ::g->pspritescale) ) >>FRACBITS) - 1;
// off the left side
if (x2 < 0)
return;
// store information in a vissprite
vis = &avis;
vis->mobjflags = 0;
vis->texturemid = (BASEYCENTER<sy-::g->spritetopoffset[lump]);
vis->x1 = x1 < 0 ? 0 : x1;
vis->x2 = x2 >= ::g->viewwidth ? ::g->viewwidth-1 : x2;
vis->scale = ::g->pspritescale << ::g->detailshift;
if (flip)
{
vis->xiscale = -::g->pspriteiscale;
vis->startfrac = ::g->spritewidth[lump]-1;
}
else
{
vis->xiscale = ::g->pspriteiscale;
vis->startfrac = 0;
}
if (vis->x1 > x1)
vis->startfrac += vis->xiscale*(vis->x1-x1);
vis->patch = lump;
if (::g->viewplayer->powers[pw_invisibility] > 4*32
|| ::g->viewplayer->powers[pw_invisibility] & 8)
{
// shadow draw
vis->colormap = NULL;
}
else if (::g->fixedcolormap)
{
// fixed color
vis->colormap = ::g->fixedcolormap;
}
else if (psp->state->frame & FF_FULLBRIGHT)
{
// full bright
vis->colormap = ::g->colormaps;
}
else
{
// local light
vis->colormap = ::g->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 =
(::g->viewplayer->mo->subsector->sector->lightlevel >> LIGHTSEGSHIFT)
+::g->extralight;
if (lightnum < 0)
::g->spritelights = ::g->scalelight[0];
else if (lightnum >= LIGHTLEVELS)
::g->spritelights = ::g->scalelight[LIGHTLEVELS-1];
else
::g->spritelights = ::g->scalelight[lightnum];
// clip to screen bounds
::g->mfloorclip = ::g->screenheightarray;
::g->mceilingclip = ::g->negonearray;
// add all active psprites
for (i=0, psp=::g->viewplayer->psprites;
istate)
R_DrawPSprite (psp);
}
}
//
// R_SortVisSprites
//
void R_SortVisSprites (void)
{
int i;
int count;
vissprite_t* ds = NULL;
vissprite_t* best = NULL;
vissprite_t unsorted;
fixed_t bestscale;
count = ::g->vissprite_p - ::g->vissprites;
unsorted.next = unsorted.prev = &unsorted;
if (!count)
return;
for (ds=::g->vissprites ; ds < ::g->vissprite_p ; ds++)
{
ds->next = ds+1;
ds->prev = ds-1;
}
::g->vissprites[0].prev = &unsorted;
unsorted.next = &::g->vissprites[0];
(::g->vissprite_p-1)->next = &unsorted;
unsorted.prev = ::g->vissprite_p-1;
// pull the ::g->vissprites out by scale
//best = 0; // shut up the compiler warning
::g->vsprsortedhead.next = ::g->vsprsortedhead.prev = &::g->vsprsortedhead;
for (i=0 ; inext)
{
if (ds->scale < bestscale)
{
bestscale = ds->scale;
best = ds;
}
}
best->next->prev = best->prev;
best->prev->next = best->next;
best->next = &::g->vsprsortedhead;
best->prev = ::g->vsprsortedhead.prev;
::g->vsprsortedhead.prev->next = best;
::g->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 ::g->drawsegs from end to start for obscuring ::g->segs.
// The first drawseg that has a greater scale
// is the clip seg.
for (ds=::g->ds_p-1 ; ds >= ::g->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] = ::g->viewheight;
if (cliptop[x] == -2)
cliptop[x] = -1;
}
::g->mfloorclip = clipbot;
::g->mceilingclip = cliptop;
R_DrawVisSprite (spr, spr->x1, spr->x2);
}
//
// R_DrawMasked
//
void R_DrawMasked (void)
{
vissprite_t* spr;
drawseg_t* ds;
R_SortVisSprites ();
if (::g->vissprite_p > ::g->vissprites)
{
// draw all ::g->vissprites back to front
for (spr = ::g->vsprsortedhead.next ;
spr != &::g->vsprsortedhead ;
spr=spr->next)
{
R_DrawSprite (spr);
}
}
// render any remaining masked mid textures
for (ds=::g->ds_p-1 ; ds >= ::g->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 (!::g->viewangleoffset)
R_DrawPlayerSprites ();
}