mirror of
https://github.com/id-Software/DOOM-3-BFG.git
synced 2025-03-16 15:41:16 +00:00
1050 lines
21 KiB
C++
1050 lines
21 KiB
C++
/*
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===========================================================================
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Doom 3 BFG Edition GPL Source Code
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Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
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Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 BFG Edition Source Code 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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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
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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.
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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.
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===========================================================================
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*/
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#include "Precompiled.h"
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#include "globaldata.h"
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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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//void R_DrawColumn (void);
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//void R_DrawFuzzColumn (void);
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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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// constant arrays
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// used for psprite clipping and initializing clipping
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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 ::g->sprites patches
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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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qboolean 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 > ::g->maxframe )
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{
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::g->maxframe = frame;
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}
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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( ::g->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", ::g->spritename, 'A' + frame );
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if( ::g->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", ::g->spritename, 'A' + frame );
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::g->sprtemp[frame].rotate = false;
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for( r = 0 ; r < 8 ; r++ )
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{
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::g->sprtemp[frame].lump[r] = lump - ::g->firstspritelump;
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::g->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( ::g->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", ::g->spritename, 'A' + frame );
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::g->sprtemp[frame].rotate = true;
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// make 0 based
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rotation--;
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if( ::g->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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::g->spritename, 'A' + frame, '1' + rotation );
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::g->sprtemp[frame].lump[rotation] = lump - ::g->firstspritelump;
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::g->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 ::g->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( const char* const* namelist )
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{
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const char* const* 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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{
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check++;
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}
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::g->numsprites = check - namelist;
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if( !::g->numsprites )
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{
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return;
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}
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::g->sprites = ( spritedef_t* )DoomLib::Z_Malloc( ::g->numsprites * sizeof( *::g->sprites ), PU_STATIC, NULL );
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start = ::g->firstspritelump - 1;
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end = ::g->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 < ::g->numsprites ; i++ )
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{
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::g->spritename = namelist[i];
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memset( ::g->sprtemp, -1, sizeof( ::g->sprtemp ) );
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::g->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( ::g->modifiedgame )
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{
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patched = W_GetNumForName( lumpinfo[l].name );
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}
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else
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{
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patched = l;
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}
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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( ::g->maxframe == -1 )
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{
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::g->sprites[i].numframes = 0;
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continue;
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}
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::g->maxframe++;
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for( frame = 0 ; frame < ::g->maxframe ; frame++ )
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{
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switch( ( int )::g->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( ::g->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 ::g->sprtemp to it
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::g->sprites[i].numframes = ::g->maxframe;
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::g->sprites[i].spriteframes =
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( spriteframe_t* )DoomLib::Z_Malloc( ::g->maxframe * sizeof( spriteframe_t ), PU_STATIC, NULL );
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memcpy( ::g->sprites[i].spriteframes, ::g->sprtemp, ::g->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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//
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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( const char* const* 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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::g->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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::g->vissprite_p = ::g->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* R_NewVisSprite( void )
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{
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if( ::g->vissprite_p == &::g->vissprites[MAXVISSPRITES] )
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{
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return &::g->overflowsprite;
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}
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::g->vissprite_p++;
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return ::g->vissprite_p - 1;
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}
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//
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// R_DrawMaskedColumn
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// Used for ::g->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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void R_DrawMaskedColumn( postColumn_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 = ::g->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 = ::g->sprtopscreen + ::g->spryscale * column->topdelta;
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bottomscreen = topscreen + ::g->spryscale * column->length;
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::g->dc_yl = ( topscreen + FRACUNIT - 1 ) >> FRACBITS;
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::g->dc_yh = ( bottomscreen - 1 ) >> FRACBITS;
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if( ::g->dc_yh >= ::g->mfloorclip[::g->dc_x] )
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{
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::g->dc_yh = ::g->mfloorclip[::g->dc_x] - 1;
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}
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if( ::g->dc_yl <= ::g->mceilingclip[::g->dc_x] )
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{
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::g->dc_yl = ::g->mceilingclip[::g->dc_x] + 1;
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}
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if( ::g->dc_yl <= ::g->dc_yh )
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{
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::g->dc_source = ( byte* )column + 3;
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::g->dc_texturemid = basetexturemid - ( column->topdelta << FRACBITS );
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// ::g->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( ::g->dc_colormap, ::g->dc_source );
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}
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column = ( postColumn_t* )( ( byte* )column + column->length + 4 );
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}
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::g->dc_texturemid = basetexturemid;
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}
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//
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// R_DrawVisSprite
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// ::g->mfloorclip and ::g->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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postColumn_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 = ( patch_t* )W_CacheLumpNum( vis->patch +::g->firstspritelump, PU_CACHE_SHARED );
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::g->dc_colormap = vis->colormap;
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if( !::g->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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::g->dc_translation = ::g->translationtables - 256 +
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( ( vis->mobjflags & MF_TRANSLATION ) >> ( MF_TRANSSHIFT - 8 ) );
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}
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::g->dc_iscale = abs( vis->xiscale ) >>::g->detailshift;
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::g->dc_texturemid = vis->texturemid;
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frac = vis->startfrac;
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::g->spryscale = vis->scale;
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::g->sprtopscreen = ::g->centeryfrac - FixedMul( ::g->dc_texturemid, ::g->spryscale );
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for( ::g->dc_x = vis->x1 ; ::g->dc_x <= vis->x2 ; ::g->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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{
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I_Error( "R_DrawSpriteRange: bad texturecolumn" );
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}
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#endif
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column = ( postColumn_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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qboolean 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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extern fixed_t GetViewX();
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extern fixed_t GetViewY();
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tr_x = thing->x - GetViewX();
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tr_y = thing->y - GetViewY();
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gxt = FixedMul( tr_x, ::g->viewcos );
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gyt = -FixedMul( tr_y, ::g->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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{
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return;
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}
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xscale = FixedDiv( ::g->projection, tz );
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gxt = -FixedMul( tr_x, ::g->viewsin );
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gyt = FixedMul( tr_y, ::g->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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{
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return;
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}
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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( thing->sprite >= ::g->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 = &::g->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 = ( qboolean )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 = ( qboolean )sprframe->flip[0];
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}
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// calculate edges of the shape
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tx -= ::g->spriteoffset[lump];
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x1 = ( ::g->centerxfrac + FixedMul( tx, xscale ) ) >> FRACBITS;
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// off the right side?
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if( x1 > ::g->viewwidth )
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{
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return;
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}
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tx += ::g->spritewidth[lump];
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x2 = ( ( ::g->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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{
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return;
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}
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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 << ::g->detailshift;
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vis->gx = thing->x;
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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 << FRACBITS ) + FRACUNIT / 2 - ( psp->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;
|
|
i < NUMPSPRITES;
|
|
i++, psp++ )
|
|
{
|
|
if( psp->state )
|
|
{
|
|
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 ; 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 = &::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();
|
|
}
|
|
}
|
|
|
|
|
|
|
|
|