1033 lines
22 KiB
C
1033 lines
22 KiB
C
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//**************************************************************************
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//**
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//** r_things.c : Heretic 2 : Raven Software, Corp.
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//**
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//** $RCSfile: r_things.c,v $
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//** $Revision: 1.26 $
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//** $Date: 96/01/06 18:37:42 $
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//** $Author: bgokey $
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//**
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//**************************************************************************
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#include <stdio.h>
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#include <stdlib.h>
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#include "h2def.h"
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#include "r_local.h"
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void R_DrawColumn (void);
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void R_DrawFuzzColumn (void);
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void R_DrawAltFuzzColumn(void);
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//void R_DrawTranslatedAltFuzzColumn(void);
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typedef struct
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{
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int x1, 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, rotation 1 is one angle turn CLOCKWISE around the axis.
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This is not the same as the angle, which increases counter clockwise
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(protractor). There was a lot of stuff grabbed wrong, so I changed it...
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*/
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fixed_t pspritescale, pspriteiscale;
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lighttable_t **spritelights;
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// constant arrays 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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boolean LevelUseFullBright;
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/*
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===============================================================================
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INITIALIZATION FUNCTIONS
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===============================================================================
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*/
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// variables used to look up 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[30];
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int maxframe;
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char *spritename;
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/*
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=================
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=
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= R_InstallSpriteLump
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=
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= Local function for R_InitSprites
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=================
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*/
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void R_InstallSpriteLump (int lump, unsigned frame, unsigned rotation, boolean flipped)
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{
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int r;
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if (frame >= 30 || rotation > 8)
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I_Error ("R_InstallSpriteLump: 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 multip rot=0 lump"
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, 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 and a rot=0 lump"
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, 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 and a rot=0 lump"
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, spritename, 'A'+frame);
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sprtemp[frame].rotate = true;
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rotation--; // make 0 based
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if (sprtemp[frame].lump[rotation] != -1)
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I_Error ("R_InitSprites: Sprite %s : %c : %c 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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=================
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=
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= R_InitSpriteDefs
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=
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= Pass a null terminated list of sprite names (4 chars exactly) to be used
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= Builds the sprite rotation matrixes to account for horizontally flipped
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= sprites. Will report an error if the lumps are inconsistant
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=
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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, a letter for the frame,
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= and a number for the rotation, A sprite that is flippable will have an
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= additional letter/number appended. The rotation character can be 0 to
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= signify no rotations
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=================
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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, l, intname, frame, rotation;
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int start, end;
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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, noting the highest
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// 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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//
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// scan the lumps, filling in the frames for whatever is found
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//
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for (l=start+1 ; l<end ; l++)
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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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R_InstallSpriteLump (l, 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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//
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if (maxframe == -1)
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{
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//continue;
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sprites[i].numframes = 0;
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if (shareware)
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continue;
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I_Error ("R_InitSprites: No lumps found for sprite %s"
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,namelist[i]);
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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: // no rotations were found for that frame at all
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I_Error ("R_InitSprites: No patches found for %s frame %c"
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, namelist[i], frame+'A');
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case 0: // only the first rotation is needed
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break;
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case 1: // 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 is missing rotations"
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, namelist[i], frame+'A');
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}
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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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//
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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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===============================================================================
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GAME FUNCTIONS
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===============================================================================
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*/
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vissprite_t vissprites[MAXVISSPRITES], *vissprite_p;
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int newvissprite;
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/*
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===================
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=
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= R_InitSprites
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=
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= Called at program start
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===================
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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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===================
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=
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= R_ClearSprites
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=
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= Called at frame start
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===================
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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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===================
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=
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= R_NewVisSprite
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=
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===================
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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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================
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=
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= R_DrawMaskedColumn
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=
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= Used for sprites and masked mid textures
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================
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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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fixed_t sprbotscreen;
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void R_DrawMaskedColumn (column_t *column, signed int baseclip)
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{
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int topscreen, 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 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_yh >= baseclip && baseclip != -1)
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dc_yh = baseclip;
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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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colfunc (); // either R_DrawColumn or R_DrawFuzzColumn
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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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================
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=
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= R_DrawVisSprite
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=
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= mfloorclip and mceilingclip should also be set
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================
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*/
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void R_DrawVisSprite (vissprite_t *vis, int x1, 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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fixed_t baseclip;
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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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// colfunc = fuzzcolfunc; // NULL colormap = shadow draw
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if(vis->mobjflags&(MF_SHADOW|MF_ALTSHADOW))
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{
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if(vis->mobjflags&MF_TRANSLATION)
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{
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colfunc = R_DrawTranslatedFuzzColumn;
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dc_translation = translationtables-256
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+vis->class*((MAXPLAYERS-1)*256)+
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((vis->mobjflags&MF_TRANSLATION)>>(MF_TRANSSHIFT-8));
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}
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else if(vis->mobjflags&MF_SHADOW)
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{ // Draw using shadow column function
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colfunc = fuzzcolfunc;
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}
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else
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{
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colfunc = R_DrawAltFuzzColumn;
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}
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}
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else if(vis->mobjflags&MF_TRANSLATION)
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{
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// Draw using translated column function
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colfunc = R_DrawTranslatedColumn;
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dc_translation = translationtables-256
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+vis->class*((MAXPLAYERS-1)*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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// check to see if vissprite is a weapon
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if(vis->psprite)
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{
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dc_texturemid += FixedMul(((centery-viewheight/2)<<FRACBITS),
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vis->xiscale);
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sprtopscreen += (viewheight/2-centery)<<FRACBITS;
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}
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if(vis->floorclip && !vis->psprite)
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{
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sprbotscreen = sprtopscreen+FixedMul(patch->height<<FRACBITS,
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spryscale);
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baseclip = (sprbotscreen-FixedMul(vis->floorclip,
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spryscale))>>FRACBITS;
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}
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else
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{
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baseclip = -1;
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}
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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, baseclip);
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}
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colfunc = basecolfunc;
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}
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/*
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===================
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=
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= R_ProjectSprite
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=
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= Generates a vissprite for a thing if it might be visible
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=
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===================
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*/
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void R_ProjectSprite (mobj_t *thing)
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{
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fixed_t trx,try;
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fixed_t gxt,gyt;
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fixed_t tx,tz;
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fixed_t xscale;
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int x1, 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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if(thing->flags2&MF2_DONTDRAW)
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{ // Never make a vissprite when MF2_DONTDRAW is flagged.
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return;
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}
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//
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// transform the origin point
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//
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trx = thing->x - viewx;
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try = thing->y - viewy;
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gxt = FixedMul(trx,viewcos);
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gyt = -FixedMul(try,viewsin);
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tz = gxt-gyt;
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if (tz < MINZ)
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return; // thing is behind view plane
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xscale = FixedDiv(projection, tz);
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gxt = -FixedMul(trx,viewsin);
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gyt = FixedMul(try,viewcos);
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tx = -(gyt+gxt);
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if (abs(tx)>(tz<<2))
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return; // too far off the side
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//
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// decide which patch to use for sprite reletive to player
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//
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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 ",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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{ // 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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{ // 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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//
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// calculate edges of the shape
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//
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tx -= spriteoffset[lump];
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x1 = (centerxfrac + FixedMul (tx,xscale) ) >>FRACBITS;
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if (x1 > viewwidth)
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return; // off the right side
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tx += spritewidth[lump];
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x2 = ((centerxfrac + FixedMul (tx,xscale) ) >>FRACBITS) - 1;
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if (x2 < 0)
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return; // off the left side
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//
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// store information in a vissprite
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//
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vis = R_NewVisSprite ();
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vis->mobjflags = thing->flags;
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vis->psprite = false;
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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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if(thing->flags&MF_TRANSLATION)
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{
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if(thing->player)
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{
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vis->class = thing->player->class;
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}
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else
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{
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vis->class = thing->special1;
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}
|
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if(vis->class > 2)
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{
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vis->class = 0;
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}
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}
|
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// foot clipping
|
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vis->floorclip = thing->floorclip;
|
|
vis->texturemid = vis->gzt-viewz-vis->floorclip;
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|
vis->x1 = x1 < 0 ? 0 : x1;
|
|
vis->x2 = x2 >= viewwidth ? viewwidth-1 : x2;
|
|
iscale = FixedDiv (FRACUNIT, xscale);
|
|
if (flip)
|
|
{
|
|
vis->startfrac = 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)
|
|
// vis->colormap = NULL; // shadow draw
|
|
// else ...
|
|
|
|
if (fixedcolormap)
|
|
vis->colormap = fixedcolormap; // fixed map
|
|
else if(LevelUseFullBright && thing->frame&FF_FULLBRIGHT)
|
|
vis->colormap = colormaps; // full bright
|
|
else
|
|
{ // diminished light
|
|
index = xscale>>(LIGHTSCALESHIFT-detailshift);
|
|
if (index >= MAXLIGHTSCALE)
|
|
index = MAXLIGHTSCALE-1;
|
|
vis->colormap = spritelights[index];
|
|
}
|
|
}
|
|
|
|
|
|
|
|
|
|
/*
|
|
========================
|
|
=
|
|
= R_AddSprites
|
|
=
|
|
========================
|
|
*/
|
|
|
|
void R_AddSprites (sector_t *sec)
|
|
{
|
|
mobj_t *thing;
|
|
int lightnum;
|
|
|
|
if (sec->validcount == validcount)
|
|
return; // already added
|
|
|
|
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];
|
|
|
|
|
|
for (thing = sec->thinglist ; thing ; thing = thing->snext)
|
|
R_ProjectSprite (thing);
|
|
}
|
|
|
|
|
|
/*
|
|
========================
|
|
=
|
|
= R_DrawPSprite
|
|
=
|
|
========================
|
|
*/
|
|
|
|
// Y-adjustment values for full screen (4 weapons)
|
|
int PSpriteSY[NUMCLASSES][NUMWEAPONS] =
|
|
{
|
|
{ 0, -12*FRACUNIT, -10*FRACUNIT, 10*FRACUNIT }, // Fighter
|
|
{ -8*FRACUNIT, 10*FRACUNIT, 10*FRACUNIT, 0 }, // Cleric
|
|
{ 9*FRACUNIT, 20*FRACUNIT, 20*FRACUNIT, 20*FRACUNIT }, // Mage
|
|
{ 10*FRACUNIT, 10*FRACUNIT, 10*FRACUNIT, 10*FRACUNIT } // Pig
|
|
};
|
|
|
|
void R_DrawPSprite (pspdef_t *psp)
|
|
{
|
|
fixed_t tx;
|
|
int x1, x2;
|
|
spritedef_t *sprdef;
|
|
spriteframe_t *sprframe;
|
|
int lump;
|
|
boolean flip;
|
|
vissprite_t *vis, avis;
|
|
|
|
int tempangle;
|
|
|
|
//
|
|
// 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];
|
|
if(viewangleoffset)
|
|
{
|
|
tempangle = ((centerxfrac/1024)*(viewangleoffset>>ANGLETOFINESHIFT));
|
|
}
|
|
else
|
|
{
|
|
tempangle = 0;
|
|
}
|
|
x1 = (centerxfrac + FixedMul (tx,pspritescale)+tempangle ) >>FRACBITS;
|
|
if (x1 > viewwidth)
|
|
return; // off the right side
|
|
tx += spritewidth[lump];
|
|
x2 = ((centerxfrac + FixedMul (tx, pspritescale)+tempangle ) >>FRACBITS) - 1;
|
|
if (x2 < 0)
|
|
return; // off the left side
|
|
|
|
//
|
|
// store information in a vissprite
|
|
//
|
|
vis = &avis;
|
|
vis->mobjflags = 0;
|
|
vis->class = 0;
|
|
vis->psprite = true;
|
|
vis->texturemid = (BASEYCENTER<<FRACBITS)+FRACUNIT/2
|
|
-(psp->sy-spritetopoffset[lump]);
|
|
if(viewheight == SCREENHEIGHT)
|
|
{
|
|
vis->texturemid -= PSpriteSY[viewplayer->class]
|
|
[players[consoleplayer].readyweapon];
|
|
}
|
|
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_invulnerability] && viewplayer->class
|
|
== PCLASS_CLERIC)
|
|
{
|
|
vis->colormap = spritelights[MAXLIGHTSCALE-1];
|
|
if(viewplayer->powers[pw_invulnerability] > 4*32)
|
|
{
|
|
if(viewplayer->mo->flags2&MF2_DONTDRAW)
|
|
{ // don't draw the psprite
|
|
vis->mobjflags |= MF_SHADOW;
|
|
}
|
|
else if(viewplayer->mo->flags&MF_SHADOW)
|
|
{
|
|
vis->mobjflags |= MF_ALTSHADOW;
|
|
}
|
|
}
|
|
else if(viewplayer->powers[pw_invulnerability]&8)
|
|
{
|
|
vis->mobjflags |= MF_SHADOW;
|
|
}
|
|
}
|
|
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, 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, count;
|
|
vissprite_t *ds, *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], cliptop[SCREENWIDTH];
|
|
int x, r1, r2;
|
|
fixed_t scale, 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) )
|
|
continue; // doesn't cover sprite
|
|
|
|
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) ) )
|
|
{
|
|
if (ds->maskedtexturecol) // masked mid texture
|
|
R_RenderMaskedSegRange (ds, r1, r2);
|
|
continue; // seg is behind sprite
|
|
}
|
|
|
|
//
|
|
// 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
|
|
//
|
|
// Added for the sideviewing with an external device
|
|
if (viewangleoffset <= 1024<<ANGLETOFINESHIFT || viewangleoffset >=
|
|
-1024<<ANGLETOFINESHIFT)
|
|
{ // don't draw on side views
|
|
R_DrawPlayerSprites ();
|
|
}
|
|
|
|
// if (!viewangleoffset) // don't draw on side views
|
|
// R_DrawPlayerSprites ();
|
|
}
|
|
|
|
|