ravenengine/SOURCE/R_CONTEN.C

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2014-12-12 00:00:00 +00:00
// R_conten.c
#include "D_global.h"
#include "d_disk.h"
#include "R_refdef.h"
#include "d_misc.h"
#include "d_ints.h"
#define MINDIST (FRACUNIT*4)
#define PLAYERSIZE MINDIST // almost a half tile
#define FRACTILESHIFT (FRACBITS+TILESHIFT)
scaleobj_t firstscaleobj, lastscaleobj; // just placeholders for links
scaleobj_t scaleobjlist[MAXSPRITES], *freescaleobj_p;
doorobj_t doorlist[MAXDOORS];
int numdoors;
int doorxl, doorxh;
void DrawDoor(void);
//============================================================
/* */
/*================== */
/*= */
/*= TransformPoint */
/*= */
/*= Returns a vertex pointer, but the only fields filled in are */
/*= tx, tz, and px (if tz >= MINZ) */
/*= */
/*================== */
/* */
vertex_t *TransformPoint(fixed_t x, fixed_t y)
{
fixed_t trx, try;
fixed_t gxt, gyt;
fixed_t scale;
vertex_t *point;
point=vertexlist_p++;
#ifdef VALIDATE
if (point>=&vertexlist[MAXVISVERTEXES])
MS_Error("TransformPoint: Vertexlist overflow");
#endif
trx=x-viewx;
try=y-viewy;
gxt=FIXEDMUL(trx, viewsin);
gyt=FIXEDMUL(try, viewcos);
point->tx=gyt+gxt;
gxt=FIXEDMUL(trx, viewcos);
gyt=FIXEDMUL(try, viewsin);
point->tz=gxt-gyt;
if (point->tz>=MINZ) {
scale=FIXEDDIV(SCALE, point->tz);
point->px=CENTERX+(FIXEDMUL(point->tx, scale)>>FRACBITS);
}
return point;
}
/* */
/*================== */
/*= */
/*= ClipDoor */
/*= */
/*= Sets p1->px and p2->px correctly for Z values < MINZ */
/*= */
/*= Returns false if entire door is too close or far away */
/*= */
/*================== */
/* */
boolean ClipDoor(void)
{
fixed_t frac, clip;
if (p1->tz>MAXZ&&p2->tz>MAXZ)
return false; // entire face is too far away
if (p1->tz<0&&p2->tz<0)
return false; // totally behind the projection plane
if (p1->tz<MINZ) {
if (p1->tz==0)
clip=p1->tx;
else {
frac=FIXEDDIV(p2->tz, (p2->tz-p1->tz));
clip=p2->tx+FIXEDMUL((p1->tx-p2->tx), frac);
}
p1->px=clip<0?0:windowWidth;
}
else if (p2->tz<MINZ) {
if (p2->tz==0)
clip=p2->tx;
else {
frac=FIXEDDIV(p1->tz, (p1->tz-p2->tz));
clip=p1->tx+FIXEDMUL((p2->tx-p1->tx), frac);
}
p2->px=clip<0?0:windowWidth;
}
return true;
}
/* */
/*=============== */
/*= */
/*= RenderDoor */
/*= */
/*= Posts one pixel wide span events for each visible post of the door a*/
/*= tilex / tiley / xclipl / xcliph */
/*= */
/*= sets doorxl, doorxh based on the position of the door. One of the t*/
/*= in the tile bounds, the other will be off the edge of the view. The*/
/*= restrict the flowing into other tiles bounds. */
/*= */
/*=============== */
/* */
void RenderDoor(fixed_t playerx, fixed_t playery)
{
doorobj_t *door_p, *last_p;
fixed_t tx, ty;
byte **postindex; // start of the 64 entry texture table for t
fixed_t pointz; // transformed distance to wall post
fixed_t anglecos;
fixed_t ceilingheight; // top of the wall
fixed_t floorheight; // bottom of the wall
int angle; // the ray angle that strikes the current po
int texture; // 0-63 post number
int x, x1, x2; // collumn and ranges
fixed_t px,py; // player position
span_t *span_p;
unsigned span;
fixed_t distance, absdistance;
int baseangle;
fixed_t textureadjust; // the amount the texture p1ane is shifted
spanobj_t spantype;
// scan the doorlist for matching tilex/tiley
// this only happens a couple times / frame max, so it's not a big d
last_p=&doorlist[numdoors];
for (door_p=doorlist; ; door_p++) {
if (door_p==last_p)
MS_Error("RenderDoor: Door not located");
if (door_p->tilex==tilex&&door_p->tiley==tiley)
break;
}
walltype=door_p->pic;
//
// transform both endpoints of the door
// p1 is the anchored point, p2 is the moveable point
//
tx=tilex<<(TILESHIFT+FRACBITS);
ty=tiley<<(TILESHIFT+FRACBITS);
px = (int)((playerx) >> FRACTILESHIFT);
py = (int)((playery) >> FRACTILESHIFT);
switch (door_p->orientation) {
case dr_horizontal:
ty+=FRACUNIT *32;
p1=TransformPoint(tx, ty);
p2=TransformPoint(tx+door_p->position, ty);
textureadjust=viewx+FRACUNIT *TILESIZE-(tx+door_p->position);
baseangle=TANANGLES *2;
distance=viewy-ty;
break;
case dr_vertical:
tx+=FRACUNIT *32;
p1=TransformPoint(tx, ty);
p2=TransformPoint(tx, ty+door_p->position);
textureadjust=viewy+FRACUNIT *TILESIZE-(ty+door_p->position);
baseangle=TANANGLES;
distance=tx-viewx;
break;
}
if (!door_p->position||!ClipDoor()) {
doorxl=windowWidth+1;
doorxh=-1;
return;
}
if (p1->px<p2->px) {
doorxl=p1->px;
doorxh=p2->px-1;
x1=p1->px;
x2=p2->px;
}
else {
doorxl=p2->px;
doorxh=p1->px-1;
x1=p2->px;
x2=p1->px;
}
//
// calculate the textures to post into the span list
//
if (x1<xclipl)
x1=xclipl;
if (x2>xcliph+1)
x2=xcliph+1;
if (x1>x2)
return; // totally clipped off side
//
// set up for loop
//
if (door_p->transparent)
{
spantype=sp_maskeddoor;
doortile = false;
}
else
spantype=sp_door;
ceilingheight=vertex[0]->ceilingheight;
floorheight=-vertex[0]->floorheight;
#ifdef VALIDATE
if (walltype>=numwalls)
MS_Error("DrawDoor: Invalid source walltype");
#endif
walltype=walltranslation[walltype]; // global animation
#ifdef VALIDATE
if (walltype>=numwalls)
MS_Error("DrawDoor: Invalid translated walltype");
#endif
walltype--; // make 0 based
postindex=wallposts+(walltype<<6); // 64 pointers to texture starts
baseangle+=viewfineangle;
absdistance=distance<0?-distance : distance;
//
// step through the individual posts
//
for (x=x1; x<x2; x++) {
angle=baseangle+pixelangle[x];
angle&=TANANGLES *2-1;
//
// calculate the texture post along the wall that was hit
//
texture=(textureadjust+FIXEDMUL(distance, tangents[angle]))>>FRACBITS;
texture&=63;
sp_source=postindex[texture];
//
// the z distance of the post hit = walldistance*cos(screenangle
//
anglecos=cosines[(angle-TANANGLES)&(TANANGLES *4-1)];
pointz=FIXEDDIV(absdistance, anglecos);
pointz=FIXEDMUL(pointz, pixelcosine[x]);
if (pointz>MAXZ||pointz<MINZ)
continue;
//
// post the span in the draw list
//
span=(pointz<<ZTOFRAC)&ZMASK;
span|=(x^0x1ff)<<XSHIFT; // invert x1 so they are sorted in ascen
// while Z is sorted in decending order
span|=numspans;
spantags[0][numspans]=span;
span_p=&spans[numspans];
span_p->spantype=spantype;
span_p->picture=sp_source;
span_p->y=ceilingheight;
span_p->yh=floorheight;
span_p->structure=door_p;
numspans++;
}
}
//===========================================================
/* */
/*=============== */
/*= */
/*= RenderSprites */
/*= */
/*= For each sprite, if the sprite's bounding rect touches a tile with a*/
/*= vertex, transform and clip the projected view rect. If still visibl*/
/*= a span into the span list */
/*= */
/*=============== */
/* */
void RenderSprites(fixed_t x, fixed_t y, fixed_t z, int angle, byte showBlast)
{
scaleobj_t *sprite;
fixed_t deltax, deltay;
fixed_t pointx, pointz;
fixed_t gxt, gyt;
int picnum;
unsigned span;
span_t *span_p;
byte animationGraphic;
byte animationMax;
byte animationDelay;
for (sprite=firstscaleobj.next; sprite!=&lastscaleobj;
sprite=sprite->next)
{
deltax=sprite->x-viewx;
if (deltax<-MAXZ||deltax>MAXZ)
continue;
deltay=sprite->y-viewy;
if (deltay<-MAXZ||deltay>MAXZ)
continue;
//
// transform the point
//
gxt=FIXEDMUL(deltax, viewsin);
gyt=FIXEDMUL(deltay, viewcos);
pointx=gyt+gxt;
gxt=FIXEDMUL(deltax, viewcos);
gyt=FIXEDMUL(deltay, viewsin);
pointz=gxt-gyt;
if (pointz<MINZ||pointz>MAXZ)
continue;
//
// calculate which image to display
//
picnum=sprite->basepic;
if (sprite->rotate) { // this is only aproximate, but ok for 8
if (sprite->rotate == rt_eight)
picnum+=((viewangle-sprite->angle+0x90)>>5)&7;
else
picnum+=((viewangle-sprite->angle+0x90)>>5)&3;
}
// TML 9-24-94
// okay to animate sprites here because we don't need to unless
// the player can see them (they only need to move when out of
// sight)
if ((sprite->animation) &&
(timecount > sprite->animationTime))
{
animationGraphic = (sprite->animation & ANIM_CG_MASK) >> 1;
animationMax = (sprite->animation & ANIM_MG_MASK) >> 5;
animationDelay = (sprite->animation & ANIM_DELAY_MASK) >> 9;
if (animationGraphic < animationMax-1)
animationGraphic++;
else if (sprite->animation & ANIM_LOOP_MASK)
animationGraphic = 0;
picnum+=animationGraphic;
sprite->animation = (sprite->animation & ANIM_LOOP_MASK) +
(animationGraphic << 1) +
(animationMax << 5) +
(animationDelay << 9);
sprite->animationTime = timecount + animationDelay;
}
#ifdef VALIDATE
/*
if (picnum>=numsprites)
MS_Error("RenderSprites: picnum > numsprites");
*/
#endif
//
// post the span event
//
#ifdef VALIDATE
if (numspans==MAXSPANS)
MS_Error("MAXSPANS exceeded");
#endif
span=(pointz<<ZTOFRAC)&ZMASK;
// sprite spans have 0 in the tagx field to diferentiate them
span|=numspans;
spantags[0][numspans]=span;
span_p=&spans[numspans];
span_p->spantype=sp_shape;
span_p->picture=lumpmain[picnum];
span_p->x2=pointx;
span_p->y=sprite->z-viewz;
span_p->structure=sprite;
numspans++;
}
}