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