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1152 lines
31 KiB
C
1152 lines
31 KiB
C
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// SONIC ROBO BLAST 2
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//-----------------------------------------------------------------------------
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// Copyright (C) 1993-1996 by id Software, Inc.
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// Copyright (C) 1998-2000 by DooM Legacy Team.
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// Copyright (C) 1999-2014 by Sonic Team Junior.
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//
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// This program is free software distributed under the
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// terms of the GNU General Public License, version 2.
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// See the 'LICENSE' file for more details.
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//-----------------------------------------------------------------------------
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/// \file r_bsp.c
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/// \brief BSP traversal, handling of LineSegs for rendering
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#include "doomdef.h"
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#include "g_game.h"
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#include "r_local.h"
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#include "r_state.h"
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#include "r_splats.h"
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#include "p_local.h" // camera
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#include "z_zone.h" // Check R_Prep3DFloors
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seg_t *curline;
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side_t *sidedef;
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line_t *linedef;
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sector_t *frontsector;
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sector_t *backsector;
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// very ugly realloc() of drawsegs at run-time, I upped it to 512
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// instead of 256.. and someone managed to send me a level with
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// 896 drawsegs! So too bad here's a limit removal a-la-Boom
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drawseg_t *drawsegs = NULL;
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drawseg_t *ds_p = NULL;
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drawseg_t *firstnewseg = NULL;
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// indicates doors closed wrt automap bugfix:
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INT32 doorclosed;
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//
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// R_ClearDrawSegs
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//
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void R_ClearDrawSegs(void)
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{
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ds_p = drawsegs;
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}
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// Fix from boom.
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#define MAXSEGS (MAXVIDWIDTH/2+1)
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// newend is one past the last valid seg
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static cliprange_t *newend;
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static cliprange_t solidsegs[MAXSEGS];
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//
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// R_ClipSolidWallSegment
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// Does handle solid walls,
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// e.g. single sided LineDefs (middle texture)
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// that entirely block the view.
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//
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static void R_ClipSolidWallSegment(INT32 first, INT32 last)
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{
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cliprange_t *next;
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cliprange_t *start;
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// Find the first range that touches the range (adjacent pixels are touching).
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start = solidsegs;
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while (start->last < first - 1)
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start++;
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if (first < start->first)
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{
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if (last < start->first - 1)
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{
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// Post is entirely visible (above start), so insert a new clippost.
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R_StoreWallRange(first, last);
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next = newend;
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newend++;
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// NO MORE CRASHING!
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if (newend - solidsegs > MAXSEGS)
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I_Error("R_ClipSolidWallSegment: Solid Segs overflow!\n");
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while (next != start)
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{
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*next = *(next-1);
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next--;
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}
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next->first = first;
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next->last = last;
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return;
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}
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// There is a fragment above *start.
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R_StoreWallRange(first, start->first - 1);
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// Now adjust the clip size.
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start->first = first;
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}
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// Bottom contained in start?
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if (last <= start->last)
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return;
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next = start;
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while (last >= (next+1)->first - 1)
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{
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// There is a fragment between two posts.
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R_StoreWallRange(next->last + 1, (next+1)->first - 1);
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next++;
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if (last <= next->last)
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{
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// Bottom is contained in next.
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// Adjust the clip size.
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start->last = next->last;
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goto crunch;
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}
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}
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// There is a fragment after *next.
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R_StoreWallRange(next->last + 1, last);
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// Adjust the clip size.
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start->last = last;
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// Remove start+1 to next from the clip list, because start now covers their area.
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crunch:
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if (next == start)
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return; // Post just extended past the bottom of one post.
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while (next++ != newend)
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*++start = *next; // Remove a post.
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newend = start + 1;
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// NO MORE CRASHING!
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if (newend - solidsegs > MAXSEGS)
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I_Error("R_ClipSolidWallSegment: Solid Segs overflow!\n");
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}
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//
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// R_ClipPassWallSegment
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// Clips the given range of columns, but does not include it in the clip list.
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// Does handle windows, e.g. LineDefs with upper and lower texture.
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//
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static inline void R_ClipPassWallSegment(INT32 first, INT32 last)
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{
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cliprange_t *start;
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// Find the first range that touches the range
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// (adjacent pixels are touching).
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start = solidsegs;
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while (start->last < first - 1)
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start++;
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if (first < start->first)
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{
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if (last < start->first - 1)
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{
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// Post is entirely visible (above start).
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R_StoreWallRange(first, last);
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return;
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}
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// There is a fragment above *start.
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R_StoreWallRange(first, start->first - 1);
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}
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// Bottom contained in start?
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if (last <= start->last)
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return;
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while (last >= (start+1)->first - 1)
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{
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// There is a fragment between two posts.
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R_StoreWallRange(start->last + 1, (start+1)->first - 1);
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start++;
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if (last <= start->last)
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return;
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}
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// There is a fragment after *next.
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R_StoreWallRange(start->last + 1, last);
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}
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//
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// R_ClearClipSegs
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//
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void R_ClearClipSegs(void)
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{
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solidsegs[0].first = -0x7fffffff;
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solidsegs[0].last = -1;
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solidsegs[1].first = viewwidth;
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solidsegs[1].last = 0x7fffffff;
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newend = solidsegs + 2;
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}
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// R_DoorClosed
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//
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// This function is used to fix the automap bug which
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// showed lines behind closed doors simply because the door had a dropoff.
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//
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// It assumes that Doom has already ruled out a door being closed because
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// of front-back closure (e.g. front floor is taller than back ceiling).
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static inline INT32 R_DoorClosed(void)
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{
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return
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// if door is closed because back is shut:
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backsector->ceilingheight <= backsector->floorheight
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// preserve a kind of transparent door/lift special effect:
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&& (backsector->ceilingheight >= frontsector->ceilingheight || curline->sidedef->toptexture)
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&& (backsector->floorheight <= frontsector->floorheight || curline->sidedef->bottomtexture)
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// properly render skies (consider door "open" if both ceilings are sky):
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&& (backsector->ceilingpic != skyflatnum || frontsector->ceilingpic != skyflatnum);
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}
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//
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// If player's view height is underneath fake floor, lower the
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// drawn ceiling to be just under the floor height, and replace
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// the drawn floor and ceiling textures, and light level, with
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// the control sector's.
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//
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// Similar for ceiling, only reflected.
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//
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sector_t *R_FakeFlat(sector_t *sec, sector_t *tempsec, INT32 *floorlightlevel,
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INT32 *ceilinglightlevel, boolean back)
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{
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INT32 mapnum = -1;
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if (floorlightlevel)
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*floorlightlevel = sec->floorlightsec == -1 ?
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sec->lightlevel : sectors[sec->floorlightsec].lightlevel;
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if (ceilinglightlevel)
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*ceilinglightlevel = sec->ceilinglightsec == -1 ?
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sec->lightlevel : sectors[sec->ceilinglightsec].lightlevel;
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// If the sector has a midmap, it's probably from 280 type
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if (sec->midmap != -1)
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mapnum = sec->midmap;
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else if (sec->heightsec != -1)
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{
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const sector_t *s = §ors[sec->heightsec];
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mobj_t *viewmobj = viewplayer->mo;
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INT32 heightsec;
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boolean underwater;
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if (splitscreen && viewplayer == &players[secondarydisplayplayer] && camera2.chase)
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heightsec = R_PointInSubsector(camera2.x, camera2.y)->sector->heightsec;
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else if (camera.chase && viewplayer == &players[displayplayer])
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heightsec = R_PointInSubsector(camera.x, camera.y)->sector->heightsec;
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else if (viewmobj)
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heightsec = R_PointInSubsector(viewmobj->x, viewmobj->y)->sector->heightsec;
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else
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return sec;
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underwater = heightsec != -1 && viewz <= sectors[heightsec].floorheight;
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// Replace sector being drawn, with a copy to be hacked
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*tempsec = *sec;
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// Replace floor and ceiling height with other sector's heights.
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tempsec->floorheight = s->floorheight;
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tempsec->ceilingheight = s->ceilingheight;
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mapnum = s->midmap;
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if ((underwater && (tempsec-> floorheight = sec->floorheight,
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tempsec->ceilingheight = s->floorheight - 1, !back)) || viewz <= s->floorheight)
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{ // head-below-floor hack
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tempsec->floorpic = s->floorpic;
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tempsec->floor_xoffs = s->floor_xoffs;
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tempsec->floor_yoffs = s->floor_yoffs;
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tempsec->floorpic_angle = s->floorpic_angle;
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if (underwater)
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{
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if (s->ceilingpic == skyflatnum)
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{
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tempsec->floorheight = tempsec->ceilingheight+1;
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tempsec->ceilingpic = tempsec->floorpic;
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tempsec->ceiling_xoffs = tempsec->floor_xoffs;
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tempsec->ceiling_yoffs = tempsec->floor_yoffs;
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tempsec->ceilingpic_angle = tempsec->floorpic_angle;
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}
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else
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{
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tempsec->ceilingpic = s->ceilingpic;
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tempsec->ceiling_xoffs = s->ceiling_xoffs;
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tempsec->ceiling_yoffs = s->ceiling_yoffs;
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tempsec->ceilingpic_angle = s->ceilingpic_angle;
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}
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mapnum = s->bottommap;
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}
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tempsec->lightlevel = s->lightlevel;
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if (floorlightlevel)
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*floorlightlevel = s->floorlightsec == -1 ? s->lightlevel
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: sectors[s->floorlightsec].lightlevel;
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if (ceilinglightlevel)
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*ceilinglightlevel = s->ceilinglightsec == -1 ? s->lightlevel
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: sectors[s->ceilinglightsec].lightlevel;
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}
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else if (heightsec != -1 && viewz >= sectors[heightsec].ceilingheight
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&& sec->ceilingheight > s->ceilingheight)
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{ // Above-ceiling hack
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tempsec->ceilingheight = s->ceilingheight;
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tempsec->floorheight = s->ceilingheight + 1;
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tempsec->floorpic = tempsec->ceilingpic = s->ceilingpic;
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tempsec->floor_xoffs = tempsec->ceiling_xoffs = s->ceiling_xoffs;
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tempsec->floor_yoffs = tempsec->ceiling_yoffs = s->ceiling_yoffs;
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tempsec->floorpic_angle = tempsec->ceilingpic_angle = s->ceilingpic_angle;
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mapnum = s->topmap;
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if (s->floorpic == skyflatnum) // SKYFIX?
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{
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tempsec->ceilingheight = tempsec->floorheight-1;
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tempsec->floorpic = tempsec->ceilingpic;
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tempsec->floor_xoffs = tempsec->ceiling_xoffs;
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tempsec->floor_yoffs = tempsec->ceiling_yoffs;
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tempsec->floorpic_angle = tempsec->ceilingpic_angle;
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}
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else
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{
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tempsec->ceilingheight = sec->ceilingheight;
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tempsec->floorpic = s->floorpic;
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tempsec->floor_xoffs = s->floor_xoffs;
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tempsec->floor_yoffs = s->floor_yoffs;
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tempsec->floorpic_angle = s->floorpic_angle;
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}
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tempsec->lightlevel = s->lightlevel;
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if (floorlightlevel)
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*floorlightlevel = s->floorlightsec == -1 ? s->lightlevel :
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sectors[s->floorlightsec].lightlevel;
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if (ceilinglightlevel)
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*ceilinglightlevel = s->ceilinglightsec == -1 ? s->lightlevel :
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sectors[s->ceilinglightsec].lightlevel;
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}
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sec = tempsec;
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}
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if (mapnum >= 0 && (size_t)mapnum < num_extra_colormaps)
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sec->extra_colormap = &extra_colormaps[mapnum];
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else
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sec->extra_colormap = NULL;
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return sec;
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}
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//
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// R_AddLine
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// Clips the given segment and adds any visible pieces to the line list.
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//
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static void R_AddLine(seg_t *line)
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{
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INT32 x1, x2;
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angle_t angle1, angle2, span, tspan;
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static sector_t tempsec; // ceiling/water hack
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if (line->polyseg && !(line->polyseg->flags & POF_RENDERSIDES))
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return;
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curline = line;
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// OPTIMIZE: quickly reject orthogonal back sides.
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angle1 = R_PointToAngle(line->v1->x, line->v1->y);
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angle2 = R_PointToAngle(line->v2->x, line->v2->y);
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// Clip to view edges.
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span = angle1 - angle2;
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// Back side? i.e. backface culling?
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if (span >= ANGLE_180)
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return;
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// Global angle needed by segcalc.
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rw_angle1 = angle1;
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angle1 -= viewangle;
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angle2 -= viewangle;
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tspan = angle1 + clipangle;
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if (tspan > doubleclipangle)
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{
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tspan -= doubleclipangle;
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// Totally off the left edge?
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if (tspan >= span)
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return;
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angle1 = clipangle;
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}
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tspan = clipangle - angle2;
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if (tspan > doubleclipangle)
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{
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tspan -= doubleclipangle;
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// Totally off the left edge?
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if (tspan >= span)
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return;
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angle2 = -(signed)clipangle;
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}
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// The seg is in the view range, but not necessarily visible.
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angle1 = (angle1+ANGLE_90)>>ANGLETOFINESHIFT;
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angle2 = (angle2+ANGLE_90)>>ANGLETOFINESHIFT;
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x1 = viewangletox[angle1];
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x2 = viewangletox[angle2];
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// Does not cross a pixel?
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if (x1 >= x2) // killough 1/31/98 -- change == to >= for robustness
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return;
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backsector = line->backsector;
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|
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// Portal line
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||
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if (line->linedef->special == 40)
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{
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if (portalrender < PORTAL_LIMIT)
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{
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// Find the other side!
|
||
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INT32 line2 = P_FindSpecialLineFromTag(40, line->linedef->tag, -1);
|
||
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if (line->linedef == &lines[line2])
|
||
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line2 = P_FindSpecialLineFromTag(40, line->linedef->tag, line2);
|
||
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if (line2 >= 0) // found it!
|
||
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{
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||
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R_AddPortal(line->linedef-lines, line2); // Remember the lines for later rendering
|
||
|
return; // Don't fill in that space now!
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||
|
}
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||
|
}
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||
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// Recursed TOO FAR (viewing a portal within a portal)
|
||
|
// So uhhh, render it as a normal wall instead or something ???
|
||
|
}
|
||
|
|
||
|
// Single sided line?
|
||
|
if (!backsector)
|
||
|
goto clipsolid;
|
||
|
|
||
|
backsector = R_FakeFlat(backsector, &tempsec, NULL, NULL, true);
|
||
|
|
||
|
doorclosed = 0;
|
||
|
|
||
|
// Closed door.
|
||
|
if (backsector->ceilingheight <= frontsector->floorheight
|
||
|
|| backsector->floorheight >= frontsector->ceilingheight)
|
||
|
{
|
||
|
goto clipsolid;
|
||
|
}
|
||
|
|
||
|
// Check for automap fix. Store in doorclosed for r_segs.c
|
||
|
doorclosed = R_DoorClosed();
|
||
|
if (doorclosed)
|
||
|
goto clipsolid;
|
||
|
|
||
|
// Window.
|
||
|
if (backsector->ceilingheight != frontsector->ceilingheight
|
||
|
|| backsector->floorheight != frontsector->floorheight)
|
||
|
{
|
||
|
goto clippass;
|
||
|
}
|
||
|
|
||
|
// Reject empty lines used for triggers and special events.
|
||
|
// Identical floor and ceiling on both sides, identical light levels on both sides,
|
||
|
// and no middle texture.
|
||
|
|
||
|
if (
|
||
|
#ifdef POLYOBJECTS
|
||
|
!line->polyseg &&
|
||
|
#endif
|
||
|
backsector->ceilingpic == frontsector->ceilingpic
|
||
|
&& backsector->floorpic == frontsector->floorpic
|
||
|
&& backsector->lightlevel == frontsector->lightlevel
|
||
|
&& !curline->sidedef->midtexture
|
||
|
// Check offsets too!
|
||
|
&& backsector->floor_xoffs == frontsector->floor_xoffs
|
||
|
&& backsector->floor_yoffs == frontsector->floor_yoffs
|
||
|
&& backsector->floorpic_angle == frontsector->floorpic_angle
|
||
|
&& backsector->ceiling_xoffs == frontsector->ceiling_xoffs
|
||
|
&& backsector->ceiling_yoffs == frontsector->ceiling_yoffs
|
||
|
&& backsector->ceilingpic_angle == frontsector->ceilingpic_angle
|
||
|
// Consider altered lighting.
|
||
|
&& backsector->floorlightsec == frontsector->floorlightsec
|
||
|
&& backsector->ceilinglightsec == frontsector->ceilinglightsec
|
||
|
// Consider colormaps
|
||
|
&& backsector->extra_colormap == frontsector->extra_colormap
|
||
|
&& ((!frontsector->ffloors && !backsector->ffloors)
|
||
|
|| frontsector->tag == backsector->tag))
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
|
||
|
clippass:
|
||
|
R_ClipPassWallSegment(x1, x2 - 1);
|
||
|
return;
|
||
|
|
||
|
clipsolid:
|
||
|
R_ClipSolidWallSegment(x1, x2 - 1);
|
||
|
}
|
||
|
|
||
|
//
|
||
|
// R_CheckBBox
|
||
|
// Checks BSP node/subtree bounding box.
|
||
|
// Returns true if some part of the bbox might be visible.
|
||
|
//
|
||
|
// | 0 | 1 | 2
|
||
|
// --+---+---+---
|
||
|
// 0 | 0 | 1 | 2
|
||
|
// 1 | 4 | 5 | 6
|
||
|
// 2 | 8 | 9 | A
|
||
|
INT32 checkcoord[12][4] =
|
||
|
{
|
||
|
{3, 0, 2, 1},
|
||
|
{3, 0, 2, 0},
|
||
|
{3, 1, 2, 0},
|
||
|
{0}, // UNUSED
|
||
|
{2, 0, 2, 1},
|
||
|
{0}, // UNUSED
|
||
|
{3, 1, 3, 0},
|
||
|
{0}, // UNUSED
|
||
|
{2, 0, 3, 1},
|
||
|
{2, 1, 3, 1},
|
||
|
{2, 1, 3, 0}
|
||
|
};
|
||
|
|
||
|
static boolean R_CheckBBox(fixed_t *bspcoord)
|
||
|
{
|
||
|
INT32 boxpos, sx1, sx2;
|
||
|
fixed_t px1, py1, px2, py2;
|
||
|
angle_t angle1, angle2, span, tspan;
|
||
|
cliprange_t *start;
|
||
|
|
||
|
// Find the corners of the box that define the edges from current viewpoint.
|
||
|
if (viewx <= bspcoord[BOXLEFT])
|
||
|
boxpos = 0;
|
||
|
else if (viewx < bspcoord[BOXRIGHT])
|
||
|
boxpos = 1;
|
||
|
else
|
||
|
boxpos = 2;
|
||
|
|
||
|
if (viewy >= bspcoord[BOXTOP])
|
||
|
boxpos |= 0;
|
||
|
else if (viewy > bspcoord[BOXBOTTOM])
|
||
|
boxpos |= 1<<2;
|
||
|
else
|
||
|
boxpos |= 2<<2;
|
||
|
|
||
|
if (boxpos == 5)
|
||
|
return true;
|
||
|
|
||
|
px1 = bspcoord[checkcoord[boxpos][0]];
|
||
|
py1 = bspcoord[checkcoord[boxpos][1]];
|
||
|
px2 = bspcoord[checkcoord[boxpos][2]];
|
||
|
py2 = bspcoord[checkcoord[boxpos][3]];
|
||
|
|
||
|
// check clip list for an open space
|
||
|
angle1 = R_PointToAngle(px1, py1) - viewangle;
|
||
|
angle2 = R_PointToAngle(px2, py2) - viewangle;
|
||
|
|
||
|
span = angle1 - angle2;
|
||
|
|
||
|
// Sitting on a line?
|
||
|
if (span >= ANGLE_180)
|
||
|
return true;
|
||
|
|
||
|
tspan = angle1 + clipangle;
|
||
|
|
||
|
if (tspan > doubleclipangle)
|
||
|
{
|
||
|
tspan -= doubleclipangle;
|
||
|
|
||
|
// Totally off the left edge?
|
||
|
if (tspan >= span)
|
||
|
return false;
|
||
|
|
||
|
angle1 = clipangle;
|
||
|
}
|
||
|
tspan = clipangle - angle2;
|
||
|
if (tspan > doubleclipangle)
|
||
|
{
|
||
|
tspan -= doubleclipangle;
|
||
|
|
||
|
// Totally off the left edge?
|
||
|
if (tspan >= span)
|
||
|
return false;
|
||
|
|
||
|
angle2 = -(signed)clipangle;
|
||
|
}
|
||
|
|
||
|
// Find the first clippost that touches the source post (adjacent pixels are touching).
|
||
|
angle1 = (angle1+ANGLE_90)>>ANGLETOFINESHIFT;
|
||
|
angle2 = (angle2+ANGLE_90)>>ANGLETOFINESHIFT;
|
||
|
sx1 = viewangletox[angle1];
|
||
|
sx2 = viewangletox[angle2];
|
||
|
|
||
|
// Does not cross a pixel.
|
||
|
if (sx1 == sx2)
|
||
|
return false;
|
||
|
sx2--;
|
||
|
|
||
|
start = solidsegs;
|
||
|
while (start->last < sx2)
|
||
|
start++;
|
||
|
|
||
|
if (sx1 >= start->first && sx2 <= start->last)
|
||
|
return false; // The clippost contains the new span.
|
||
|
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
#ifdef POLYOBJECTS
|
||
|
|
||
|
size_t numpolys; // number of polyobjects in current subsector
|
||
|
size_t num_po_ptrs; // number of polyobject pointers allocated
|
||
|
polyobj_t **po_ptrs; // temp ptr array to sort polyobject pointers
|
||
|
|
||
|
//
|
||
|
// R_PolyobjCompare
|
||
|
//
|
||
|
// Callback for qsort that compares the z distance of two polyobjects.
|
||
|
// Returns the difference such that the closer polyobject will be
|
||
|
// sorted first.
|
||
|
//
|
||
|
static int R_PolyobjCompare(const void *p1, const void *p2)
|
||
|
{
|
||
|
const polyobj_t *po1 = *(const polyobj_t * const *)p1;
|
||
|
const polyobj_t *po2 = *(const polyobj_t * const *)p2;
|
||
|
|
||
|
return po1->zdist - po2->zdist;
|
||
|
}
|
||
|
|
||
|
//
|
||
|
// R_SortPolyObjects
|
||
|
//
|
||
|
// haleyjd 03/03/06: Here's the REAL meat of Eternity's polyobject system.
|
||
|
// Hexen just figured this was impossible, but as mentioned in polyobj.c,
|
||
|
// it is perfectly doable within the confines of the BSP tree. Polyobjects
|
||
|
// must be sorted to draw in DOOM's front-to-back order within individual
|
||
|
// subsectors. This is a modified version of R_SortVisSprites.
|
||
|
//
|
||
|
void R_SortPolyObjects(subsector_t *sub)
|
||
|
{
|
||
|
if (numpolys)
|
||
|
{
|
||
|
polyobj_t *po;
|
||
|
INT32 i = 0;
|
||
|
|
||
|
// allocate twice the number needed to minimize allocations
|
||
|
if (num_po_ptrs < numpolys*2)
|
||
|
{
|
||
|
// use free instead realloc since faster (thanks Lee ^_^)
|
||
|
free(po_ptrs);
|
||
|
po_ptrs = malloc((num_po_ptrs = numpolys*2)
|
||
|
* sizeof(*po_ptrs));
|
||
|
}
|
||
|
|
||
|
po = sub->polyList;
|
||
|
|
||
|
while (po)
|
||
|
{
|
||
|
po->zdist = R_PointToDist2(viewx, viewy,
|
||
|
po->centerPt.x, po->centerPt.y);
|
||
|
po_ptrs[i++] = po;
|
||
|
po = (polyobj_t *)(po->link.next);
|
||
|
}
|
||
|
|
||
|
// the polyobjects are NOT in any particular order, so use qsort
|
||
|
// 03/10/06: only bother if there are actually polys to sort
|
||
|
if (numpolys >= 2)
|
||
|
{
|
||
|
qsort(po_ptrs, numpolys, sizeof(polyobj_t *),
|
||
|
R_PolyobjCompare);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//
|
||
|
// R_AddPolyObjects
|
||
|
//
|
||
|
// haleyjd 02/19/06
|
||
|
// Adds all segs in all polyobjects in the given subsector.
|
||
|
//
|
||
|
static void R_AddPolyObjects(subsector_t *sub)
|
||
|
{
|
||
|
polyobj_t *po = sub->polyList;
|
||
|
size_t i, j;
|
||
|
|
||
|
numpolys = 0;
|
||
|
|
||
|
// count polyobjects
|
||
|
while (po)
|
||
|
{
|
||
|
++numpolys;
|
||
|
po = (polyobj_t *)(po->link.next);
|
||
|
}
|
||
|
|
||
|
// sort polyobjects
|
||
|
R_SortPolyObjects(sub);
|
||
|
|
||
|
// render polyobjects
|
||
|
for (i = 0; i < numpolys; ++i)
|
||
|
{
|
||
|
for (j = 0; j < po_ptrs[i]->segCount; ++j)
|
||
|
R_AddLine(po_ptrs[i]->segs[j]);
|
||
|
}
|
||
|
}
|
||
|
#endif
|
||
|
|
||
|
//
|
||
|
// R_Subsector
|
||
|
// Determine floor/ceiling planes.
|
||
|
// Add sprites of things in sector.
|
||
|
// Draw one or more line segments.
|
||
|
//
|
||
|
|
||
|
drawseg_t *firstseg;
|
||
|
|
||
|
static void R_Subsector(size_t num)
|
||
|
{
|
||
|
INT32 count, floorlightlevel, ceilinglightlevel, light;
|
||
|
seg_t *line;
|
||
|
subsector_t *sub;
|
||
|
static sector_t tempsec; // Deep water hack
|
||
|
extracolormap_t *floorcolormap;
|
||
|
extracolormap_t *ceilingcolormap;
|
||
|
|
||
|
#ifdef RANGECHECK
|
||
|
if (num >= numsubsectors)
|
||
|
I_Error("R_Subsector: ss %s with numss = %s\n", sizeu1(num), sizeu2(numsubsectors));
|
||
|
#endif
|
||
|
|
||
|
// subsectors added at run-time
|
||
|
if (num >= numsubsectors)
|
||
|
return;
|
||
|
|
||
|
sub = &subsectors[num];
|
||
|
frontsector = sub->sector;
|
||
|
count = sub->numlines;
|
||
|
line = &segs[sub->firstline];
|
||
|
|
||
|
// Deep water/fake ceiling effect.
|
||
|
frontsector = R_FakeFlat(frontsector, &tempsec, &floorlightlevel, &ceilinglightlevel, false);
|
||
|
|
||
|
floorcolormap = ceilingcolormap = frontsector->extra_colormap;
|
||
|
|
||
|
// Check and prep all 3D floors. Set the sector floor/ceiling light levels and colormaps.
|
||
|
if (frontsector->ffloors)
|
||
|
{
|
||
|
if (frontsector->moved)
|
||
|
{
|
||
|
frontsector->numlights = sub->sector->numlights = 0;
|
||
|
R_Prep3DFloors(frontsector);
|
||
|
sub->sector->lightlist = frontsector->lightlist;
|
||
|
sub->sector->numlights = frontsector->numlights;
|
||
|
sub->sector->moved = frontsector->moved = false;
|
||
|
}
|
||
|
|
||
|
light = R_GetPlaneLight(frontsector, frontsector->floorheight, false);
|
||
|
if (frontsector->floorlightsec == -1)
|
||
|
floorlightlevel = *frontsector->lightlist[light].lightlevel;
|
||
|
floorcolormap = frontsector->lightlist[light].extra_colormap;
|
||
|
light = R_GetPlaneLight(frontsector, frontsector->ceilingheight, false);
|
||
|
if (frontsector->ceilinglightsec == -1)
|
||
|
ceilinglightlevel = *frontsector->lightlist[light].lightlevel;
|
||
|
ceilingcolormap = frontsector->lightlist[light].extra_colormap;
|
||
|
}
|
||
|
|
||
|
sub->sector->extra_colormap = frontsector->extra_colormap;
|
||
|
|
||
|
if ((frontsector->floorheight < viewz || (frontsector->heightsec != -1
|
||
|
&& sectors[frontsector->heightsec].ceilingpic == skyflatnum)))
|
||
|
{
|
||
|
floorplane = R_FindPlane(frontsector->floorheight, frontsector->floorpic, floorlightlevel,
|
||
|
frontsector->floor_xoffs, frontsector->floor_yoffs, frontsector->floorpic_angle, floorcolormap, NULL);
|
||
|
}
|
||
|
else
|
||
|
floorplane = NULL;
|
||
|
|
||
|
if ((frontsector->ceilingheight > viewz || frontsector->ceilingpic == skyflatnum
|
||
|
|| (frontsector->heightsec != -1
|
||
|
&& sectors[frontsector->heightsec].floorpic == skyflatnum)))
|
||
|
{
|
||
|
ceilingplane = R_FindPlane(frontsector->ceilingheight, frontsector->ceilingpic,
|
||
|
ceilinglightlevel, frontsector->ceiling_xoffs, frontsector->ceiling_yoffs, frontsector->ceilingpic_angle,
|
||
|
ceilingcolormap, NULL);
|
||
|
}
|
||
|
else
|
||
|
ceilingplane = NULL;
|
||
|
|
||
|
numffloors = 0;
|
||
|
ffloor[numffloors].plane = NULL;
|
||
|
if (frontsector->ffloors)
|
||
|
{
|
||
|
ffloor_t *rover;
|
||
|
|
||
|
for (rover = frontsector->ffloors; rover && numffloors < MAXFFLOORS; rover = rover->next)
|
||
|
{
|
||
|
if (!(rover->flags & FF_EXISTS) || !(rover->flags & FF_RENDERPLANES))
|
||
|
continue;
|
||
|
|
||
|
if (frontsector->cullheight)
|
||
|
{
|
||
|
if (frontsector->cullheight->flags & ML_NOCLIMB) // Group culling
|
||
|
{
|
||
|
// Make sure this is part of the same group
|
||
|
if (viewsector->cullheight && viewsector->cullheight->frontsector
|
||
|
== frontsector->cullheight->frontsector)
|
||
|
{
|
||
|
// OK, we can cull
|
||
|
if (viewz > frontsector->cullheight->frontsector->floorheight
|
||
|
&& *rover->topheight < frontsector->cullheight->frontsector->floorheight) // Cull if below plane
|
||
|
{
|
||
|
rover->norender = leveltime;
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
if (*rover->bottomheight > frontsector->cullheight->frontsector->floorheight
|
||
|
&& viewz <= frontsector->cullheight->frontsector->floorheight) // Cull if above plane
|
||
|
{
|
||
|
rover->norender = leveltime;
|
||
|
continue;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
else // Quick culling
|
||
|
{
|
||
|
if (viewz > frontsector->cullheight->frontsector->floorheight
|
||
|
&& *rover->topheight < frontsector->cullheight->frontsector->floorheight) // Cull if below plane
|
||
|
{
|
||
|
rover->norender = leveltime;
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
if (*rover->bottomheight > frontsector->cullheight->frontsector->floorheight
|
||
|
&& viewz <= frontsector->cullheight->frontsector->floorheight) // Cull if above plane
|
||
|
{
|
||
|
rover->norender = leveltime;
|
||
|
continue;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
ffloor[numffloors].plane = NULL;
|
||
|
if (*rover->bottomheight <= frontsector->ceilingheight
|
||
|
&& *rover->bottomheight >= frontsector->floorheight
|
||
|
&& ((viewz < *rover->bottomheight && !(rover->flags & FF_INVERTPLANES))
|
||
|
|| (viewz > *rover->bottomheight && (rover->flags & FF_BOTHPLANES))))
|
||
|
{
|
||
|
light = R_GetPlaneLight(frontsector, *rover->bottomheight,
|
||
|
viewz < *rover->bottomheight);
|
||
|
ffloor[numffloors].plane = R_FindPlane(*rover->bottomheight, *rover->bottompic,
|
||
|
*frontsector->lightlist[light].lightlevel, *rover->bottomxoffs,
|
||
|
*rover->bottomyoffs, *rover->bottomangle, frontsector->lightlist[light].extra_colormap, rover);
|
||
|
|
||
|
ffloor[numffloors].height = *rover->bottomheight;
|
||
|
ffloor[numffloors].ffloor = rover;
|
||
|
numffloors++;
|
||
|
}
|
||
|
if (numffloors >= MAXFFLOORS)
|
||
|
break;
|
||
|
ffloor[numffloors].plane = NULL;
|
||
|
if (*rover->topheight >= frontsector->floorheight
|
||
|
&& *rover->topheight <= frontsector->ceilingheight
|
||
|
&& ((viewz > *rover->topheight && !(rover->flags & FF_INVERTPLANES))
|
||
|
|| (viewz < *rover->topheight && (rover->flags & FF_BOTHPLANES))))
|
||
|
{
|
||
|
light = R_GetPlaneLight(frontsector, *rover->topheight, viewz < *rover->topheight);
|
||
|
ffloor[numffloors].plane = R_FindPlane(*rover->topheight, *rover->toppic,
|
||
|
*frontsector->lightlist[light].lightlevel, *rover->topxoffs, *rover->topyoffs, *rover->topangle,
|
||
|
frontsector->lightlist[light].extra_colormap, rover);
|
||
|
ffloor[numffloors].height = *rover->topheight;
|
||
|
ffloor[numffloors].ffloor = rover;
|
||
|
numffloors++;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
#ifdef POLYOBJECTS_PLANES
|
||
|
// Polyobjects have planes, too!
|
||
|
if (sub->polyList)
|
||
|
{
|
||
|
polyobj_t *po = sub->polyList;
|
||
|
sector_t *polysec;
|
||
|
|
||
|
while (po)
|
||
|
{
|
||
|
if (numffloors >= MAXFFLOORS)
|
||
|
break;
|
||
|
|
||
|
if (!(po->flags & POF_RENDERPLANES)) // Don't draw planes
|
||
|
{
|
||
|
po = (polyobj_t *)(po->link.next);
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
polysec = po->lines[0]->backsector;
|
||
|
ffloor[numffloors].plane = NULL;
|
||
|
|
||
|
if (polysec->floorheight <= frontsector->ceilingheight
|
||
|
&& polysec->floorheight >= frontsector->floorheight
|
||
|
&& (viewz < polysec->floorheight))
|
||
|
{
|
||
|
light = R_GetPlaneLight(frontsector, polysec->floorheight, viewz < polysec->floorheight);
|
||
|
light = 0;
|
||
|
ffloor[numffloors].plane = R_FindPlane(polysec->floorheight, polysec->floorpic,
|
||
|
polysec->lightlevel, polysec->floor_xoffs,
|
||
|
polysec->floor_yoffs,
|
||
|
polysec->floorpic_angle,
|
||
|
NULL,
|
||
|
NULL);
|
||
|
ffloor[numffloors].plane->polyobj = true;
|
||
|
|
||
|
ffloor[numffloors].height = polysec->floorheight;
|
||
|
ffloor[numffloors].polyobj = po;
|
||
|
// ffloor[numffloors].ffloor = rover;
|
||
|
numffloors++;
|
||
|
}
|
||
|
|
||
|
if (numffloors >= MAXFFLOORS)
|
||
|
break;
|
||
|
|
||
|
ffloor[numffloors].plane = NULL;
|
||
|
|
||
|
if (polysec->ceilingheight >= frontsector->floorheight
|
||
|
&& polysec->ceilingheight <= frontsector->ceilingheight
|
||
|
&& (viewz > polysec->ceilingheight))
|
||
|
{
|
||
|
light = R_GetPlaneLight(frontsector, polysec->ceilingheight, viewz < polysec->ceilingheight);
|
||
|
light = 0;
|
||
|
ffloor[numffloors].plane = R_FindPlane(polysec->ceilingheight, polysec->ceilingpic,
|
||
|
polysec->lightlevel, polysec->ceiling_xoffs, polysec->ceiling_yoffs, polysec->ceilingpic_angle,
|
||
|
NULL, NULL);
|
||
|
ffloor[numffloors].plane->polyobj = true;
|
||
|
ffloor[numffloors].polyobj = po;
|
||
|
ffloor[numffloors].height = polysec->ceilingheight;
|
||
|
// ffloor[numffloors].ffloor = rover;
|
||
|
numffloors++;
|
||
|
}
|
||
|
|
||
|
po = (polyobj_t *)(po->link.next);
|
||
|
}
|
||
|
}
|
||
|
#endif
|
||
|
|
||
|
#ifdef FLOORSPLATS
|
||
|
if (sub->splats)
|
||
|
R_AddVisibleFloorSplats(sub);
|
||
|
#endif
|
||
|
|
||
|
// killough 9/18/98: Fix underwater slowdown, by passing real sector
|
||
|
// instead of fake one. Improve sprite lighting by basing sprite
|
||
|
// lightlevels on floor & ceiling lightlevels in the surrounding area.
|
||
|
//
|
||
|
// 10/98 killough:
|
||
|
//
|
||
|
// NOTE: TeamTNT fixed this bug incorrectly, messing up sprite lighting!!!
|
||
|
// That is part of the 242 effect!!! If you simply pass sub->sector to
|
||
|
// the old code you will not get correct lighting for underwater sprites!!!
|
||
|
// Either you must pass the fake sector and handle validcount here, on the
|
||
|
// real sector, or you must account for the lighting in some other way,
|
||
|
// like passing it as an argument.
|
||
|
R_AddSprites(sub->sector, (floorlightlevel+ceilinglightlevel)/2);
|
||
|
|
||
|
firstseg = NULL;
|
||
|
|
||
|
#ifdef POLYOBJECTS
|
||
|
// haleyjd 02/19/06: draw polyobjects before static lines
|
||
|
if (sub->polyList)
|
||
|
R_AddPolyObjects(sub);
|
||
|
#endif
|
||
|
|
||
|
while (count--)
|
||
|
{
|
||
|
// CONS_Debug(DBG_GAMELOGIC, "Adding normal line %d...(%d)\n", line->linedef-lines, leveltime);
|
||
|
R_AddLine(line);
|
||
|
line++;
|
||
|
curline = NULL; /* cph 2001/11/18 - must clear curline now we're done with it, so stuff doesn't try using it for other things */
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//
|
||
|
// R_Prep3DFloors
|
||
|
//
|
||
|
// This function creates the lightlists that the given sector uses to light
|
||
|
// floors/ceilings/walls according to the 3D floors.
|
||
|
void R_Prep3DFloors(sector_t *sector)
|
||
|
{
|
||
|
ffloor_t *rover;
|
||
|
ffloor_t *best;
|
||
|
fixed_t bestheight, maxheight;
|
||
|
INT32 count, i, mapnum;
|
||
|
sector_t *sec;
|
||
|
|
||
|
count = 1;
|
||
|
for (rover = sector->ffloors; rover; rover = rover->next)
|
||
|
{
|
||
|
if ((rover->flags & FF_EXISTS) && (!(rover->flags & FF_NOSHADE)
|
||
|
|| (rover->flags & FF_CUTLEVEL) || (rover->flags & FF_CUTSPRITES)))
|
||
|
{
|
||
|
count++;
|
||
|
if (rover->flags & FF_DOUBLESHADOW)
|
||
|
count++;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if (count != sector->numlights)
|
||
|
{
|
||
|
Z_Free(sector->lightlist);
|
||
|
sector->lightlist = Z_Calloc(sizeof (*sector->lightlist) * count, PU_LEVEL, NULL);
|
||
|
sector->numlights = count;
|
||
|
}
|
||
|
else
|
||
|
memset(sector->lightlist, 0, sizeof (lightlist_t) * count);
|
||
|
|
||
|
sector->lightlist[0].height = sector->ceilingheight + 1;
|
||
|
sector->lightlist[0].lightlevel = §or->lightlevel;
|
||
|
sector->lightlist[0].caster = NULL;
|
||
|
sector->lightlist[0].extra_colormap = sector->extra_colormap;
|
||
|
sector->lightlist[0].flags = 0;
|
||
|
|
||
|
maxheight = INT32_MAX;
|
||
|
for (i = 1; i < count; i++)
|
||
|
{
|
||
|
bestheight = INT32_MAX * -1;
|
||
|
best = NULL;
|
||
|
for (rover = sector->ffloors; rover; rover = rover->next)
|
||
|
{
|
||
|
rover->lastlight = 0;
|
||
|
if (!(rover->flags & FF_EXISTS) || (rover->flags & FF_NOSHADE
|
||
|
&& !(rover->flags & FF_CUTLEVEL) && !(rover->flags & FF_CUTSPRITES)))
|
||
|
continue;
|
||
|
|
||
|
if (*rover->topheight > bestheight && *rover->topheight < maxheight)
|
||
|
{
|
||
|
best = rover;
|
||
|
bestheight = *rover->topheight;
|
||
|
continue;
|
||
|
}
|
||
|
if (rover->flags & FF_DOUBLESHADOW && *rover->bottomheight > bestheight
|
||
|
&& *rover->bottomheight < maxheight)
|
||
|
{
|
||
|
best = rover;
|
||
|
bestheight = *rover->bottomheight;
|
||
|
continue;
|
||
|
}
|
||
|
}
|
||
|
if (!best)
|
||
|
{
|
||
|
sector->numlights = i;
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
sector->lightlist[i].height = maxheight = bestheight;
|
||
|
sector->lightlist[i].caster = best;
|
||
|
sector->lightlist[i].flags = best->flags;
|
||
|
sec = §ors[best->secnum];
|
||
|
mapnum = sec->midmap;
|
||
|
if (mapnum >= 0 && (size_t)mapnum < num_extra_colormaps)
|
||
|
sec->extra_colormap = &extra_colormaps[mapnum];
|
||
|
else
|
||
|
sec->extra_colormap = NULL;
|
||
|
|
||
|
if (best->flags & FF_NOSHADE)
|
||
|
{
|
||
|
sector->lightlist[i].lightlevel = sector->lightlist[i-1].lightlevel;
|
||
|
sector->lightlist[i].extra_colormap = sector->lightlist[i-1].extra_colormap;
|
||
|
}
|
||
|
else if (best->flags & FF_COLORMAPONLY)
|
||
|
{
|
||
|
sector->lightlist[i].lightlevel = sector->lightlist[i-1].lightlevel;
|
||
|
sector->lightlist[i].extra_colormap = sec->extra_colormap;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
sector->lightlist[i].lightlevel = best->toplightlevel;
|
||
|
sector->lightlist[i].extra_colormap = sec->extra_colormap;
|
||
|
}
|
||
|
|
||
|
if (best->flags & FF_DOUBLESHADOW)
|
||
|
{
|
||
|
if (bestheight == *best->bottomheight)
|
||
|
{
|
||
|
sector->lightlist[i].lightlevel = sector->lightlist[best->lastlight].lightlevel;
|
||
|
sector->lightlist[i].extra_colormap =
|
||
|
sector->lightlist[best->lastlight].extra_colormap;
|
||
|
}
|
||
|
else
|
||
|
best->lastlight = i - 1;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
INT32 R_GetPlaneLight(sector_t *sector, fixed_t planeheight, boolean underside)
|
||
|
{
|
||
|
INT32 i;
|
||
|
|
||
|
if (!underside)
|
||
|
{
|
||
|
for (i = 1; i < sector->numlights; i++)
|
||
|
if (sector->lightlist[i].height <= planeheight)
|
||
|
return i - 1;
|
||
|
|
||
|
return sector->numlights - 1;
|
||
|
}
|
||
|
|
||
|
for (i = 1; i < sector->numlights; i++)
|
||
|
if (sector->lightlist[i].height < planeheight)
|
||
|
return i - 1;
|
||
|
|
||
|
return sector->numlights - 1;
|
||
|
}
|
||
|
|
||
|
//
|
||
|
// RenderBSPNode
|
||
|
// Renders all subsectors below a given node,
|
||
|
// traversing subtree recursively.
|
||
|
// Just call with BSP root.
|
||
|
//
|
||
|
// killough 5/2/98: reformatted, removed tail recursion
|
||
|
|
||
|
void R_RenderBSPNode(INT32 bspnum)
|
||
|
{
|
||
|
node_t *bsp;
|
||
|
INT32 side;
|
||
|
while (!(bspnum & NF_SUBSECTOR)) // Found a subsector?
|
||
|
{
|
||
|
bsp = &nodes[bspnum];
|
||
|
|
||
|
// Decide which side the view point is on.
|
||
|
side = R_PointOnSide(viewx, viewy, bsp);
|
||
|
// Recursively divide front space.
|
||
|
R_RenderBSPNode(bsp->children[side]);
|
||
|
|
||
|
// Possibly divide back space.
|
||
|
|
||
|
if (!R_CheckBBox(bsp->bbox[side^1]))
|
||
|
return;
|
||
|
|
||
|
bspnum = bsp->children[side^1];
|
||
|
}
|
||
|
R_Subsector(bspnum == -1 ? 0 : bspnum & ~NF_SUBSECTOR);
|
||
|
}
|