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https://git.do.srb2.org/STJr/SRB2.git
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2916 lines
81 KiB
C
2916 lines
81 KiB
C
// 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) 1999-2020 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_things.c
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/// \brief Refresh of things, i.e. objects represented by sprites
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#include "doomdef.h"
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#include "console.h"
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#include "g_game.h"
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#include "r_local.h"
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#include "st_stuff.h"
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#include "w_wad.h"
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#include "z_zone.h"
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#include "m_menu.h" // character select
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#include "m_misc.h"
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#include "info.h" // spr2names
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#include "i_video.h" // rendermode
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#include "i_system.h"
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#include "r_things.h"
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#include "r_picformats.h"
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#include "r_plane.h"
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#include "r_portal.h"
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#include "p_tick.h"
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#include "p_local.h"
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#include "p_slopes.h"
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#include "d_netfil.h" // blargh. for nameonly().
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#include "m_cheat.h" // objectplace
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#ifdef HWRENDER
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#include "hardware/hw_md2.h"
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#include "hardware/hw_glob.h"
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#include "hardware/hw_light.h"
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#include "hardware/hw_drv.h"
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#endif
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#define MINZ (FRACUNIT*4)
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#define BASEYCENTER (BASEVIDHEIGHT/2)
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typedef struct
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{
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INT32 x1, x2;
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INT32 column;
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INT32 topclip, bottomclip;
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} maskdraw_t;
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//
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// Sprite rotation 0 is facing the viewer,
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// rotation 1 is one angle turn CLOCKWISE around the axis.
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// This is not the same as the angle,
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// which increases counter clockwise (protractor).
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// There was a lot of stuff grabbed wrong, so I changed it...
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//
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static lighttable_t **spritelights;
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// constant arrays used for psprite clipping and initializing clipping
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INT16 negonearray[MAXVIDWIDTH];
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INT16 screenheightarray[MAXVIDWIDTH];
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spriteinfo_t spriteinfo[NUMSPRITES];
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//
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// INITIALIZATION FUNCTIONS
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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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size_t numsprites;
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static spriteframe_t sprtemp[64];
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static size_t maxframe;
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static const char *spritename;
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// ==========================================================================
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//
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// Sprite loading routines: support sprites in pwad, dehacked sprite renaming,
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// replacing not all frames of an existing sprite, add sprites at run-time,
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// add wads at run-time.
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//
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// ==========================================================================
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//
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//
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//
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static void R_InstallSpriteLump(UINT16 wad, // graphics patch
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UINT16 lump,
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size_t lumpid, // identifier
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UINT8 frame,
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UINT8 rotation,
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UINT8 flipped)
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{
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char cn = R_Frame2Char(frame), cr = R_Rotation2Char(rotation); // for debugging
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INT32 r, ang;
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lumpnum_t lumppat = wad;
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lumppat <<= 16;
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lumppat += lump;
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if (maxframe ==(size_t)-1 || frame > maxframe)
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maxframe = frame;
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// rotsprite
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#ifdef ROTSPRITE
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sprtemp[frame].rotsprite.cached = 0;
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for (r = 0; r < 16; r++)
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{
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for (ang = 0; ang < ROTANGLES; ang++)
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sprtemp[frame].rotsprite.patch[r][ang] = NULL;
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}
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#endif/*ROTSPRITE*/
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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 == SRF_SINGLE)
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CONS_Debug(DBG_SETUP, "R_InitSprites: Sprite %s frame %c has multiple rot = 0 lump\n", spritename, cn);
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else if (sprtemp[frame].rotate != SRF_NONE) // Let's bundle 1-8/16 and L/R rotations into one debug message.
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CONS_Debug(DBG_SETUP, "R_InitSprites: Sprite %s frame %c has rotations and a rot = 0 lump\n", spritename, cn);
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sprtemp[frame].rotate = SRF_SINGLE;
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for (r = 0; r < 16; r++)
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{
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sprtemp[frame].lumppat[r] = lumppat;
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sprtemp[frame].lumpid[r] = lumpid;
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}
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sprtemp[frame].flip = flipped ? 0xFFFF : 0; // 1111111111111111 in binary
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return;
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}
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if (rotation == ROT_L || rotation == ROT_R)
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{
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UINT8 rightfactor = ((rotation == ROT_R) ? 4 : 0);
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// the lump should be used for half of all rotations
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if (sprtemp[frame].rotate == SRF_NONE)
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sprtemp[frame].rotate = SRF_SINGLE;
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else if (sprtemp[frame].rotate == SRF_SINGLE)
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CONS_Debug(DBG_SETUP, "R_InitSprites: Sprite %s frame %c has L/R rotations and a rot = 0 lump\n", spritename, cn);
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else if (sprtemp[frame].rotate == SRF_3D)
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CONS_Debug(DBG_SETUP, "R_InitSprites: Sprite %s frame %c has both L/R and 1-8 rotations\n", spritename, cn);
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else if (sprtemp[frame].rotate == SRF_3DGE)
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CONS_Debug(DBG_SETUP, "R_InitSprites: Sprite %s frame %c has both L/R and 1-G rotations\n", spritename, cn);
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else if ((sprtemp[frame].rotate & SRF_LEFT) && (rotation == ROT_L))
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CONS_Debug(DBG_SETUP, "R_InitSprites: Sprite %s frame %c has multiple L rotations\n", spritename, cn);
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else if ((sprtemp[frame].rotate & SRF_RIGHT) && (rotation == ROT_R))
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CONS_Debug(DBG_SETUP, "R_InitSprites: Sprite %s frame %c has multiple R rotations\n", spritename, cn);
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sprtemp[frame].rotate |= ((rotation == ROT_R) ? SRF_RIGHT : SRF_LEFT);
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if ((sprtemp[frame].rotate & SRF_2D) == SRF_2D)
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sprtemp[frame].rotate &= ~SRF_3DMASK; // SRF_3D|SRF_2D being enabled at the same time doesn't HURT in the current sprite angle implementation, but it DOES mean more to check in some of the helper functions. Let's not allow this scenario to happen.
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// load into every relevant angle, including the front one
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for (r = 0; r < 4; r++)
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{
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sprtemp[frame].lumppat[r + rightfactor] = lumppat;
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sprtemp[frame].lumpid[r + rightfactor] = lumpid;
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sprtemp[frame].lumppat[r + rightfactor + 8] = lumppat;
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sprtemp[frame].lumpid[r + rightfactor + 8] = lumpid;
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}
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if (flipped)
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sprtemp[frame].flip |= (0x0F0F<<rightfactor); // 0000111100001111 or 1111000011110000 in binary, depending on rotation being ROT_L or ROT_R
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else
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sprtemp[frame].flip &= ~(0x0F0F<<rightfactor); // ditto
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return;
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}
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if (sprtemp[frame].rotate == SRF_NONE)
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sprtemp[frame].rotate = SRF_SINGLE;
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else if (sprtemp[frame].rotate == SRF_SINGLE)
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CONS_Debug(DBG_SETUP, "R_InitSprites: Sprite %s frame %c has 1-8/G rotations and a rot = 0 lump\n", spritename, cn);
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else if (sprtemp[frame].rotate & SRF_2D)
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CONS_Debug(DBG_SETUP, "R_InitSprites: Sprite %s frame %c has both L/R and 1-8/G rotations\n", spritename, cn);
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// make 0 based
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rotation--;
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{
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// SRF_3D|SRF_3DGE being enabled at the same time doesn't HURT in the current sprite angle implementation, but it DOES mean more to check in some of the helper functions. Let's not allow this scenario to happen.
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UINT8 threedrot = (rotation > 7) ? SRF_3DGE : (sprtemp[frame].rotate & SRF_3DMASK);
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if (!threedrot)
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threedrot = SRF_3D;
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if (rotation == 0 || rotation == 4) // Front or back...
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sprtemp[frame].rotate = threedrot; // Prevent L and R changeover
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else if ((rotation & 7) > 3) // Right side
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sprtemp[frame].rotate = (threedrot | (sprtemp[frame].rotate & SRF_LEFT)); // Continue allowing L frame changeover
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else // if ((rotation & 7) <= 3) // Left side
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sprtemp[frame].rotate = (threedrot | (sprtemp[frame].rotate & SRF_RIGHT)); // Continue allowing R frame changeover
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}
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if (sprtemp[frame].lumppat[rotation] != LUMPERROR)
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CONS_Debug(DBG_SETUP, "R_InitSprites: Sprite %s: %c%c has two lumps mapped to it\n", spritename, cn, cr);
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// lumppat & lumpid are the same for original Doom, but different
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// when using sprites in pwad : the lumppat points the new graphics
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sprtemp[frame].lumppat[rotation] = lumppat;
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sprtemp[frame].lumpid[rotation] = lumpid;
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if (flipped)
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sprtemp[frame].flip |= (1<<rotation);
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else
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sprtemp[frame].flip &= ~(1<<rotation);
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}
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// Install a single sprite, given its identifying name (4 chars)
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//
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// (originally part of R_AddSpriteDefs)
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//
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// Pass: name of sprite : 4 chars
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// spritedef_t
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// wadnum : wad number, indexes wadfiles[], where patches
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// for frames are found
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// startlump : first lump to search for sprite frames
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// endlump : AFTER the last lump to search
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//
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// Returns true if the sprite was succesfully added
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//
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boolean R_AddSingleSpriteDef(const char *sprname, spritedef_t *spritedef, UINT16 wadnum, UINT16 startlump, UINT16 endlump)
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{
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UINT16 l;
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UINT8 frame;
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UINT8 rotation;
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lumpinfo_t *lumpinfo;
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patch_t patch;
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UINT8 numadded = 0;
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memset(sprtemp,0xFF, sizeof (sprtemp));
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maxframe = (size_t)-1;
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spritename = sprname;
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// are we 'patching' a sprite already loaded ?
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// if so, it might patch only certain frames, not all
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if (spritedef->numframes) // (then spriteframes is not null)
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{
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#ifdef ROTSPRITE
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R_FreeSingleRotSprite(spritedef);
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#endif
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// copy the already defined sprite frames
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M_Memcpy(sprtemp, spritedef->spriteframes,
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spritedef->numframes * sizeof (spriteframe_t));
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maxframe = spritedef->numframes - 1;
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}
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// scan the lumps,
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// filling in the frames for whatever is found
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lumpinfo = wadfiles[wadnum]->lumpinfo;
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if (endlump > wadfiles[wadnum]->numlumps)
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endlump = wadfiles[wadnum]->numlumps;
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for (l = startlump; l < endlump; l++)
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{
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if (memcmp(lumpinfo[l].name,sprname,4)==0)
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{
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INT32 width, height;
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INT16 topoffset, leftoffset;
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#ifndef NO_PNG_LUMPS
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boolean isPNG = false;
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#endif
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frame = R_Char2Frame(lumpinfo[l].name[4]);
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rotation = R_Char2Rotation(lumpinfo[l].name[5]);
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if (frame >= 64 || rotation == 255) // Give an actual NAME error -_-...
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{
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CONS_Alert(CONS_WARNING, M_GetText("Bad sprite name: %s\n"), W_CheckNameForNumPwad(wadnum,l));
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continue;
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}
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// skip NULL sprites from very old dmadds pwads
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if (W_LumpLengthPwad(wadnum,l)<=8)
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continue;
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// store sprite info in lookup tables
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//FIXME : numspritelumps do not duplicate sprite replacements
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#ifndef NO_PNG_LUMPS
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{
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patch_t *png = W_CacheLumpNumPwad(wadnum, l, PU_STATIC);
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size_t len = W_LumpLengthPwad(wadnum, l);
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if (Picture_IsLumpPNG((UINT8 *)png, len))
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{
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Picture_PNGDimensions((UINT8 *)png, &width, &height, &topoffset, &leftoffset, len);
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isPNG = true;
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}
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Z_Free(png);
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}
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if (!isPNG)
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#endif
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{
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W_ReadLumpHeaderPwad(wadnum, l, &patch, sizeof (patch_t), 0);
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width = SHORT(patch.width);
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height = SHORT(patch.height);
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topoffset = SHORT(patch.topoffset);
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leftoffset = SHORT(patch.leftoffset);
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}
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spritecachedinfo[numspritelumps].width = width<<FRACBITS;
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spritecachedinfo[numspritelumps].offset = leftoffset<<FRACBITS;
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spritecachedinfo[numspritelumps].topoffset = topoffset<<FRACBITS;
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spritecachedinfo[numspritelumps].height = height<<FRACBITS;
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//BP: we cannot use special tric in hardware mode because feet in ground caused by z-buffer
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if (rendermode != render_none) // not for psprite
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spritecachedinfo[numspritelumps].topoffset += FEETADJUST;
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// Being selective with this causes bad things. :( Like the special stage tokens breaking apart.
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/*if (rendermode != render_none // not for psprite
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&& SHORT(patch.topoffset)>0 && SHORT(patch.topoffset)<SHORT(patch.height))
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// perfect is patch.height but sometime it is too high
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spritecachedinfo[numspritelumps].topoffset = min(SHORT(patch.topoffset)+(FEETADJUST>>FRACBITS),SHORT(patch.height))<<FRACBITS;*/
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//----------------------------------------------------
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R_InstallSpriteLump(wadnum, l, numspritelumps, frame, rotation, 0);
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if (lumpinfo[l].name[6])
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{
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frame = R_Char2Frame(lumpinfo[l].name[6]);
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rotation = R_Char2Rotation(lumpinfo[l].name[7]);
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if (frame >= 64 || rotation == 255) // Give an actual NAME error -_-...
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{
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CONS_Alert(CONS_WARNING, M_GetText("Bad sprite name: %s\n"), W_CheckNameForNumPwad(wadnum,l));
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continue;
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}
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R_InstallSpriteLump(wadnum, l, numspritelumps, frame, rotation, 1);
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}
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if (++numspritelumps >= max_spritelumps)
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{
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max_spritelumps *= 2;
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Z_Realloc(spritecachedinfo, max_spritelumps*sizeof(*spritecachedinfo), PU_STATIC, &spritecachedinfo);
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}
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++numadded;
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}
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}
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//
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// if no frames found for this sprite
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//
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if (maxframe == (size_t)-1)
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{
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// the first time (which is for the original wad),
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// all sprites should have their initial frames
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// and then, patch wads can replace it
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// we will skip non-replaced sprite frames, only if
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// they have already have been initially defined (original wad)
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//check only after all initial pwads added
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//if (spritedef->numframes == 0)
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// I_Error("R_AddSpriteDefs: no initial frames found for sprite %s\n",
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// namelist[i]);
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// sprite already has frames, and is not replaced by this wad
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return false;
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}
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else if (!numadded)
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{
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// Nothing related to this spritedef has been changed
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// so there is no point going back through these checks again.
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return false;
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}
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maxframe++;
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//
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// some checks to help development
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//
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for (frame = 0; frame < maxframe; frame++)
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{
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switch (sprtemp[frame].rotate)
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{
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case SRF_NONE:
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// no rotations were found for that frame at all
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I_Error("R_AddSingleSpriteDef: No patches found for %.4s frame %c", sprname, R_Frame2Char(frame));
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break;
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case SRF_SINGLE:
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// only the first rotation is needed
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break;
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case SRF_2D: // both Left and Right rotations
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// we test to see whether the left and right slots are present
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if ((sprtemp[frame].lumppat[2] == LUMPERROR) || (sprtemp[frame].lumppat[6] == LUMPERROR))
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I_Error("R_AddSingleSpriteDef: Sprite %.4s frame %c is missing rotations (L-R mode)",
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sprname, R_Frame2Char(frame));
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break;
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default:
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// must have all 8/16 frames
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rotation = ((sprtemp[frame].rotate & SRF_3DGE) ? 16 : 8);
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while (rotation--)
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// we test the patch lump, or the id lump whatever
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// if it was not loaded the two are LUMPERROR
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if (sprtemp[frame].lumppat[rotation] == LUMPERROR)
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I_Error("R_AddSingleSpriteDef: Sprite %.4s frame %c is missing rotations (1-%c mode)",
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sprname, R_Frame2Char(frame), ((sprtemp[frame].rotate & SRF_3DGE) ? 'G' : '8'));
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break;
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}
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}
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// allocate space for the frames present and copy sprtemp to it
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if (spritedef->numframes && // has been allocated
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spritedef->numframes < maxframe) // more frames are defined ?
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{
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#ifdef ROTSPRITE
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R_FreeSingleRotSprite(spritedef);
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#endif
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Z_Free(spritedef->spriteframes);
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spritedef->spriteframes = NULL;
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}
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// allocate this sprite's frames
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if (!spritedef->spriteframes)
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spritedef->spriteframes =
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Z_Malloc(maxframe * sizeof (*spritedef->spriteframes), PU_STATIC, NULL);
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spritedef->numframes = maxframe;
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M_Memcpy(spritedef->spriteframes, sprtemp, maxframe*sizeof (spriteframe_t));
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return true;
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}
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//
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// Search for sprites replacements in a wad whose names are in namelist
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//
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void R_AddSpriteDefs(UINT16 wadnum)
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{
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size_t i, addsprites = 0;
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UINT16 start, end;
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char wadname[MAX_WADPATH];
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// Find the sprites section in this resource file.
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switch (wadfiles[wadnum]->type)
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{
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case RET_WAD:
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start = W_CheckNumForMarkerStartPwad("S_START", wadnum, 0);
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if (start == INT16_MAX)
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start = W_CheckNumForMarkerStartPwad("SS_START", wadnum, 0); //deutex compatib.
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end = W_CheckNumForNamePwad("S_END",wadnum,start);
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if (end == INT16_MAX)
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end = W_CheckNumForNamePwad("SS_END",wadnum,start); //deutex compatib.
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|
break;
|
|
case RET_PK3:
|
|
start = W_CheckNumForFolderStartPK3("Sprites/", wadnum, 0);
|
|
end = W_CheckNumForFolderEndPK3("Sprites/", wadnum, start);
|
|
break;
|
|
default:
|
|
return;
|
|
}
|
|
|
|
if (start == INT16_MAX)
|
|
{
|
|
// ignore skin wads (we don't want skin sprites interfering with vanilla sprites)
|
|
if (W_CheckNumForNamePwad("S_SKIN", wadnum, 0) != UINT16_MAX)
|
|
return;
|
|
|
|
start = 0; //let say S_START is lump 0
|
|
}
|
|
|
|
if (end == INT16_MAX || start >= end)
|
|
{
|
|
CONS_Debug(DBG_SETUP, "no sprites in pwad %d\n", wadnum);
|
|
return;
|
|
}
|
|
|
|
|
|
//
|
|
// scan through lumps, for each sprite, find all the sprite frames
|
|
//
|
|
for (i = 0; i < numsprites; i++)
|
|
{
|
|
if (sprnames[i][4] && wadnum >= (UINT16)sprnames[i][4])
|
|
continue;
|
|
|
|
if (R_AddSingleSpriteDef(sprnames[i], &sprites[i], wadnum, start, end))
|
|
{
|
|
#ifdef HWRENDER
|
|
if (rendermode == render_opengl)
|
|
HWR_AddSpriteModel(i);
|
|
#endif
|
|
// if a new sprite was added (not just replaced)
|
|
addsprites++;
|
|
#ifndef ZDEBUG
|
|
CONS_Debug(DBG_SETUP, "sprite %s set in pwad %d\n", sprnames[i], wadnum);
|
|
#endif
|
|
}
|
|
}
|
|
|
|
nameonly(strcpy(wadname, wadfiles[wadnum]->filename));
|
|
CONS_Printf(M_GetText("%s added %d frames in %s sprites\n"), wadname, end-start, sizeu1(addsprites));
|
|
}
|
|
|
|
//
|
|
// GAME FUNCTIONS
|
|
//
|
|
UINT32 visspritecount;
|
|
static UINT32 clippedvissprites;
|
|
static vissprite_t *visspritechunks[MAXVISSPRITES >> VISSPRITECHUNKBITS] = {NULL};
|
|
|
|
//
|
|
// R_InitSprites
|
|
// Called at program start.
|
|
//
|
|
void R_InitSprites(void)
|
|
{
|
|
size_t i;
|
|
#ifdef ROTSPRITE
|
|
INT32 angle;
|
|
float fa;
|
|
#endif
|
|
|
|
for (i = 0; i < MAXVIDWIDTH; i++)
|
|
negonearray[i] = -1;
|
|
|
|
#ifdef ROTSPRITE
|
|
for (angle = 1; angle < ROTANGLES; angle++)
|
|
{
|
|
fa = ANG2RAD(FixedAngle((ROTANGDIFF * angle)<<FRACBITS));
|
|
rollcosang[angle] = FLOAT_TO_FIXED(cos(-fa));
|
|
rollsinang[angle] = FLOAT_TO_FIXED(sin(-fa));
|
|
}
|
|
#endif
|
|
|
|
//
|
|
// count the number of sprite names, and allocate sprites table
|
|
//
|
|
numsprites = 0;
|
|
for (i = 0; i < NUMSPRITES + 1; i++)
|
|
if (sprnames[i][0] != '\0') numsprites++;
|
|
|
|
if (!numsprites)
|
|
I_Error("R_AddSpriteDefs: no sprites in namelist\n");
|
|
|
|
sprites = Z_Calloc(numsprites * sizeof (*sprites), PU_STATIC, NULL);
|
|
|
|
// find sprites in each -file added pwad
|
|
for (i = 0; i < numwadfiles; i++)
|
|
R_AddSpriteDefs((UINT16)i);
|
|
|
|
//
|
|
// now check for skins
|
|
//
|
|
|
|
// it can be is do before loading config for skin cvar possible value
|
|
R_InitSkins();
|
|
for (i = 0; i < numwadfiles; i++)
|
|
{
|
|
R_AddSkins((UINT16)i);
|
|
R_PatchSkins((UINT16)i);
|
|
R_LoadSpriteInfoLumps(i, wadfiles[i]->numlumps);
|
|
}
|
|
ST_ReloadSkinFaceGraphics();
|
|
|
|
//
|
|
// check if all sprites have frames
|
|
//
|
|
/*
|
|
for (i = 0; i < numsprites; i++)
|
|
if (sprites[i].numframes < 1)
|
|
CONS_Debug(DBG_SETUP, "R_InitSprites: sprite %s has no frames at all\n", sprnames[i]);
|
|
*/
|
|
}
|
|
|
|
//
|
|
// R_ClearSprites
|
|
// Called at frame start.
|
|
//
|
|
void R_ClearSprites(void)
|
|
{
|
|
visspritecount = clippedvissprites = 0;
|
|
}
|
|
|
|
//
|
|
// R_NewVisSprite
|
|
//
|
|
static vissprite_t overflowsprite;
|
|
|
|
static vissprite_t *R_GetVisSprite(UINT32 num)
|
|
{
|
|
UINT32 chunk = num >> VISSPRITECHUNKBITS;
|
|
|
|
// Allocate chunk if necessary
|
|
if (!visspritechunks[chunk])
|
|
Z_Malloc(sizeof(vissprite_t) * VISSPRITESPERCHUNK, PU_LEVEL, &visspritechunks[chunk]);
|
|
|
|
return visspritechunks[chunk] + (num & VISSPRITEINDEXMASK);
|
|
}
|
|
|
|
static vissprite_t *R_NewVisSprite(void)
|
|
{
|
|
if (visspritecount == MAXVISSPRITES)
|
|
return &overflowsprite;
|
|
|
|
return R_GetVisSprite(visspritecount++);
|
|
}
|
|
|
|
//
|
|
// R_DrawMaskedColumn
|
|
// Used for sprites and masked mid textures.
|
|
// Masked means: partly transparent, i.e. stored
|
|
// in posts/runs of opaque pixels.
|
|
//
|
|
INT16 *mfloorclip;
|
|
INT16 *mceilingclip;
|
|
|
|
fixed_t spryscale = 0, sprtopscreen = 0, sprbotscreen = 0;
|
|
fixed_t windowtop = 0, windowbottom = 0;
|
|
|
|
void R_DrawMaskedColumn(column_t *column)
|
|
{
|
|
INT32 topscreen;
|
|
INT32 bottomscreen;
|
|
fixed_t basetexturemid;
|
|
INT32 topdelta, prevdelta = 0;
|
|
|
|
basetexturemid = dc_texturemid;
|
|
|
|
for (; column->topdelta != 0xff ;)
|
|
{
|
|
// calculate unclipped screen coordinates
|
|
// for post
|
|
topdelta = column->topdelta;
|
|
if (topdelta <= prevdelta)
|
|
topdelta += prevdelta;
|
|
prevdelta = topdelta;
|
|
topscreen = sprtopscreen + spryscale*topdelta;
|
|
bottomscreen = topscreen + spryscale*column->length;
|
|
|
|
dc_yl = (topscreen+FRACUNIT-1)>>FRACBITS;
|
|
dc_yh = (bottomscreen-1)>>FRACBITS;
|
|
|
|
if (windowtop != INT32_MAX && windowbottom != INT32_MAX)
|
|
{
|
|
if (windowtop > topscreen)
|
|
dc_yl = (windowtop + FRACUNIT - 1)>>FRACBITS;
|
|
if (windowbottom < bottomscreen)
|
|
dc_yh = (windowbottom - 1)>>FRACBITS;
|
|
}
|
|
|
|
if (dc_yh >= mfloorclip[dc_x])
|
|
dc_yh = mfloorclip[dc_x]-1;
|
|
if (dc_yl <= mceilingclip[dc_x])
|
|
dc_yl = mceilingclip[dc_x]+1;
|
|
if (dc_yl < 0)
|
|
dc_yl = 0;
|
|
if (dc_yh >= vid.height) // dc_yl must be < vid.height, so reduces number of checks in tight loop
|
|
dc_yh = vid.height - 1;
|
|
|
|
if (dc_yl <= dc_yh && dc_yh > 0)
|
|
{
|
|
dc_source = (UINT8 *)column + 3;
|
|
dc_texturemid = basetexturemid - (topdelta<<FRACBITS);
|
|
|
|
// Drawn by R_DrawColumn.
|
|
// This stuff is a likely cause of the splitscreen water crash bug.
|
|
// FIXTHIS: Figure out what "something more proper" is and do it.
|
|
// quick fix... something more proper should be done!!!
|
|
if (ylookup[dc_yl])
|
|
colfunc();
|
|
#ifdef PARANOIA
|
|
else
|
|
I_Error("R_DrawMaskedColumn: Invalid ylookup for dc_yl %d", dc_yl);
|
|
#endif
|
|
}
|
|
column = (column_t *)((UINT8 *)column + column->length + 4);
|
|
}
|
|
|
|
dc_texturemid = basetexturemid;
|
|
}
|
|
|
|
INT32 lengthcol; // column->length : for flipped column function pointers and multi-patch on 2sided wall = texture->height
|
|
|
|
void R_DrawFlippedMaskedColumn(column_t *column)
|
|
{
|
|
INT32 topscreen;
|
|
INT32 bottomscreen;
|
|
fixed_t basetexturemid = dc_texturemid;
|
|
INT32 topdelta, prevdelta = -1;
|
|
UINT8 *d,*s;
|
|
|
|
for (; column->topdelta != 0xff ;)
|
|
{
|
|
// calculate unclipped screen coordinates
|
|
// for post
|
|
topdelta = column->topdelta;
|
|
if (topdelta <= prevdelta)
|
|
topdelta += prevdelta;
|
|
prevdelta = topdelta;
|
|
topdelta = lengthcol-column->length-topdelta;
|
|
topscreen = sprtopscreen + spryscale*topdelta;
|
|
bottomscreen = sprbotscreen == INT32_MAX ? topscreen + spryscale*column->length
|
|
: sprbotscreen + spryscale*column->length;
|
|
|
|
dc_yl = (topscreen+FRACUNIT-1)>>FRACBITS;
|
|
dc_yh = (bottomscreen-1)>>FRACBITS;
|
|
|
|
if (windowtop != INT32_MAX && windowbottom != INT32_MAX)
|
|
{
|
|
if (windowtop > topscreen)
|
|
dc_yl = (windowtop + FRACUNIT - 1)>>FRACBITS;
|
|
if (windowbottom < bottomscreen)
|
|
dc_yh = (windowbottom - 1)>>FRACBITS;
|
|
}
|
|
|
|
if (dc_yh >= mfloorclip[dc_x])
|
|
dc_yh = mfloorclip[dc_x]-1;
|
|
if (dc_yl <= mceilingclip[dc_x])
|
|
dc_yl = mceilingclip[dc_x]+1;
|
|
if (dc_yl < 0)
|
|
dc_yl = 0;
|
|
if (dc_yh >= vid.height) // dc_yl must be < vid.height, so reduces number of checks in tight loop
|
|
dc_yh = vid.height - 1;
|
|
|
|
if (dc_yl <= dc_yh && dc_yh > 0)
|
|
{
|
|
dc_source = ZZ_Alloc(column->length);
|
|
for (s = (UINT8 *)column+2+column->length, d = dc_source; d < dc_source+column->length; --s)
|
|
*d++ = *s;
|
|
dc_texturemid = basetexturemid - (topdelta<<FRACBITS);
|
|
|
|
// Still drawn by R_DrawColumn.
|
|
if (ylookup[dc_yl])
|
|
colfunc();
|
|
#ifdef PARANOIA
|
|
else
|
|
I_Error("R_DrawMaskedColumn: Invalid ylookup for dc_yl %d", dc_yl);
|
|
#endif
|
|
Z_Free(dc_source);
|
|
}
|
|
column = (column_t *)((UINT8 *)column + column->length + 4);
|
|
}
|
|
|
|
dc_texturemid = basetexturemid;
|
|
}
|
|
|
|
//
|
|
// R_DrawVisSprite
|
|
// mfloorclip and mceilingclip should also be set.
|
|
//
|
|
static void R_DrawVisSprite(vissprite_t *vis)
|
|
{
|
|
column_t *column;
|
|
void (*localcolfunc)(column_t *);
|
|
INT32 texturecolumn;
|
|
INT32 pwidth;
|
|
fixed_t frac;
|
|
patch_t *patch = vis->patch;
|
|
fixed_t this_scale = vis->mobj->scale;
|
|
INT32 x1, x2;
|
|
INT64 overflow_test;
|
|
|
|
if (!patch)
|
|
return;
|
|
|
|
// Check for overflow
|
|
overflow_test = (INT64)centeryfrac - (((INT64)vis->texturemid*vis->scale)>>FRACBITS);
|
|
if (overflow_test < 0) overflow_test = -overflow_test;
|
|
if ((UINT64)overflow_test&0xFFFFFFFF80000000ULL) return; // fixed point mult would overflow
|
|
|
|
if (vis->scalestep) // handles right edge too
|
|
{
|
|
overflow_test = (INT64)centeryfrac - (((INT64)vis->texturemid*(vis->scale + (vis->scalestep*(vis->x2 - vis->x1))))>>FRACBITS);
|
|
if (overflow_test < 0) overflow_test = -overflow_test;
|
|
if ((UINT64)overflow_test&0xFFFFFFFF80000000ULL) return; // ditto
|
|
}
|
|
|
|
colfunc = colfuncs[BASEDRAWFUNC]; // hack: this isn't resetting properly somewhere.
|
|
dc_colormap = vis->colormap;
|
|
if (!(vis->cut & SC_PRECIP) && (vis->mobj->flags & (MF_ENEMY|MF_BOSS)) && (vis->mobj->flags2 & MF2_FRET) && !(vis->mobj->flags & MF_GRENADEBOUNCE) && (leveltime & 1)) // Bosses "flash"
|
|
{
|
|
// translate certain pixels to white
|
|
colfunc = colfuncs[COLDRAWFUNC_TRANS];
|
|
if (vis->mobj->type == MT_CYBRAKDEMON || vis->mobj->colorized)
|
|
dc_translation = R_GetTranslationColormap(TC_ALLWHITE, 0, GTC_CACHE);
|
|
else if (vis->mobj->type == MT_METALSONIC_BATTLE)
|
|
dc_translation = R_GetTranslationColormap(TC_METALSONIC, 0, GTC_CACHE);
|
|
else
|
|
dc_translation = R_GetTranslationColormap(TC_BOSS, 0, GTC_CACHE);
|
|
}
|
|
else if (vis->mobj->color && vis->transmap) // Color mapping
|
|
{
|
|
colfunc = colfuncs[COLDRAWFUNC_TRANSTRANS];
|
|
dc_transmap = vis->transmap;
|
|
if (!(vis->cut & SC_PRECIP) && vis->mobj->colorized)
|
|
dc_translation = R_GetTranslationColormap(TC_RAINBOW, vis->mobj->color, GTC_CACHE);
|
|
else if (!(vis->cut & SC_PRECIP)
|
|
&& vis->mobj->player && vis->mobj->player->dashmode >= DASHMODE_THRESHOLD
|
|
&& (vis->mobj->player->charflags & SF_DASHMODE)
|
|
&& ((leveltime/2) & 1))
|
|
{
|
|
if (vis->mobj->player->charflags & SF_MACHINE)
|
|
dc_translation = R_GetTranslationColormap(TC_DASHMODE, 0, GTC_CACHE);
|
|
else
|
|
dc_translation = R_GetTranslationColormap(TC_RAINBOW, vis->mobj->color, GTC_CACHE);
|
|
}
|
|
else if (!(vis->cut & SC_PRECIP) && vis->mobj->skin && vis->mobj->sprite == SPR_PLAY) // MT_GHOST LOOKS LIKE A PLAYER SO USE THE PLAYER TRANSLATION TABLES. >_>
|
|
{
|
|
size_t skinnum = (skin_t*)vis->mobj->skin-skins;
|
|
dc_translation = R_GetTranslationColormap((INT32)skinnum, vis->mobj->color, GTC_CACHE);
|
|
}
|
|
else // Use the defaults
|
|
dc_translation = R_GetTranslationColormap(TC_DEFAULT, vis->mobj->color, GTC_CACHE);
|
|
}
|
|
else if (vis->transmap)
|
|
{
|
|
colfunc = colfuncs[COLDRAWFUNC_FUZZY];
|
|
dc_transmap = vis->transmap; //Fab : 29-04-98: translucency table
|
|
}
|
|
else if (vis->mobj->color)
|
|
{
|
|
// translate green skin to another color
|
|
colfunc = colfuncs[COLDRAWFUNC_TRANS];
|
|
|
|
// New colormap stuff for skins Tails 06-07-2002
|
|
if (!(vis->cut & SC_PRECIP) && vis->mobj->colorized)
|
|
dc_translation = R_GetTranslationColormap(TC_RAINBOW, vis->mobj->color, GTC_CACHE);
|
|
else if (!(vis->cut & SC_PRECIP)
|
|
&& vis->mobj->player && vis->mobj->player->dashmode >= DASHMODE_THRESHOLD
|
|
&& (vis->mobj->player->charflags & SF_DASHMODE)
|
|
&& ((leveltime/2) & 1))
|
|
{
|
|
if (vis->mobj->player->charflags & SF_MACHINE)
|
|
dc_translation = R_GetTranslationColormap(TC_DASHMODE, 0, GTC_CACHE);
|
|
else
|
|
dc_translation = R_GetTranslationColormap(TC_RAINBOW, vis->mobj->color, GTC_CACHE);
|
|
}
|
|
else if (!(vis->cut & SC_PRECIP) && vis->mobj->skin && vis->mobj->sprite == SPR_PLAY) // This thing is a player!
|
|
{
|
|
size_t skinnum = (skin_t*)vis->mobj->skin-skins;
|
|
dc_translation = R_GetTranslationColormap((INT32)skinnum, vis->mobj->color, GTC_CACHE);
|
|
}
|
|
else // Use the defaults
|
|
dc_translation = R_GetTranslationColormap(TC_DEFAULT, vis->mobj->color, GTC_CACHE);
|
|
}
|
|
else if (vis->mobj->sprite == SPR_PLAY) // Looks like a player, but doesn't have a color? Get rid of green sonic syndrome.
|
|
{
|
|
colfunc = colfuncs[COLDRAWFUNC_TRANS];
|
|
dc_translation = R_GetTranslationColormap(TC_DEFAULT, SKINCOLOR_BLUE, GTC_CACHE);
|
|
}
|
|
|
|
if (vis->extra_colormap)
|
|
{
|
|
if (!dc_colormap)
|
|
dc_colormap = vis->extra_colormap->colormap;
|
|
else
|
|
dc_colormap = &vis->extra_colormap->colormap[dc_colormap - colormaps];
|
|
}
|
|
if (!dc_colormap)
|
|
dc_colormap = colormaps;
|
|
|
|
dc_texturemid = vis->texturemid;
|
|
dc_texheight = 0;
|
|
|
|
frac = vis->startfrac;
|
|
windowtop = windowbottom = sprbotscreen = INT32_MAX;
|
|
|
|
if (!(vis->cut & SC_PRECIP) && vis->mobj->skin && ((skin_t *)vis->mobj->skin)->flags & SF_HIRES)
|
|
this_scale = FixedMul(this_scale, ((skin_t *)vis->mobj->skin)->highresscale);
|
|
if (this_scale <= 0)
|
|
this_scale = 1;
|
|
if (this_scale != FRACUNIT)
|
|
{
|
|
if (!(vis->cut & SC_ISSCALED))
|
|
{
|
|
vis->scale = FixedMul(vis->scale, this_scale);
|
|
vis->scalestep = FixedMul(vis->scalestep, this_scale);
|
|
vis->xiscale = FixedDiv(vis->xiscale,this_scale);
|
|
vis->cut |= SC_ISSCALED;
|
|
}
|
|
dc_texturemid = FixedDiv(dc_texturemid,this_scale);
|
|
}
|
|
|
|
spryscale = vis->scale;
|
|
|
|
if (!(vis->scalestep))
|
|
{
|
|
sprtopscreen = centeryfrac - FixedMul(dc_texturemid, spryscale);
|
|
sprtopscreen += vis->shear.tan * vis->shear.offset;
|
|
dc_iscale = FixedDiv(FRACUNIT, vis->scale);
|
|
}
|
|
|
|
x1 = vis->x1;
|
|
x2 = vis->x2;
|
|
|
|
if (vis->x1 < 0)
|
|
{
|
|
spryscale += vis->scalestep*(-vis->x1);
|
|
vis->x1 = 0;
|
|
}
|
|
|
|
if (vis->x2 >= vid.width)
|
|
vis->x2 = vid.width-1;
|
|
|
|
localcolfunc = (vis->cut & SC_VFLIP) ? R_DrawFlippedMaskedColumn : R_DrawMaskedColumn;
|
|
lengthcol = SHORT(patch->height);
|
|
|
|
// Split drawing loops for paper and non-paper to reduce conditional checks per sprite
|
|
if (vis->scalestep)
|
|
{
|
|
pwidth = SHORT(patch->width);
|
|
|
|
// Papersprite drawing loop
|
|
for (dc_x = vis->x1; dc_x <= vis->x2; dc_x++, spryscale += vis->scalestep)
|
|
{
|
|
angle_t angle = ((vis->centerangle + xtoviewangle[dc_x]) >> ANGLETOFINESHIFT) & 0xFFF;
|
|
texturecolumn = (vis->paperoffset - FixedMul(FINETANGENT(angle), vis->paperdistance)) / this_scale;
|
|
|
|
if (texturecolumn < 0 || texturecolumn >= pwidth)
|
|
continue;
|
|
|
|
if (vis->xiscale < 0) // Flipped sprite
|
|
texturecolumn = pwidth - 1 - texturecolumn;
|
|
|
|
sprtopscreen = (centeryfrac - FixedMul(dc_texturemid, spryscale));
|
|
dc_iscale = (0xffffffffu / (unsigned)spryscale);
|
|
|
|
column = (column_t *)((UINT8 *)patch + LONG(patch->columnofs[texturecolumn]));
|
|
|
|
localcolfunc (column);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
#ifdef RANGECHECK
|
|
pwidth = SHORT(patch->width);
|
|
#endif
|
|
|
|
// Non-paper drawing loop
|
|
for (dc_x = vis->x1; dc_x <= vis->x2; dc_x++, frac += vis->xiscale, sprtopscreen += vis->shear.tan)
|
|
{
|
|
#ifdef RANGECHECK
|
|
texturecolumn = frac>>FRACBITS;
|
|
if (texturecolumn < 0 || texturecolumn >= pwidth)
|
|
I_Error("R_DrawSpriteRange: bad texturecolumn at %d from end", vis->x2 - dc_x);
|
|
column = (column_t *)((UINT8 *)patch + LONG(patch->columnofs[texturecolumn]));
|
|
#else
|
|
column = (column_t *)((UINT8 *)patch + LONG(patch->columnofs[frac>>FRACBITS]));
|
|
#endif
|
|
localcolfunc (column);
|
|
}
|
|
}
|
|
|
|
colfunc = colfuncs[BASEDRAWFUNC];
|
|
dc_hires = 0;
|
|
|
|
vis->x1 = x1;
|
|
vis->x2 = x2;
|
|
}
|
|
|
|
// Special precipitation drawer Tails 08-18-2002
|
|
static void R_DrawPrecipitationVisSprite(vissprite_t *vis)
|
|
{
|
|
column_t *column;
|
|
#ifdef RANGECHECK
|
|
INT32 texturecolumn;
|
|
#endif
|
|
fixed_t frac;
|
|
patch_t *patch;
|
|
INT64 overflow_test;
|
|
|
|
//Fab : R_InitSprites now sets a wad lump number
|
|
patch = vis->patch;
|
|
if (!patch)
|
|
return;
|
|
|
|
// Check for overflow
|
|
overflow_test = (INT64)centeryfrac - (((INT64)vis->texturemid*vis->scale)>>FRACBITS);
|
|
if (overflow_test < 0) overflow_test = -overflow_test;
|
|
if ((UINT64)overflow_test&0xFFFFFFFF80000000ULL) return; // fixed point mult would overflow
|
|
|
|
if (vis->transmap)
|
|
{
|
|
colfunc = colfuncs[COLDRAWFUNC_FUZZY];
|
|
dc_transmap = vis->transmap; //Fab : 29-04-98: translucency table
|
|
}
|
|
|
|
dc_colormap = colormaps;
|
|
|
|
dc_iscale = FixedDiv(FRACUNIT, vis->scale);
|
|
dc_texturemid = vis->texturemid;
|
|
dc_texheight = 0;
|
|
|
|
frac = vis->startfrac;
|
|
spryscale = vis->scale;
|
|
sprtopscreen = centeryfrac - FixedMul(dc_texturemid,spryscale);
|
|
windowtop = windowbottom = sprbotscreen = INT32_MAX;
|
|
|
|
if (vis->x1 < 0)
|
|
vis->x1 = 0;
|
|
|
|
if (vis->x2 >= vid.width)
|
|
vis->x2 = vid.width-1;
|
|
|
|
for (dc_x = vis->x1; dc_x <= vis->x2; dc_x++, frac += vis->xiscale)
|
|
{
|
|
#ifdef RANGECHECK
|
|
texturecolumn = frac>>FRACBITS;
|
|
|
|
if (texturecolumn < 0 || texturecolumn >= SHORT(patch->width))
|
|
I_Error("R_DrawPrecipitationSpriteRange: bad texturecolumn");
|
|
|
|
column = (column_t *)((UINT8 *)patch + LONG(patch->columnofs[texturecolumn]));
|
|
#else
|
|
column = (column_t *)((UINT8 *)patch + LONG(patch->columnofs[frac>>FRACBITS]));
|
|
#endif
|
|
R_DrawMaskedColumn(column);
|
|
}
|
|
|
|
colfunc = colfuncs[BASEDRAWFUNC];
|
|
}
|
|
|
|
//
|
|
// R_SplitSprite
|
|
// runs through a sector's lightlist and Knuckles
|
|
static void R_SplitSprite(vissprite_t *sprite)
|
|
{
|
|
INT32 i, lightnum, lindex;
|
|
INT16 cutfrac;
|
|
sector_t *sector;
|
|
vissprite_t *newsprite;
|
|
|
|
sector = sprite->sector;
|
|
|
|
for (i = 1; i < sector->numlights; i++)
|
|
{
|
|
fixed_t testheight;
|
|
|
|
if (!(sector->lightlist[i].caster->flags & FF_CUTSPRITES))
|
|
continue;
|
|
|
|
testheight = P_GetLightZAt(§or->lightlist[i], sprite->gx, sprite->gy);
|
|
|
|
if (testheight >= sprite->gzt)
|
|
continue;
|
|
if (testheight <= sprite->gz)
|
|
return;
|
|
|
|
cutfrac = (INT16)((centeryfrac - FixedMul(testheight - viewz, sprite->sortscale))>>FRACBITS);
|
|
if (cutfrac < 0)
|
|
continue;
|
|
if (cutfrac > viewheight)
|
|
return;
|
|
|
|
// Found a split! Make a new sprite, copy the old sprite to it, and
|
|
// adjust the heights.
|
|
newsprite = M_Memcpy(R_NewVisSprite(), sprite, sizeof (vissprite_t));
|
|
|
|
newsprite->cut |= (sprite->cut & SC_FLAGMASK);
|
|
|
|
sprite->cut |= SC_BOTTOM;
|
|
sprite->gz = testheight;
|
|
|
|
newsprite->gzt = sprite->gz;
|
|
|
|
sprite->sz = cutfrac;
|
|
newsprite->szt = (INT16)(sprite->sz - 1);
|
|
|
|
newsprite->szt -= 8;
|
|
|
|
newsprite->cut |= SC_TOP;
|
|
if (!(sector->lightlist[i].caster->flags & FF_NOSHADE))
|
|
{
|
|
lightnum = (*sector->lightlist[i].lightlevel >> LIGHTSEGSHIFT);
|
|
|
|
if (lightnum < 0)
|
|
spritelights = scalelight[0];
|
|
else if (lightnum >= LIGHTLEVELS)
|
|
spritelights = scalelight[LIGHTLEVELS-1];
|
|
else
|
|
spritelights = scalelight[lightnum];
|
|
|
|
newsprite->extra_colormap = *sector->lightlist[i].extra_colormap;
|
|
|
|
if (!(newsprite->cut & SC_FULLBRIGHT)
|
|
|| (newsprite->extra_colormap && (newsprite->extra_colormap->flags & CMF_FADEFULLBRIGHTSPRITES)))
|
|
{
|
|
lindex = FixedMul(sprite->xscale, LIGHTRESOLUTIONFIX)>>(LIGHTSCALESHIFT);
|
|
|
|
if (lindex >= MAXLIGHTSCALE)
|
|
lindex = MAXLIGHTSCALE-1;
|
|
newsprite->colormap = spritelights[lindex];
|
|
}
|
|
}
|
|
sprite = newsprite;
|
|
}
|
|
}
|
|
|
|
//
|
|
// R_GetShadowZ(thing, shadowslope)
|
|
// Get the first visible floor below the object for shadows
|
|
// shadowslope is filled with the floor's slope, if provided
|
|
//
|
|
fixed_t R_GetShadowZ(mobj_t *thing, pslope_t **shadowslope)
|
|
{
|
|
boolean isflipped = thing->eflags & MFE_VERTICALFLIP;
|
|
fixed_t z, groundz = isflipped ? INT32_MAX : INT32_MIN;
|
|
pslope_t *slope, *groundslope = NULL;
|
|
msecnode_t *node;
|
|
sector_t *sector;
|
|
ffloor_t *rover;
|
|
#define CHECKZ (isflipped ? z > thing->z+thing->height/2 && z < groundz : z < thing->z+thing->height/2 && z > groundz)
|
|
|
|
for (node = thing->touching_sectorlist; node; node = node->m_sectorlist_next)
|
|
{
|
|
sector = node->m_sector;
|
|
|
|
slope = sector->heightsec != -1 ? NULL : (isflipped ? sector->c_slope : sector->f_slope);
|
|
|
|
if (sector->heightsec != -1)
|
|
z = isflipped ? sectors[sector->heightsec].ceilingheight : sectors[sector->heightsec].floorheight;
|
|
else
|
|
z = isflipped ? P_GetSectorCeilingZAt(sector, thing->x, thing->y) : P_GetSectorFloorZAt(sector, thing->x, thing->y);
|
|
|
|
if CHECKZ
|
|
{
|
|
groundz = z;
|
|
groundslope = slope;
|
|
}
|
|
|
|
if (sector->ffloors)
|
|
for (rover = sector->ffloors; rover; rover = rover->next)
|
|
{
|
|
if (!(rover->flags & FF_EXISTS) || !(rover->flags & FF_RENDERPLANES) || (rover->alpha < 90 && !(rover->flags & FF_SWIMMABLE)))
|
|
continue;
|
|
|
|
z = isflipped ? P_GetFFloorBottomZAt(rover, thing->x, thing->y) : P_GetFFloorTopZAt(rover, thing->x, thing->y);
|
|
if CHECKZ
|
|
{
|
|
groundz = z;
|
|
groundslope = isflipped ? *rover->b_slope : *rover->t_slope;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (isflipped ? (thing->ceilingz < groundz - (!groundslope ? 0 : FixedMul(abs(groundslope->zdelta), thing->radius*3/2)))
|
|
: (thing->floorz > groundz + (!groundslope ? 0 : FixedMul(abs(groundslope->zdelta), thing->radius*3/2))))
|
|
{
|
|
groundz = isflipped ? thing->ceilingz : thing->floorz;
|
|
groundslope = NULL;
|
|
}
|
|
|
|
#if 0 // Unfortunately, this drops CEZ2 down to sub-17 FPS on my i7.
|
|
// NOTE: this section was not updated to reflect reverse gravity support
|
|
// Check polyobjects and see if groundz needs to be altered, for rings only because they don't update floorz
|
|
if (thing->type == MT_RING)
|
|
{
|
|
INT32 xl, xh, yl, yh, bx, by;
|
|
|
|
xl = (unsigned)(thing->x - thing->radius - bmaporgx)>>MAPBLOCKSHIFT;
|
|
xh = (unsigned)(thing->x + thing->radius - bmaporgx)>>MAPBLOCKSHIFT;
|
|
yl = (unsigned)(thing->y - thing->radius - bmaporgy)>>MAPBLOCKSHIFT;
|
|
yh = (unsigned)(thing->y + thing->radius - bmaporgy)>>MAPBLOCKSHIFT;
|
|
|
|
BMBOUNDFIX(xl, xh, yl, yh);
|
|
|
|
validcount++;
|
|
|
|
for (by = yl; by <= yh; by++)
|
|
for (bx = xl; bx <= xh; bx++)
|
|
{
|
|
INT32 offset;
|
|
polymaplink_t *plink; // haleyjd 02/22/06
|
|
|
|
if (bx < 0 || by < 0 || bx >= bmapwidth || by >= bmapheight)
|
|
continue;
|
|
|
|
offset = by*bmapwidth + bx;
|
|
|
|
// haleyjd 02/22/06: consider polyobject lines
|
|
plink = polyblocklinks[offset];
|
|
|
|
while (plink)
|
|
{
|
|
polyobj_t *po = plink->po;
|
|
|
|
if (po->validcount != validcount) // if polyobj hasn't been checked
|
|
{
|
|
po->validcount = validcount;
|
|
|
|
if (!P_MobjInsidePolyobj(po, thing) || !(po->flags & POF_RENDERPLANES))
|
|
{
|
|
plink = (polymaplink_t *)(plink->link.next);
|
|
continue;
|
|
}
|
|
|
|
// We're inside it! Yess...
|
|
z = po->lines[0]->backsector->ceilingheight;
|
|
|
|
if (z < thing->z+thing->height/2 && z > groundz)
|
|
{
|
|
groundz = z;
|
|
groundslope = NULL;
|
|
}
|
|
}
|
|
plink = (polymaplink_t *)(plink->link.next);
|
|
}
|
|
}
|
|
}
|
|
#endif
|
|
|
|
if (shadowslope != NULL)
|
|
*shadowslope = groundslope;
|
|
|
|
return groundz;
|
|
#undef CHECKZ
|
|
}
|
|
|
|
static void R_ProjectDropShadow(mobj_t *thing, vissprite_t *vis, fixed_t scale, fixed_t tx, fixed_t tz)
|
|
{
|
|
vissprite_t *shadow;
|
|
patch_t *patch;
|
|
fixed_t xscale, yscale, shadowxscale, shadowyscale, shadowskew, x1, x2;
|
|
INT32 light = 0;
|
|
fixed_t scalemul; UINT8 trans;
|
|
fixed_t floordiff;
|
|
fixed_t groundz;
|
|
pslope_t *groundslope;
|
|
boolean isflipped = thing->eflags & MFE_VERTICALFLIP;
|
|
|
|
groundz = R_GetShadowZ(thing, &groundslope);
|
|
|
|
if (abs(groundz-viewz)/tz > 4) return; // Prevent stretchy shadows and possible crashes
|
|
|
|
floordiff = abs((isflipped ? thing->height : 0) + thing->z - groundz);
|
|
|
|
trans = floordiff / (100*FRACUNIT) + 3;
|
|
if (trans >= 9) return;
|
|
|
|
scalemul = FixedMul(FRACUNIT - floordiff/640, scale);
|
|
|
|
patch = W_CachePatchName("DSHADOW", PU_CACHE);
|
|
xscale = FixedDiv(projection, tz);
|
|
yscale = FixedDiv(projectiony, tz);
|
|
shadowxscale = FixedMul(thing->radius*2, scalemul);
|
|
shadowyscale = FixedMul(FixedMul(thing->radius*2, scalemul), FixedDiv(abs(groundz - viewz), tz));
|
|
shadowyscale = min(shadowyscale, shadowxscale) / SHORT(patch->height);
|
|
shadowxscale /= SHORT(patch->width);
|
|
shadowskew = 0;
|
|
|
|
if (groundslope)
|
|
{
|
|
// haha let's try some dumb stuff
|
|
fixed_t xslope, zslope;
|
|
angle_t sloperelang = (R_PointToAngle(thing->x, thing->y) - groundslope->xydirection) >> ANGLETOFINESHIFT;
|
|
|
|
xslope = FixedMul(FINESINE(sloperelang), groundslope->zdelta);
|
|
zslope = FixedMul(FINECOSINE(sloperelang), groundslope->zdelta);
|
|
|
|
//CONS_Printf("Shadow is sloped by %d %d\n", xslope, zslope);
|
|
|
|
if (viewz < groundz)
|
|
shadowyscale += FixedMul(FixedMul(thing->radius*2 / SHORT(patch->height), scalemul), zslope);
|
|
else
|
|
shadowyscale -= FixedMul(FixedMul(thing->radius*2 / SHORT(patch->height), scalemul), zslope);
|
|
|
|
shadowyscale = abs(shadowyscale);
|
|
|
|
shadowskew = xslope;
|
|
}
|
|
|
|
tx -= SHORT(patch->width) * shadowxscale/2;
|
|
x1 = (centerxfrac + FixedMul(tx,xscale))>>FRACBITS;
|
|
if (x1 >= viewwidth) return;
|
|
|
|
tx += SHORT(patch->width) * shadowxscale;
|
|
x2 = ((centerxfrac + FixedMul(tx,xscale))>>FRACBITS); x2--;
|
|
if (x2 < 0 || x2 <= x1) return;
|
|
|
|
if (shadowyscale < FRACUNIT/SHORT(patch->height)) return; // fix some crashes?
|
|
|
|
shadow = R_NewVisSprite();
|
|
shadow->patch = patch;
|
|
shadow->heightsec = vis->heightsec;
|
|
|
|
shadow->mobjflags = 0;
|
|
shadow->sortscale = vis->sortscale;
|
|
shadow->dispoffset = vis->dispoffset - 5;
|
|
shadow->gx = thing->x;
|
|
shadow->gy = thing->y;
|
|
shadow->gzt = groundz + SHORT(patch->height) * shadowyscale / 2;
|
|
shadow->gz = shadow->gzt - SHORT(patch->height) * shadowyscale;
|
|
shadow->texturemid = FixedMul(thing->scale, FixedDiv(shadow->gzt - viewz, shadowyscale));
|
|
if (thing->skin && ((skin_t *)thing->skin)->flags & SF_HIRES)
|
|
shadow->texturemid = FixedMul(shadow->texturemid, ((skin_t *)thing->skin)->highresscale);
|
|
shadow->scalestep = 0;
|
|
shadow->shear.tan = shadowskew; // repurposed variable
|
|
|
|
shadow->mobj = thing; // Easy access! Tails 06-07-2002
|
|
|
|
shadow->x1 = x1 < portalclipstart ? portalclipstart : x1;
|
|
shadow->x2 = x2 >= portalclipend ? portalclipend-1 : x2;
|
|
|
|
shadow->xscale = FixedMul(xscale, shadowxscale); //SoM: 4/17/2000
|
|
shadow->scale = FixedMul(yscale, shadowyscale);
|
|
shadow->sector = vis->sector;
|
|
shadow->szt = (INT16)((centeryfrac - FixedMul(shadow->gzt - viewz, yscale))>>FRACBITS);
|
|
shadow->sz = (INT16)((centeryfrac - FixedMul(shadow->gz - viewz, yscale))>>FRACBITS);
|
|
shadow->cut = SC_ISSCALED|SC_SHADOW; //check this
|
|
|
|
shadow->startfrac = 0;
|
|
//shadow->xiscale = 0x7ffffff0 / (shadow->xscale/2);
|
|
shadow->xiscale = (SHORT(patch->width)<<FRACBITS)/(x2-x1+1); // fuck it
|
|
|
|
if (shadow->x1 > x1)
|
|
shadow->startfrac += shadow->xiscale*(shadow->x1-x1);
|
|
|
|
// reusing x1 variable
|
|
x1 += (x2-x1)/2;
|
|
shadow->shear.offset = shadow->x1-x1;
|
|
|
|
if (thing->subsector->sector->numlights)
|
|
{
|
|
INT32 lightnum;
|
|
light = thing->subsector->sector->numlights - 1;
|
|
|
|
// R_GetPlaneLight won't work on sloped lights!
|
|
for (lightnum = 1; lightnum < thing->subsector->sector->numlights; lightnum++) {
|
|
fixed_t h = P_GetLightZAt(&thing->subsector->sector->lightlist[lightnum], thing->x, thing->y);
|
|
if (h <= shadow->gzt) {
|
|
light = lightnum - 1;
|
|
break;
|
|
}
|
|
}
|
|
//light = R_GetPlaneLight(thing->subsector->sector, shadow->gzt, false);
|
|
}
|
|
|
|
if (thing->subsector->sector->numlights)
|
|
shadow->extra_colormap = *thing->subsector->sector->lightlist[light].extra_colormap;
|
|
else
|
|
shadow->extra_colormap = thing->subsector->sector->extra_colormap;
|
|
|
|
shadow->transmap = transtables + (trans<<FF_TRANSSHIFT);
|
|
shadow->colormap = scalelight[0][0]; // full dark!
|
|
|
|
objectsdrawn++;
|
|
}
|
|
|
|
//
|
|
// R_ProjectSprite
|
|
// Generates a vissprite for a thing
|
|
// if it might be visible.
|
|
//
|
|
static void R_ProjectSprite(mobj_t *thing)
|
|
{
|
|
mobj_t *oldthing = thing;
|
|
fixed_t tr_x, tr_y;
|
|
fixed_t tx, tz;
|
|
fixed_t xscale, yscale, sortscale; //added : 02-02-98 : aaargll..if I were a math-guy!!!
|
|
|
|
INT32 x1, x2;
|
|
|
|
spritedef_t *sprdef;
|
|
spriteframe_t *sprframe;
|
|
#ifdef ROTSPRITE
|
|
spriteinfo_t *sprinfo;
|
|
#endif
|
|
size_t lump;
|
|
|
|
size_t frame, rot;
|
|
UINT16 flip;
|
|
boolean vflip = (!(thing->eflags & MFE_VERTICALFLIP) != !(thing->frame & FF_VERTICALFLIP));
|
|
boolean mirrored = thing->mirrored;
|
|
boolean hflip = (!(thing->frame & FF_HORIZONTALFLIP) != !mirrored);
|
|
|
|
INT32 lindex;
|
|
|
|
vissprite_t *vis;
|
|
|
|
spritecut_e cut = SC_NONE;
|
|
|
|
angle_t ang = 0; // compiler complaints
|
|
fixed_t iscale;
|
|
fixed_t scalestep;
|
|
fixed_t offset, offset2;
|
|
|
|
fixed_t basetx; // drop shadows
|
|
|
|
boolean papersprite = !!(thing->frame & FF_PAPERSPRITE);
|
|
fixed_t paperoffset = 0, paperdistance = 0; angle_t centerangle = 0;
|
|
|
|
INT32 dispoffset = thing->info->dispoffset;
|
|
|
|
//SoM: 3/17/2000
|
|
fixed_t gz, gzt;
|
|
INT32 heightsec, phs;
|
|
INT32 light = 0;
|
|
fixed_t this_scale = thing->scale;
|
|
|
|
// rotsprite
|
|
fixed_t spr_width, spr_height;
|
|
fixed_t spr_offset, spr_topoffset;
|
|
#ifdef ROTSPRITE
|
|
patch_t *rotsprite = NULL;
|
|
INT32 rollangle = 0;
|
|
#endif
|
|
|
|
// transform the origin point
|
|
tr_x = thing->x - viewx;
|
|
tr_y = thing->y - viewy;
|
|
|
|
tz = FixedMul(tr_x, viewcos) + FixedMul(tr_y, viewsin); // near/far distance
|
|
|
|
// thing is behind view plane?
|
|
if (!papersprite && (tz < FixedMul(MINZ, this_scale))) // papersprite clipping is handled later
|
|
return;
|
|
|
|
basetx = tx = FixedMul(tr_x, viewsin) - FixedMul(tr_y, viewcos); // sideways distance
|
|
|
|
// too far off the side?
|
|
if (!papersprite && abs(tx) > FixedMul(tz, fovtan)<<2) // papersprite clipping is handled later
|
|
return;
|
|
|
|
// aspect ratio stuff
|
|
xscale = FixedDiv(projection, tz);
|
|
sortscale = FixedDiv(projectiony, tz);
|
|
|
|
// decide which patch to use for sprite relative to player
|
|
#ifdef RANGECHECK
|
|
if ((size_t)(thing->sprite) >= numsprites)
|
|
I_Error("R_ProjectSprite: invalid sprite number %d ", thing->sprite);
|
|
#endif
|
|
|
|
frame = thing->frame&FF_FRAMEMASK;
|
|
|
|
//Fab : 02-08-98: 'skin' override spritedef currently used for skin
|
|
if (thing->skin && thing->sprite == SPR_PLAY)
|
|
{
|
|
sprdef = &((skin_t *)thing->skin)->sprites[thing->sprite2];
|
|
#ifdef ROTSPRITE
|
|
sprinfo = &((skin_t *)thing->skin)->sprinfo[thing->sprite2];
|
|
#endif
|
|
if (frame >= sprdef->numframes) {
|
|
CONS_Alert(CONS_ERROR, M_GetText("R_ProjectSprite: invalid skins[\"%s\"].sprites[%sSPR2_%s] frame %s\n"), ((skin_t *)thing->skin)->name, ((thing->sprite2 & FF_SPR2SUPER) ? "FF_SPR2SUPER|": ""), spr2names[(thing->sprite2 & ~FF_SPR2SUPER)], sizeu5(frame));
|
|
thing->sprite = states[S_UNKNOWN].sprite;
|
|
thing->frame = states[S_UNKNOWN].frame;
|
|
sprdef = &sprites[thing->sprite];
|
|
#ifdef ROTSPRITE
|
|
sprinfo = NULL;
|
|
#endif
|
|
frame = thing->frame&FF_FRAMEMASK;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
sprdef = &sprites[thing->sprite];
|
|
#ifdef ROTSPRITE
|
|
sprinfo = NULL;
|
|
#endif
|
|
|
|
if (frame >= sprdef->numframes)
|
|
{
|
|
CONS_Alert(CONS_ERROR, M_GetText("R_ProjectSprite: invalid sprite frame %s/%s for %s\n"),
|
|
sizeu1(frame), sizeu2(sprdef->numframes), sprnames[thing->sprite]);
|
|
if (thing->sprite == thing->state->sprite && thing->frame == thing->state->frame)
|
|
{
|
|
thing->state->sprite = states[S_UNKNOWN].sprite;
|
|
thing->state->frame = states[S_UNKNOWN].frame;
|
|
}
|
|
thing->sprite = states[S_UNKNOWN].sprite;
|
|
thing->frame = states[S_UNKNOWN].frame;
|
|
sprdef = &sprites[thing->sprite];
|
|
frame = thing->frame&FF_FRAMEMASK;
|
|
}
|
|
}
|
|
|
|
sprframe = &sprdef->spriteframes[frame];
|
|
|
|
#ifdef PARANOIA
|
|
if (!sprframe)
|
|
I_Error("R_ProjectSprite: sprframes NULL for sprite %d\n", thing->sprite);
|
|
#endif
|
|
|
|
if (sprframe->rotate != SRF_SINGLE || papersprite)
|
|
{
|
|
ang = R_PointToAngle (thing->x, thing->y) - (thing->player ? thing->player->drawangle : thing->angle);
|
|
if (mirrored)
|
|
ang = InvAngle(ang);
|
|
}
|
|
|
|
if (sprframe->rotate == SRF_SINGLE)
|
|
{
|
|
// use single rotation for all views
|
|
rot = 0; //Fab: for vis->patch below
|
|
lump = sprframe->lumpid[0]; //Fab: see note above
|
|
flip = sprframe->flip; // Will only be 0 or 0xFFFF
|
|
}
|
|
else
|
|
{
|
|
// choose a different rotation based on player view
|
|
//ang = R_PointToAngle (thing->x, thing->y) - thing->angle;
|
|
|
|
if ((sprframe->rotate & SRF_RIGHT) && (ang < ANGLE_180)) // See from right
|
|
rot = 6; // F7 slot
|
|
else if ((sprframe->rotate & SRF_LEFT) && (ang >= ANGLE_180)) // See from left
|
|
rot = 2; // F3 slot
|
|
else if (sprframe->rotate & SRF_3DGE) // 16-angle mode
|
|
{
|
|
rot = (ang+ANGLE_180+ANGLE_11hh)>>28;
|
|
rot = ((rot & 1)<<3)|(rot>>1);
|
|
}
|
|
else // Normal behaviour
|
|
rot = (ang+ANGLE_202h)>>29;
|
|
|
|
//Fab: lumpid is the index for spritewidth,spriteoffset... tables
|
|
lump = sprframe->lumpid[rot];
|
|
flip = sprframe->flip & (1<<rot);
|
|
}
|
|
|
|
I_Assert(lump < max_spritelumps);
|
|
|
|
if (thing->skin && ((skin_t *)thing->skin)->flags & SF_HIRES)
|
|
this_scale = FixedMul(this_scale, ((skin_t *)thing->skin)->highresscale);
|
|
|
|
spr_width = spritecachedinfo[lump].width;
|
|
spr_height = spritecachedinfo[lump].height;
|
|
spr_offset = spritecachedinfo[lump].offset;
|
|
spr_topoffset = spritecachedinfo[lump].topoffset;
|
|
|
|
#ifdef ROTSPRITE
|
|
if (thing->rollangle)
|
|
{
|
|
rollangle = R_GetRollAngle(thing->rollangle);
|
|
if (!(sprframe->rotsprite.cached & (1<<rot)))
|
|
R_CacheRotSprite(thing->sprite, frame, sprinfo, sprframe, rot, flip);
|
|
rotsprite = sprframe->rotsprite.patch[rot][rollangle];
|
|
if (rotsprite != NULL)
|
|
{
|
|
spr_width = SHORT(rotsprite->width) << FRACBITS;
|
|
spr_height = SHORT(rotsprite->height) << FRACBITS;
|
|
spr_offset = SHORT(rotsprite->leftoffset) << FRACBITS;
|
|
spr_topoffset = SHORT(rotsprite->topoffset) << FRACBITS;
|
|
// flip -> rotate, not rotate -> flip
|
|
flip = 0;
|
|
}
|
|
}
|
|
#endif
|
|
|
|
flip = !flip != !hflip;
|
|
|
|
// calculate edges of the shape
|
|
if (flip)
|
|
offset = spr_offset - spr_width;
|
|
else
|
|
offset = -spr_offset;
|
|
offset = FixedMul(offset, this_scale);
|
|
offset2 = FixedMul(spr_width, this_scale);
|
|
|
|
if (papersprite)
|
|
{
|
|
fixed_t xscale2, yscale2, cosmul, sinmul, tx2, tz2;
|
|
INT32 range;
|
|
|
|
if (ang >= ANGLE_180)
|
|
{
|
|
offset *= -1;
|
|
offset2 *= -1;
|
|
}
|
|
|
|
cosmul = FINECOSINE(thing->angle>>ANGLETOFINESHIFT);
|
|
sinmul = FINESINE(thing->angle>>ANGLETOFINESHIFT);
|
|
|
|
tr_x += FixedMul(offset, cosmul);
|
|
tr_y += FixedMul(offset, sinmul);
|
|
tz = FixedMul(tr_x, viewcos) + FixedMul(tr_y, viewsin);
|
|
|
|
tx = FixedMul(tr_x, viewsin) - FixedMul(tr_y, viewcos);
|
|
|
|
// Get paperoffset (offset) and paperoffset (distance)
|
|
paperoffset = -FixedMul(tr_x, cosmul) - FixedMul(tr_y, sinmul);
|
|
paperdistance = -FixedMul(tr_x, sinmul) + FixedMul(tr_y, cosmul);
|
|
if (paperdistance < 0)
|
|
{
|
|
paperoffset = -paperoffset;
|
|
paperdistance = -paperdistance;
|
|
}
|
|
centerangle = viewangle - thing->angle;
|
|
|
|
tr_x += FixedMul(offset2, cosmul);
|
|
tr_y += FixedMul(offset2, sinmul);
|
|
tz2 = FixedMul(tr_x, viewcos) + FixedMul(tr_y, viewsin);
|
|
|
|
tx2 = FixedMul(tr_x, viewsin) - FixedMul(tr_y, viewcos);
|
|
|
|
if (max(tz, tz2) < FixedMul(MINZ, this_scale)) // non-papersprite clipping is handled earlier
|
|
return;
|
|
|
|
// Needs partially clipped
|
|
if (tz < FixedMul(MINZ, this_scale))
|
|
{
|
|
fixed_t div = FixedDiv(tz2-tz, FixedMul(MINZ, this_scale)-tz);
|
|
tx += FixedDiv(tx2-tx, div);
|
|
tz = FixedMul(MINZ, this_scale);
|
|
}
|
|
else if (tz2 < FixedMul(MINZ, this_scale))
|
|
{
|
|
fixed_t div = FixedDiv(tz-tz2, FixedMul(MINZ, this_scale)-tz2);
|
|
tx2 += FixedDiv(tx-tx2, div);
|
|
tz2 = FixedMul(MINZ, this_scale);
|
|
}
|
|
|
|
if (tx2 < -(FixedMul(tz2, fovtan)<<2) || tx > FixedMul(tz, fovtan)<<2) // too far off the side?
|
|
return;
|
|
|
|
yscale = FixedDiv(projectiony, tz);
|
|
xscale = FixedDiv(projection, tz);
|
|
|
|
x1 = (centerxfrac + FixedMul(tx,xscale))>>FRACBITS;
|
|
|
|
// off the right side?
|
|
if (x1 > viewwidth)
|
|
return;
|
|
|
|
yscale2 = FixedDiv(projectiony, tz2);
|
|
xscale2 = FixedDiv(projection, tz2);
|
|
|
|
x2 = (centerxfrac + FixedMul(tx2,xscale2))>>FRACBITS;
|
|
|
|
// off the left side
|
|
if (x2 < 0)
|
|
return;
|
|
|
|
if ((range = x2 - x1) <= 0)
|
|
return;
|
|
|
|
range++; // fencepost problem
|
|
|
|
scalestep = ((yscale2 - yscale)/range) ?: 1;
|
|
xscale = FixedDiv(range<<FRACBITS, abs(offset2));
|
|
|
|
// The following two are alternate sorting methods which might be more applicable in some circumstances. TODO - maybe enable via MF2?
|
|
// sortscale = max(yscale, yscale2);
|
|
// sortscale = min(yscale, yscale2);
|
|
}
|
|
else
|
|
{
|
|
scalestep = 0;
|
|
yscale = sortscale;
|
|
tx += offset;
|
|
x1 = (centerxfrac + FixedMul(tx,xscale))>>FRACBITS;
|
|
|
|
// off the right side?
|
|
if (x1 > viewwidth)
|
|
return;
|
|
|
|
tx += offset2;
|
|
x2 = ((centerxfrac + FixedMul(tx,xscale))>>FRACBITS); x2--;
|
|
|
|
// off the left side
|
|
if (x2 < 0)
|
|
return;
|
|
}
|
|
|
|
if ((thing->flags2 & MF2_LINKDRAW) && thing->tracer) // toast 16/09/16 (SYMMETRY)
|
|
{
|
|
fixed_t linkscale;
|
|
|
|
thing = thing->tracer;
|
|
|
|
if (! R_ThingVisible(thing))
|
|
return;
|
|
|
|
tr_x = thing->x - viewx;
|
|
tr_y = thing->y - viewy;
|
|
tz = FixedMul(tr_x, viewcos) + FixedMul(tr_y, viewsin);
|
|
linkscale = FixedDiv(projectiony, tz);
|
|
|
|
if (tz < FixedMul(MINZ, this_scale))
|
|
return;
|
|
|
|
if (sortscale < linkscale)
|
|
dispoffset *= -1; // if it's physically behind, make sure it's ordered behind (if dispoffset > 0)
|
|
|
|
sortscale = linkscale; // now make sure it's linked
|
|
cut = SC_LINKDRAW;
|
|
}
|
|
|
|
// PORTAL SPRITE CLIPPING
|
|
if (portalrender && portalclipline)
|
|
{
|
|
if (x2 < portalclipstart || x1 >= portalclipend)
|
|
return;
|
|
|
|
if (P_PointOnLineSide(thing->x, thing->y, portalclipline) != 0)
|
|
return;
|
|
}
|
|
|
|
//SoM: 3/17/2000: Disregard sprites that are out of view..
|
|
if (vflip)
|
|
{
|
|
// When vertical flipped, draw sprites from the top down, at least as far as offsets are concerned.
|
|
// sprite height - sprite topoffset is the proper inverse of the vertical offset, of course.
|
|
// remember gz and gzt should be seperated by sprite height, not thing height - thing height can be shorter than the sprite itself sometimes!
|
|
gz = oldthing->z + oldthing->height - FixedMul(spr_topoffset, this_scale);
|
|
gzt = gz + FixedMul(spr_height, this_scale);
|
|
}
|
|
else
|
|
{
|
|
gzt = oldthing->z + FixedMul(spr_topoffset, this_scale);
|
|
gz = gzt - FixedMul(spr_height, this_scale);
|
|
}
|
|
|
|
if (thing->subsector->sector->cullheight)
|
|
{
|
|
if (R_DoCulling(thing->subsector->sector->cullheight, viewsector->cullheight, viewz, gz, gzt))
|
|
return;
|
|
}
|
|
|
|
if (thing->subsector->sector->numlights)
|
|
{
|
|
INT32 lightnum;
|
|
light = thing->subsector->sector->numlights - 1;
|
|
|
|
// R_GetPlaneLight won't work on sloped lights!
|
|
for (lightnum = 1; lightnum < thing->subsector->sector->numlights; lightnum++) {
|
|
fixed_t h = P_GetLightZAt(&thing->subsector->sector->lightlist[lightnum], thing->x, thing->y);
|
|
if (h <= gzt) {
|
|
light = lightnum - 1;
|
|
break;
|
|
}
|
|
}
|
|
//light = R_GetPlaneLight(thing->subsector->sector, gzt, false);
|
|
lightnum = (*thing->subsector->sector->lightlist[light].lightlevel >> LIGHTSEGSHIFT);
|
|
|
|
if (lightnum < 0)
|
|
spritelights = scalelight[0];
|
|
else if (lightnum >= LIGHTLEVELS)
|
|
spritelights = scalelight[LIGHTLEVELS-1];
|
|
else
|
|
spritelights = scalelight[lightnum];
|
|
}
|
|
|
|
heightsec = thing->subsector->sector->heightsec;
|
|
if (viewplayer->mo && viewplayer->mo->subsector)
|
|
phs = viewplayer->mo->subsector->sector->heightsec;
|
|
else
|
|
phs = -1;
|
|
|
|
if (heightsec != -1 && phs != -1) // only clip things which are in special sectors
|
|
{
|
|
if (viewz < sectors[phs].floorheight ?
|
|
thing->z >= sectors[heightsec].floorheight :
|
|
gzt < sectors[heightsec].floorheight)
|
|
return;
|
|
if (viewz > sectors[phs].ceilingheight ?
|
|
gzt < sectors[heightsec].ceilingheight && viewz >= sectors[heightsec].ceilingheight :
|
|
thing->z >= sectors[heightsec].ceilingheight)
|
|
return;
|
|
}
|
|
|
|
// store information in a vissprite
|
|
vis = R_NewVisSprite();
|
|
vis->heightsec = heightsec; //SoM: 3/17/2000
|
|
vis->mobjflags = thing->flags;
|
|
vis->scale = yscale; //<<detailshift;
|
|
vis->sortscale = sortscale;
|
|
vis->dispoffset = dispoffset; // Monster Iestyn: 23/11/15
|
|
vis->gx = thing->x;
|
|
vis->gy = thing->y;
|
|
vis->gz = gz;
|
|
vis->gzt = gzt;
|
|
vis->texturemid = vis->gzt - viewz;
|
|
vis->scalestep = scalestep;
|
|
vis->paperoffset = paperoffset;
|
|
vis->paperdistance = paperdistance;
|
|
vis->centerangle = centerangle;
|
|
vis->shear.tan = 0;
|
|
vis->shear.offset = 0;
|
|
|
|
vis->mobj = thing; // Easy access! Tails 06-07-2002
|
|
|
|
vis->x1 = x1 < portalclipstart ? portalclipstart : x1;
|
|
vis->x2 = x2 >= portalclipend ? portalclipend-1 : x2;
|
|
|
|
vis->xscale = xscale; //SoM: 4/17/2000
|
|
vis->sector = thing->subsector->sector;
|
|
vis->szt = (INT16)((centeryfrac - FixedMul(vis->gzt - viewz, sortscale))>>FRACBITS);
|
|
vis->sz = (INT16)((centeryfrac - FixedMul(vis->gz - viewz, sortscale))>>FRACBITS);
|
|
vis->cut = cut;
|
|
if (thing->subsector->sector->numlights)
|
|
vis->extra_colormap = *thing->subsector->sector->lightlist[light].extra_colormap;
|
|
else
|
|
vis->extra_colormap = thing->subsector->sector->extra_colormap;
|
|
|
|
iscale = FixedDiv(FRACUNIT, xscale);
|
|
|
|
if (flip)
|
|
{
|
|
vis->startfrac = spr_width-1;
|
|
vis->xiscale = -iscale;
|
|
}
|
|
else
|
|
{
|
|
vis->startfrac = 0;
|
|
vis->xiscale = iscale;
|
|
}
|
|
|
|
if (vis->x1 > x1)
|
|
{
|
|
vis->startfrac += FixedDiv(vis->xiscale, this_scale)*(vis->x1-x1);
|
|
vis->scale += scalestep*(vis->x1 - x1);
|
|
}
|
|
|
|
//Fab: lumppat is the lump number of the patch to use, this is different
|
|
// than lumpid for sprites-in-pwad : the graphics are patched
|
|
#ifdef ROTSPRITE
|
|
if (rotsprite != NULL)
|
|
vis->patch = rotsprite;
|
|
else
|
|
#endif
|
|
vis->patch = W_CachePatchNum(sprframe->lumppat[rot], PU_CACHE);
|
|
|
|
//
|
|
// determine the colormap (lightlevel & special effects)
|
|
//
|
|
vis->transmap = NULL;
|
|
|
|
// specific translucency
|
|
if (!cv_translucency.value)
|
|
; // no translucency
|
|
else if (oldthing->flags2 & MF2_SHADOW || thing->flags2 & MF2_SHADOW) // actually only the player should use this (temporary invisibility)
|
|
vis->transmap = transtables + ((tr_trans80-1)<<FF_TRANSSHIFT); // because now the translucency is set through FF_TRANSMASK
|
|
else if (oldthing->frame & FF_TRANSMASK)
|
|
vis->transmap = transtables + (oldthing->frame & FF_TRANSMASK) - 0x10000;
|
|
|
|
if (oldthing->frame & FF_FULLBRIGHT || oldthing->flags2 & MF2_SHADOW || thing->flags2 & MF2_SHADOW)
|
|
vis->cut |= SC_FULLBRIGHT;
|
|
|
|
if (vis->cut & SC_FULLBRIGHT
|
|
&& (!vis->extra_colormap || !(vis->extra_colormap->flags & CMF_FADEFULLBRIGHTSPRITES)))
|
|
{
|
|
// full bright: goggles
|
|
vis->colormap = colormaps;
|
|
}
|
|
else
|
|
{
|
|
// diminished light
|
|
lindex = FixedMul(xscale, LIGHTRESOLUTIONFIX)>>(LIGHTSCALESHIFT);
|
|
|
|
if (lindex >= MAXLIGHTSCALE)
|
|
lindex = MAXLIGHTSCALE-1;
|
|
|
|
vis->colormap = spritelights[lindex];
|
|
}
|
|
|
|
if (vflip)
|
|
vis->cut |= SC_VFLIP;
|
|
|
|
if (thing->subsector->sector->numlights)
|
|
R_SplitSprite(vis);
|
|
|
|
if (oldthing->shadowscale && cv_shadow.value)
|
|
R_ProjectDropShadow(oldthing, vis, oldthing->shadowscale, basetx, tz);
|
|
|
|
// Debug
|
|
++objectsdrawn;
|
|
}
|
|
|
|
static void R_ProjectPrecipitationSprite(precipmobj_t *thing)
|
|
{
|
|
fixed_t tr_x, tr_y;
|
|
fixed_t tx, tz;
|
|
fixed_t xscale, yscale; //added : 02-02-98 : aaargll..if I were a math-guy!!!
|
|
|
|
INT32 x1, x2;
|
|
|
|
spritedef_t *sprdef;
|
|
spriteframe_t *sprframe;
|
|
size_t lump;
|
|
|
|
vissprite_t *vis;
|
|
|
|
fixed_t iscale;
|
|
|
|
//SoM: 3/17/2000
|
|
fixed_t gz, gzt;
|
|
|
|
// transform the origin point
|
|
tr_x = thing->x - viewx;
|
|
tr_y = thing->y - viewy;
|
|
|
|
tz = FixedMul(tr_x, viewcos) + FixedMul(tr_y, viewsin); // near/far distance
|
|
|
|
// thing is behind view plane?
|
|
if (tz < MINZ)
|
|
return;
|
|
|
|
tx = FixedMul(tr_x, viewsin) - FixedMul(tr_y, viewcos); // sideways distance
|
|
|
|
// too far off the side?
|
|
if (abs(tx) > FixedMul(tz, fovtan)<<2)
|
|
return;
|
|
|
|
// aspect ratio stuff :
|
|
xscale = FixedDiv(projection, tz);
|
|
yscale = FixedDiv(projectiony, tz);
|
|
|
|
// decide which patch to use for sprite relative to player
|
|
#ifdef RANGECHECK
|
|
if ((unsigned)thing->sprite >= numsprites)
|
|
I_Error("R_ProjectPrecipitationSprite: invalid sprite number %d ",
|
|
thing->sprite);
|
|
#endif
|
|
|
|
sprdef = &sprites[thing->sprite];
|
|
|
|
#ifdef RANGECHECK
|
|
if ((UINT8)(thing->frame&FF_FRAMEMASK) >= sprdef->numframes)
|
|
I_Error("R_ProjectPrecipitationSprite: invalid sprite frame %d : %d for %s",
|
|
thing->sprite, thing->frame, sprnames[thing->sprite]);
|
|
#endif
|
|
|
|
sprframe = &sprdef->spriteframes[thing->frame & FF_FRAMEMASK];
|
|
|
|
#ifdef PARANOIA
|
|
if (!sprframe)
|
|
I_Error("R_ProjectPrecipitationSprite: sprframes NULL for sprite %d\n", thing->sprite);
|
|
#endif
|
|
|
|
// use single rotation for all views
|
|
lump = sprframe->lumpid[0]; //Fab: see note above
|
|
|
|
// calculate edges of the shape
|
|
tx -= spritecachedinfo[lump].offset;
|
|
x1 = (centerxfrac + FixedMul (tx,xscale)) >>FRACBITS;
|
|
|
|
// off the right side?
|
|
if (x1 > viewwidth)
|
|
return;
|
|
|
|
tx += spritecachedinfo[lump].width;
|
|
x2 = ((centerxfrac + FixedMul (tx,xscale)) >>FRACBITS) - 1;
|
|
|
|
// off the left side
|
|
if (x2 < 0)
|
|
return;
|
|
|
|
// PORTAL SPRITE CLIPPING
|
|
if (portalrender && portalclipline)
|
|
{
|
|
if (x2 < portalclipstart || x1 >= portalclipend)
|
|
return;
|
|
|
|
if (P_PointOnLineSide(thing->x, thing->y, portalclipline) != 0)
|
|
return;
|
|
}
|
|
|
|
|
|
//SoM: 3/17/2000: Disregard sprites that are out of view..
|
|
gzt = thing->z + spritecachedinfo[lump].topoffset;
|
|
gz = gzt - spritecachedinfo[lump].height;
|
|
|
|
if (thing->subsector->sector->cullheight)
|
|
{
|
|
if (R_DoCulling(thing->subsector->sector->cullheight, viewsector->cullheight, viewz, gz, gzt))
|
|
goto weatherthink;
|
|
}
|
|
|
|
// store information in a vissprite
|
|
vis = R_NewVisSprite();
|
|
vis->scale = vis->sortscale = yscale; //<<detailshift;
|
|
vis->dispoffset = 0; // Monster Iestyn: 23/11/15
|
|
vis->gx = thing->x;
|
|
vis->gy = thing->y;
|
|
vis->gz = gz;
|
|
vis->gzt = gzt;
|
|
vis->texturemid = vis->gzt - viewz;
|
|
vis->scalestep = 0;
|
|
vis->paperdistance = 0;
|
|
vis->shear.tan = 0;
|
|
vis->shear.offset = 0;
|
|
|
|
vis->x1 = x1 < portalclipstart ? portalclipstart : x1;
|
|
vis->x2 = x2 >= portalclipend ? portalclipend-1 : x2;
|
|
|
|
vis->xscale = xscale; //SoM: 4/17/2000
|
|
vis->sector = thing->subsector->sector;
|
|
vis->szt = (INT16)((centeryfrac - FixedMul(vis->gzt - viewz, yscale))>>FRACBITS);
|
|
vis->sz = (INT16)((centeryfrac - FixedMul(vis->gz - viewz, yscale))>>FRACBITS);
|
|
|
|
iscale = FixedDiv(FRACUNIT, xscale);
|
|
|
|
vis->startfrac = 0;
|
|
vis->xiscale = iscale;
|
|
|
|
if (vis->x1 > x1)
|
|
vis->startfrac += vis->xiscale*(vis->x1-x1);
|
|
|
|
//Fab: lumppat is the lump number of the patch to use, this is different
|
|
// than lumpid for sprites-in-pwad : the graphics are patched
|
|
vis->patch = W_CachePatchNum(sprframe->lumppat[0], PU_CACHE);
|
|
|
|
// specific translucency
|
|
if (thing->frame & FF_TRANSMASK)
|
|
vis->transmap = (thing->frame & FF_TRANSMASK) - 0x10000 + transtables;
|
|
else
|
|
vis->transmap = NULL;
|
|
|
|
vis->mobj = (mobj_t *)thing;
|
|
vis->mobjflags = 0;
|
|
vis->cut = SC_PRECIP;
|
|
vis->extra_colormap = thing->subsector->sector->extra_colormap;
|
|
vis->heightsec = thing->subsector->sector->heightsec;
|
|
|
|
// Fullbright
|
|
vis->colormap = colormaps;
|
|
|
|
weatherthink:
|
|
// okay... this is a hack, but weather isn't networked, so it should be ok
|
|
if (!(thing->precipflags & PCF_THUNK))
|
|
{
|
|
if (thing->precipflags & PCF_RAIN)
|
|
P_RainThinker(thing);
|
|
else
|
|
P_SnowThinker(thing);
|
|
thing->precipflags |= PCF_THUNK;
|
|
}
|
|
}
|
|
|
|
// R_AddSprites
|
|
// During BSP traversal, this adds sprites by sector.
|
|
//
|
|
void R_AddSprites(sector_t *sec, INT32 lightlevel)
|
|
{
|
|
mobj_t *thing;
|
|
precipmobj_t *precipthing; // Tails 08-25-2002
|
|
INT32 lightnum;
|
|
fixed_t limit_dist, hoop_limit_dist;
|
|
|
|
if (rendermode != render_soft)
|
|
return;
|
|
|
|
// BSP is traversed by subsector.
|
|
// A sector might have been split into several
|
|
// subsectors during BSP building.
|
|
// Thus we check whether its already added.
|
|
if (sec->validcount == validcount)
|
|
return;
|
|
|
|
// Well, now it will be done.
|
|
sec->validcount = validcount;
|
|
|
|
if (!sec->numlights)
|
|
{
|
|
if (sec->heightsec == -1) lightlevel = sec->lightlevel;
|
|
|
|
lightnum = (lightlevel >> LIGHTSEGSHIFT);
|
|
|
|
if (lightnum < 0)
|
|
spritelights = scalelight[0];
|
|
else if (lightnum >= LIGHTLEVELS)
|
|
spritelights = scalelight[LIGHTLEVELS-1];
|
|
else
|
|
spritelights = scalelight[lightnum];
|
|
}
|
|
|
|
// Handle all things in sector.
|
|
// If a limit exists, handle things a tiny bit different.
|
|
limit_dist = (fixed_t)(cv_drawdist.value) << FRACBITS;
|
|
hoop_limit_dist = (fixed_t)(cv_drawdist_nights.value) << FRACBITS;
|
|
for (thing = sec->thinglist; thing; thing = thing->snext)
|
|
{
|
|
if (R_ThingVisibleWithinDist(thing, limit_dist, hoop_limit_dist))
|
|
R_ProjectSprite(thing);
|
|
}
|
|
|
|
// no, no infinite draw distance for precipitation. this option at zero is supposed to turn it off
|
|
if ((limit_dist = (fixed_t)cv_drawdist_precip.value << FRACBITS))
|
|
{
|
|
for (precipthing = sec->preciplist; precipthing; precipthing = precipthing->snext)
|
|
{
|
|
if (R_PrecipThingVisible(precipthing, limit_dist))
|
|
R_ProjectPrecipitationSprite(precipthing);
|
|
}
|
|
}
|
|
}
|
|
|
|
//
|
|
// R_SortVisSprites
|
|
//
|
|
static void R_SortVisSprites(vissprite_t* vsprsortedhead, UINT32 start, UINT32 end)
|
|
{
|
|
UINT32 i, linkedvissprites = 0;
|
|
vissprite_t *ds, *dsprev, *dsnext, *dsfirst;
|
|
vissprite_t *best = NULL;
|
|
vissprite_t unsorted;
|
|
fixed_t bestscale;
|
|
INT32 bestdispoffset;
|
|
|
|
unsorted.next = unsorted.prev = &unsorted;
|
|
|
|
dsfirst = R_GetVisSprite(start);
|
|
|
|
// The first's prev and last's next will be set to
|
|
// nonsense, but are fixed in a moment
|
|
for (i = start, dsnext = dsfirst, ds = NULL; i < end; i++)
|
|
{
|
|
dsprev = ds;
|
|
ds = dsnext;
|
|
if (i < end - 1) dsnext = R_GetVisSprite(i + 1);
|
|
|
|
ds->next = dsnext;
|
|
ds->prev = dsprev;
|
|
ds->linkdraw = NULL;
|
|
}
|
|
|
|
// Fix first and last. ds still points to the last one after the loop
|
|
dsfirst->prev = &unsorted;
|
|
unsorted.next = dsfirst;
|
|
if (ds)
|
|
{
|
|
ds->next = &unsorted;
|
|
ds->linkdraw = NULL;
|
|
}
|
|
unsorted.prev = ds;
|
|
|
|
// bundle linkdraw
|
|
for (ds = unsorted.prev; ds != &unsorted; ds = ds->prev)
|
|
{
|
|
if (!(ds->cut & SC_LINKDRAW))
|
|
continue;
|
|
|
|
if (ds->cut & SC_SHADOW)
|
|
continue;
|
|
|
|
// reuse dsfirst...
|
|
for (dsfirst = unsorted.prev; dsfirst != &unsorted; dsfirst = dsfirst->prev)
|
|
{
|
|
// don't connect if it's also a link
|
|
if (dsfirst->cut & SC_LINKDRAW)
|
|
continue;
|
|
|
|
// don't connect to your shadow!
|
|
if (dsfirst->cut & SC_SHADOW)
|
|
continue;
|
|
|
|
// don't connect if it's not the tracer
|
|
if (dsfirst->mobj != ds->mobj)
|
|
continue;
|
|
|
|
// don't connect if the tracer's top is cut off, but lower than the link's top
|
|
if ((dsfirst->cut & SC_TOP)
|
|
&& dsfirst->szt > ds->szt)
|
|
continue;
|
|
|
|
// don't connect if the tracer's bottom is cut off, but higher than the link's bottom
|
|
if ((dsfirst->cut & SC_BOTTOM)
|
|
&& dsfirst->sz < ds->sz)
|
|
continue;
|
|
|
|
break;
|
|
}
|
|
|
|
// remove from chain
|
|
ds->next->prev = ds->prev;
|
|
ds->prev->next = ds->next;
|
|
linkedvissprites++;
|
|
|
|
if (dsfirst != &unsorted)
|
|
{
|
|
if (!(ds->cut & SC_FULLBRIGHT))
|
|
ds->colormap = dsfirst->colormap;
|
|
ds->extra_colormap = dsfirst->extra_colormap;
|
|
|
|
// reusing dsnext...
|
|
dsnext = dsfirst->linkdraw;
|
|
|
|
if (!dsnext || ds->dispoffset < dsnext->dispoffset)
|
|
{
|
|
ds->next = dsnext;
|
|
dsfirst->linkdraw = ds;
|
|
}
|
|
else
|
|
{
|
|
for (; dsnext->next != NULL; dsnext = dsnext->next)
|
|
if (ds->dispoffset < dsnext->next->dispoffset)
|
|
break;
|
|
ds->next = dsnext->next;
|
|
dsnext->next = ds;
|
|
}
|
|
}
|
|
}
|
|
|
|
// pull the vissprites out by scale
|
|
vsprsortedhead->next = vsprsortedhead->prev = vsprsortedhead;
|
|
for (i = start; i < end-linkedvissprites; i++)
|
|
{
|
|
bestscale = bestdispoffset = INT32_MAX;
|
|
for (ds = unsorted.next; ds != &unsorted; ds = ds->next)
|
|
{
|
|
#ifdef PARANOIA
|
|
if (ds->cut & SC_LINKDRAW)
|
|
I_Error("R_SortVisSprites: no link or discardal made for linkdraw!");
|
|
#endif
|
|
|
|
if (ds->sortscale < bestscale)
|
|
{
|
|
bestscale = ds->sortscale;
|
|
bestdispoffset = ds->dispoffset;
|
|
best = ds;
|
|
}
|
|
// order visprites of same scale by dispoffset, smallest first
|
|
else if (ds->sortscale == bestscale && ds->dispoffset < bestdispoffset)
|
|
{
|
|
bestdispoffset = ds->dispoffset;
|
|
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_CreateDrawNodes
|
|
// Creates and sorts a list of drawnodes for the scene being rendered.
|
|
static drawnode_t *R_CreateDrawNode(drawnode_t *link);
|
|
|
|
static drawnode_t nodebankhead;
|
|
|
|
static void R_CreateDrawNodes(maskcount_t* mask, drawnode_t* head, boolean tempskip)
|
|
{
|
|
drawnode_t *entry;
|
|
drawseg_t *ds;
|
|
INT32 i, p, best, x1, x2;
|
|
fixed_t bestdelta, delta;
|
|
vissprite_t *rover;
|
|
static vissprite_t vsprsortedhead;
|
|
drawnode_t *r2;
|
|
visplane_t *plane;
|
|
INT32 sintersect;
|
|
fixed_t scale = 0;
|
|
|
|
// Add the 3D floors, thicksides, and masked textures...
|
|
for (ds = drawsegs + mask->drawsegs[1]; ds-- > drawsegs + mask->drawsegs[0];)
|
|
{
|
|
if (ds->numthicksides)
|
|
{
|
|
for (i = 0; i < ds->numthicksides; i++)
|
|
{
|
|
entry = R_CreateDrawNode(head);
|
|
entry->thickseg = ds;
|
|
entry->ffloor = ds->thicksides[i];
|
|
}
|
|
}
|
|
// Check for a polyobject plane, but only if this is a front line
|
|
if (ds->curline->polyseg && ds->curline->polyseg->visplane && !ds->curline->side) {
|
|
plane = ds->curline->polyseg->visplane;
|
|
R_PlaneBounds(plane);
|
|
|
|
if (plane->low < 0 || plane->high > vid.height || plane->high > plane->low)
|
|
;
|
|
else {
|
|
// Put it in!
|
|
entry = R_CreateDrawNode(head);
|
|
entry->plane = plane;
|
|
entry->seg = ds;
|
|
}
|
|
ds->curline->polyseg->visplane = NULL;
|
|
}
|
|
if (ds->maskedtexturecol)
|
|
{
|
|
entry = R_CreateDrawNode(head);
|
|
entry->seg = ds;
|
|
}
|
|
if (ds->numffloorplanes)
|
|
{
|
|
for (i = 0; i < ds->numffloorplanes; i++)
|
|
{
|
|
best = -1;
|
|
bestdelta = 0;
|
|
for (p = 0; p < ds->numffloorplanes; p++)
|
|
{
|
|
if (!ds->ffloorplanes[p])
|
|
continue;
|
|
plane = ds->ffloorplanes[p];
|
|
R_PlaneBounds(plane);
|
|
|
|
if (plane->low < 0 || plane->high > vid.height || plane->high > plane->low || plane->polyobj)
|
|
{
|
|
ds->ffloorplanes[p] = NULL;
|
|
continue;
|
|
}
|
|
|
|
delta = abs(plane->height - viewz);
|
|
if (delta > bestdelta)
|
|
{
|
|
best = p;
|
|
bestdelta = delta;
|
|
}
|
|
}
|
|
if (best != -1)
|
|
{
|
|
entry = R_CreateDrawNode(head);
|
|
entry->plane = ds->ffloorplanes[best];
|
|
entry->seg = ds;
|
|
ds->ffloorplanes[best] = NULL;
|
|
}
|
|
else
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (tempskip)
|
|
return;
|
|
|
|
// find all the remaining polyobject planes and add them on the end of the list
|
|
// probably this is a terrible idea if we wanted them to be sorted properly
|
|
// but it works getting them in for now
|
|
for (i = 0; i < numPolyObjects; i++)
|
|
{
|
|
if (!PolyObjects[i].visplane)
|
|
continue;
|
|
plane = PolyObjects[i].visplane;
|
|
R_PlaneBounds(plane);
|
|
|
|
if (plane->low < 0 || plane->high > vid.height || plane->high > plane->low)
|
|
{
|
|
PolyObjects[i].visplane = NULL;
|
|
continue;
|
|
}
|
|
entry = R_CreateDrawNode(head);
|
|
entry->plane = plane;
|
|
// note: no seg is set, for what should be obvious reasons
|
|
PolyObjects[i].visplane = NULL;
|
|
}
|
|
|
|
// No vissprites in this mask?
|
|
if (mask->vissprites[1] - mask->vissprites[0] == 0)
|
|
return;
|
|
|
|
R_SortVisSprites(&vsprsortedhead, mask->vissprites[0], mask->vissprites[1]);
|
|
|
|
for (rover = vsprsortedhead.prev; rover != &vsprsortedhead; rover = rover->prev)
|
|
{
|
|
if (rover->szt > vid.height || rover->sz < 0)
|
|
continue;
|
|
|
|
sintersect = (rover->x1 + rover->x2) / 2;
|
|
|
|
for (r2 = head->next; r2 != head; r2 = r2->next)
|
|
{
|
|
if (r2->plane)
|
|
{
|
|
fixed_t planeobjectz, planecameraz;
|
|
if (r2->plane->minx > rover->x2 || r2->plane->maxx < rover->x1)
|
|
continue;
|
|
if (rover->szt > r2->plane->low || rover->sz < r2->plane->high)
|
|
continue;
|
|
|
|
// Effective height may be different for each comparison in the case of slopes
|
|
planeobjectz = P_GetZAt(r2->plane->slope, rover->gx, rover->gy, r2->plane->height);
|
|
planecameraz = P_GetZAt(r2->plane->slope, viewx, viewy, r2->plane->height);
|
|
|
|
// bird: if any part of the sprite peeks in front the plane
|
|
if (planecameraz < viewz)
|
|
{
|
|
if (rover->gzt >= planeobjectz)
|
|
continue;
|
|
}
|
|
else if (planecameraz > viewz)
|
|
{
|
|
if (rover->gz <= planeobjectz)
|
|
continue;
|
|
}
|
|
|
|
// SoM: NOTE: Because a visplane's shape and scale is not directly
|
|
// bound to any single linedef, a simple poll of it's frontscale is
|
|
// not adequate. We must check the entire frontscale array for any
|
|
// part that is in front of the sprite.
|
|
|
|
x1 = rover->x1;
|
|
x2 = rover->x2;
|
|
if (x1 < r2->plane->minx) x1 = r2->plane->minx;
|
|
if (x2 > r2->plane->maxx) x2 = r2->plane->maxx;
|
|
|
|
if (r2->seg) // if no seg set, assume the whole thing is in front or something stupid
|
|
{
|
|
for (i = x1; i <= x2; i++)
|
|
{
|
|
if (r2->seg->frontscale[i] > rover->sortscale)
|
|
break;
|
|
}
|
|
if (i > x2)
|
|
continue;
|
|
}
|
|
|
|
entry = R_CreateDrawNode(NULL);
|
|
(entry->prev = r2->prev)->next = entry;
|
|
(entry->next = r2)->prev = entry;
|
|
entry->sprite = rover;
|
|
break;
|
|
}
|
|
else if (r2->thickseg)
|
|
{
|
|
//fixed_t topplaneobjectz, topplanecameraz, botplaneobjectz, botplanecameraz;
|
|
if (rover->x1 > r2->thickseg->x2 || rover->x2 < r2->thickseg->x1)
|
|
continue;
|
|
|
|
scale = r2->thickseg->scale1 > r2->thickseg->scale2 ? r2->thickseg->scale1 : r2->thickseg->scale2;
|
|
if (scale <= rover->sortscale)
|
|
continue;
|
|
scale = r2->thickseg->scale1 + (r2->thickseg->scalestep * (sintersect - r2->thickseg->x1));
|
|
if (scale <= rover->sortscale)
|
|
continue;
|
|
|
|
// bird: Always sort sprites behind segs. This helps the plane
|
|
// sorting above too. Basically if the sprite gets sorted behind
|
|
// the seg here, it will be behind the plane too, since planes
|
|
// are added after segs in the list.
|
|
#if 0
|
|
topplaneobjectz = P_GetFFloorTopZAt (r2->ffloor, rover->gx, rover->gy);
|
|
topplanecameraz = P_GetFFloorTopZAt (r2->ffloor, viewx, viewy);
|
|
botplaneobjectz = P_GetFFloorBottomZAt(r2->ffloor, rover->gx, rover->gy);
|
|
botplanecameraz = P_GetFFloorBottomZAt(r2->ffloor, viewx, viewy);
|
|
|
|
if ((topplanecameraz > viewz && botplanecameraz < viewz) ||
|
|
(topplanecameraz < viewz && rover->gzt < topplaneobjectz) ||
|
|
(botplanecameraz > viewz && rover->gz > botplaneobjectz))
|
|
#endif
|
|
{
|
|
entry = R_CreateDrawNode(NULL);
|
|
(entry->prev = r2->prev)->next = entry;
|
|
(entry->next = r2)->prev = entry;
|
|
entry->sprite = rover;
|
|
break;
|
|
}
|
|
}
|
|
else if (r2->seg)
|
|
{
|
|
if (rover->x1 > r2->seg->x2 || rover->x2 < r2->seg->x1)
|
|
continue;
|
|
|
|
scale = r2->seg->scale1 > r2->seg->scale2 ? r2->seg->scale1 : r2->seg->scale2;
|
|
if (scale <= rover->sortscale)
|
|
continue;
|
|
scale = r2->seg->scale1 + (r2->seg->scalestep * (sintersect - r2->seg->x1));
|
|
|
|
if (rover->sortscale < scale)
|
|
{
|
|
entry = R_CreateDrawNode(NULL);
|
|
(entry->prev = r2->prev)->next = entry;
|
|
(entry->next = r2)->prev = entry;
|
|
entry->sprite = rover;
|
|
break;
|
|
}
|
|
}
|
|
else if (r2->sprite)
|
|
{
|
|
if (r2->sprite->x1 > rover->x2 || r2->sprite->x2 < rover->x1)
|
|
continue;
|
|
if (r2->sprite->szt > rover->sz || r2->sprite->sz < rover->szt)
|
|
continue;
|
|
|
|
if (r2->sprite->sortscale > rover->sortscale
|
|
|| (r2->sprite->sortscale == rover->sortscale && r2->sprite->dispoffset > rover->dispoffset))
|
|
{
|
|
entry = R_CreateDrawNode(NULL);
|
|
(entry->prev = r2->prev)->next = entry;
|
|
(entry->next = r2)->prev = entry;
|
|
entry->sprite = rover;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
if (r2 == head)
|
|
{
|
|
entry = R_CreateDrawNode(head);
|
|
entry->sprite = rover;
|
|
}
|
|
}
|
|
}
|
|
|
|
static drawnode_t *R_CreateDrawNode(drawnode_t *link)
|
|
{
|
|
drawnode_t *node = nodebankhead.next;
|
|
|
|
if (node == &nodebankhead)
|
|
{
|
|
node = malloc(sizeof (*node));
|
|
if (!node)
|
|
I_Error("No more free memory to CreateDrawNode");
|
|
}
|
|
else
|
|
(nodebankhead.next = node->next)->prev = &nodebankhead;
|
|
|
|
if (link)
|
|
{
|
|
node->next = link;
|
|
node->prev = link->prev;
|
|
link->prev->next = node;
|
|
link->prev = node;
|
|
}
|
|
|
|
node->plane = NULL;
|
|
node->seg = NULL;
|
|
node->thickseg = NULL;
|
|
node->ffloor = NULL;
|
|
node->sprite = NULL;
|
|
|
|
ps_numdrawnodes++;
|
|
return node;
|
|
}
|
|
|
|
static void R_DoneWithNode(drawnode_t *node)
|
|
{
|
|
(node->next->prev = node->prev)->next = node->next;
|
|
(node->next = nodebankhead.next)->prev = node;
|
|
(node->prev = &nodebankhead)->next = node;
|
|
}
|
|
|
|
static void R_ClearDrawNodes(drawnode_t* head)
|
|
{
|
|
drawnode_t *rover;
|
|
drawnode_t *next;
|
|
|
|
for (rover = head->next; rover != head;)
|
|
{
|
|
next = rover->next;
|
|
R_DoneWithNode(rover);
|
|
rover = next;
|
|
}
|
|
|
|
head->next = head->prev = head;
|
|
}
|
|
|
|
void R_InitDrawNodes(void)
|
|
{
|
|
nodebankhead.next = nodebankhead.prev = &nodebankhead;
|
|
}
|
|
|
|
//
|
|
// R_DrawSprite
|
|
//
|
|
//Fab : 26-04-98:
|
|
// NOTE : uses con_clipviewtop, so that when console is on,
|
|
// don't draw the part of sprites hidden under the console
|
|
static void R_DrawSprite(vissprite_t *spr)
|
|
{
|
|
mfloorclip = spr->clipbot;
|
|
mceilingclip = spr->cliptop;
|
|
R_DrawVisSprite(spr);
|
|
}
|
|
|
|
// Special drawer for precipitation sprites Tails 08-18-2002
|
|
static void R_DrawPrecipitationSprite(vissprite_t *spr)
|
|
{
|
|
mfloorclip = spr->clipbot;
|
|
mceilingclip = spr->cliptop;
|
|
R_DrawPrecipitationVisSprite(spr);
|
|
}
|
|
|
|
// R_ClipSprites
|
|
// Clips vissprites without drawing, so that portals can work. -Red
|
|
void R_ClipSprites(drawseg_t* dsstart, portal_t* portal)
|
|
{
|
|
vissprite_t *spr;
|
|
for (; clippedvissprites < visspritecount; clippedvissprites++)
|
|
{
|
|
drawseg_t *ds;
|
|
INT32 x;
|
|
INT32 r1;
|
|
INT32 r2;
|
|
fixed_t scale;
|
|
fixed_t lowscale;
|
|
INT32 silhouette;
|
|
|
|
spr = R_GetVisSprite(clippedvissprites);
|
|
|
|
for (x = spr->x1; x <= spr->x2; x++)
|
|
spr->clipbot[x] = spr->cliptop[x] = -2;
|
|
|
|
// Scan drawsegs from end to start for obscuring segs.
|
|
// The first drawseg that has a greater scale
|
|
// is the clip seg.
|
|
//SoM: 4/8/2000:
|
|
// Pointer check was originally nonportable
|
|
// and buggy, by going past LEFT end of array:
|
|
|
|
// for (ds = ds_p-1; ds >= drawsegs; ds--) old buggy code
|
|
for (ds = ds_p; ds-- > dsstart;)
|
|
{
|
|
// determine if the drawseg obscures the sprite
|
|
if (ds->x1 > spr->x2 ||
|
|
ds->x2 < spr->x1 ||
|
|
(!ds->silhouette
|
|
&& !ds->maskedtexturecol))
|
|
{
|
|
// does not cover sprite
|
|
continue;
|
|
}
|
|
|
|
if (ds->portalpass != 66)
|
|
{
|
|
if (ds->portalpass > 0 && ds->portalpass <= portalrender)
|
|
continue; // is a portal
|
|
|
|
if (ds->scale1 > ds->scale2)
|
|
{
|
|
lowscale = ds->scale2;
|
|
scale = ds->scale1;
|
|
}
|
|
else
|
|
{
|
|
lowscale = ds->scale1;
|
|
scale = ds->scale2;
|
|
}
|
|
|
|
if (scale < spr->sortscale ||
|
|
(lowscale < spr->sortscale &&
|
|
!R_PointOnSegSide (spr->gx, spr->gy, ds->curline)))
|
|
{
|
|
// masked mid texture?
|
|
/*if (ds->maskedtexturecol)
|
|
R_RenderMaskedSegRange (ds, r1, r2);*/
|
|
// seg is behind sprite
|
|
continue;
|
|
}
|
|
}
|
|
|
|
r1 = ds->x1 < spr->x1 ? spr->x1 : ds->x1;
|
|
r2 = ds->x2 > spr->x2 ? spr->x2 : ds->x2;
|
|
|
|
// 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 == SIL_BOTTOM)
|
|
{
|
|
// bottom sil
|
|
for (x = r1; x <= r2; x++)
|
|
if (spr->clipbot[x] == -2)
|
|
spr->clipbot[x] = ds->sprbottomclip[x];
|
|
}
|
|
else if (silhouette == SIL_TOP)
|
|
{
|
|
// top sil
|
|
for (x = r1; x <= r2; x++)
|
|
if (spr->cliptop[x] == -2)
|
|
spr->cliptop[x] = ds->sprtopclip[x];
|
|
}
|
|
else if (silhouette == (SIL_TOP|SIL_BOTTOM))
|
|
{
|
|
// both
|
|
for (x = r1; x <= r2; x++)
|
|
{
|
|
if (spr->clipbot[x] == -2)
|
|
spr->clipbot[x] = ds->sprbottomclip[x];
|
|
if (spr->cliptop[x] == -2)
|
|
spr->cliptop[x] = ds->sprtopclip[x];
|
|
}
|
|
}
|
|
}
|
|
//SoM: 3/17/2000: Clip sprites in water.
|
|
if (spr->heightsec != -1) // only things in specially marked sectors
|
|
{
|
|
fixed_t mh, h;
|
|
INT32 phs = viewplayer->mo->subsector->sector->heightsec;
|
|
if ((mh = sectors[spr->heightsec].floorheight) > spr->gz &&
|
|
(h = centeryfrac - FixedMul(mh -= viewz, spr->sortscale)) >= 0 &&
|
|
(h >>= FRACBITS) < viewheight)
|
|
{
|
|
if (mh <= 0 || (phs != -1 && viewz > sectors[phs].floorheight))
|
|
{ // clip bottom
|
|
for (x = spr->x1; x <= spr->x2; x++)
|
|
if (spr->clipbot[x] == -2 || h < spr->clipbot[x])
|
|
spr->clipbot[x] = (INT16)h;
|
|
}
|
|
else // clip top
|
|
{
|
|
for (x = spr->x1; x <= spr->x2; x++)
|
|
if (spr->cliptop[x] == -2 || h > spr->cliptop[x])
|
|
spr->cliptop[x] = (INT16)h;
|
|
}
|
|
}
|
|
|
|
if ((mh = sectors[spr->heightsec].ceilingheight) < spr->gzt &&
|
|
(h = centeryfrac - FixedMul(mh-viewz, spr->sortscale)) >= 0 &&
|
|
(h >>= FRACBITS) < viewheight)
|
|
{
|
|
if (phs != -1 && viewz >= sectors[phs].ceilingheight)
|
|
{ // clip bottom
|
|
for (x = spr->x1; x <= spr->x2; x++)
|
|
if (spr->clipbot[x] == -2 || h < spr->clipbot[x])
|
|
spr->clipbot[x] = (INT16)h;
|
|
}
|
|
else // clip top
|
|
{
|
|
for (x = spr->x1; x <= spr->x2; x++)
|
|
if (spr->cliptop[x] == -2 || h > spr->cliptop[x])
|
|
spr->cliptop[x] = (INT16)h;
|
|
}
|
|
}
|
|
}
|
|
if (spr->cut & SC_TOP && spr->cut & SC_BOTTOM)
|
|
{
|
|
for (x = spr->x1; x <= spr->x2; x++)
|
|
{
|
|
if (spr->cliptop[x] == -2 || spr->szt > spr->cliptop[x])
|
|
spr->cliptop[x] = spr->szt;
|
|
|
|
if (spr->clipbot[x] == -2 || spr->sz < spr->clipbot[x])
|
|
spr->clipbot[x] = spr->sz;
|
|
}
|
|
}
|
|
else if (spr->cut & SC_TOP)
|
|
{
|
|
for (x = spr->x1; x <= spr->x2; x++)
|
|
{
|
|
if (spr->cliptop[x] == -2 || spr->szt > spr->cliptop[x])
|
|
spr->cliptop[x] = spr->szt;
|
|
}
|
|
}
|
|
else if (spr->cut & SC_BOTTOM)
|
|
{
|
|
for (x = spr->x1; x <= spr->x2; x++)
|
|
{
|
|
if (spr->clipbot[x] == -2 || spr->sz < spr->clipbot[x])
|
|
spr->clipbot[x] = spr->sz;
|
|
}
|
|
}
|
|
|
|
// all clipping has been performed, so store the values - what, did you think we were drawing them NOW?
|
|
|
|
// check for unclipped columns
|
|
for (x = spr->x1; x <= spr->x2; x++)
|
|
{
|
|
if (spr->clipbot[x] == -2)
|
|
spr->clipbot[x] = (INT16)viewheight;
|
|
|
|
if (spr->cliptop[x] == -2)
|
|
//Fab : 26-04-98: was -1, now clips against console bottom
|
|
spr->cliptop[x] = (INT16)con_clipviewtop;
|
|
}
|
|
|
|
if (portal)
|
|
{
|
|
for (x = spr->x1; x <= spr->x2; x++)
|
|
{
|
|
if (spr->clipbot[x] > portal->floorclip[x - portal->start])
|
|
spr->clipbot[x] = portal->floorclip[x - portal->start];
|
|
if (spr->cliptop[x] < portal->ceilingclip[x - portal->start])
|
|
spr->cliptop[x] = portal->ceilingclip[x - portal->start];
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/* Check if thing may be drawn from our current view. */
|
|
boolean R_ThingVisible (mobj_t *thing)
|
|
{
|
|
return (!(
|
|
thing->sprite == SPR_NULL ||
|
|
( thing->flags2 & (MF2_DONTDRAW) ) ||
|
|
(r_viewmobj && (thing == r_viewmobj || (r_viewmobj->player && r_viewmobj->player->followmobj == thing)))
|
|
));
|
|
}
|
|
|
|
boolean R_ThingVisibleWithinDist (mobj_t *thing,
|
|
fixed_t limit_dist,
|
|
fixed_t hoop_limit_dist)
|
|
{
|
|
fixed_t approx_dist;
|
|
|
|
if (! R_ThingVisible(thing))
|
|
return false;
|
|
|
|
approx_dist = P_AproxDistance(viewx-thing->x, viewy-thing->y);
|
|
|
|
if (thing->sprite == SPR_HOOP)
|
|
{
|
|
if (hoop_limit_dist && approx_dist > hoop_limit_dist)
|
|
return false;
|
|
}
|
|
else
|
|
{
|
|
if (limit_dist && approx_dist > limit_dist)
|
|
return false;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
/* Check if precipitation may be drawn from our current view. */
|
|
boolean R_PrecipThingVisible (precipmobj_t *precipthing,
|
|
fixed_t limit_dist)
|
|
{
|
|
fixed_t approx_dist;
|
|
|
|
if (( precipthing->precipflags & PCF_INVISIBLE ))
|
|
return false;
|
|
|
|
approx_dist = P_AproxDistance(viewx-precipthing->x, viewy-precipthing->y);
|
|
|
|
return ( approx_dist <= limit_dist );
|
|
}
|
|
|
|
//
|
|
// R_DrawMasked
|
|
//
|
|
static void R_DrawMaskedList (drawnode_t* head)
|
|
{
|
|
drawnode_t *r2;
|
|
drawnode_t *next;
|
|
|
|
for (r2 = head->next; r2 != head; r2 = r2->next)
|
|
{
|
|
if (r2->plane)
|
|
{
|
|
next = r2->prev;
|
|
R_DrawSinglePlane(r2->plane);
|
|
R_DoneWithNode(r2);
|
|
r2 = next;
|
|
}
|
|
else if (r2->seg && r2->seg->maskedtexturecol != NULL)
|
|
{
|
|
next = r2->prev;
|
|
R_RenderMaskedSegRange(r2->seg, r2->seg->x1, r2->seg->x2);
|
|
r2->seg->maskedtexturecol = NULL;
|
|
R_DoneWithNode(r2);
|
|
r2 = next;
|
|
}
|
|
else if (r2->thickseg)
|
|
{
|
|
next = r2->prev;
|
|
R_RenderThickSideRange(r2->thickseg, r2->thickseg->x1, r2->thickseg->x2, r2->ffloor);
|
|
R_DoneWithNode(r2);
|
|
r2 = next;
|
|
}
|
|
else if (r2->sprite)
|
|
{
|
|
next = r2->prev;
|
|
|
|
// Tails 08-18-2002
|
|
if (r2->sprite->cut & SC_PRECIP)
|
|
R_DrawPrecipitationSprite(r2->sprite);
|
|
else if (!r2->sprite->linkdraw)
|
|
R_DrawSprite(r2->sprite);
|
|
else // unbundle linkdraw
|
|
{
|
|
vissprite_t *ds = r2->sprite->linkdraw;
|
|
|
|
for (;
|
|
(ds != NULL && r2->sprite->dispoffset > ds->dispoffset);
|
|
ds = ds->next)
|
|
R_DrawSprite(ds);
|
|
|
|
R_DrawSprite(r2->sprite);
|
|
|
|
for (; ds != NULL; ds = ds->next)
|
|
R_DrawSprite(ds);
|
|
}
|
|
|
|
R_DoneWithNode(r2);
|
|
r2 = next;
|
|
}
|
|
}
|
|
}
|
|
|
|
void R_DrawMasked(maskcount_t* masks, UINT8 nummasks)
|
|
{
|
|
drawnode_t *heads; /**< Drawnode lists; as many as number of views/portals. */
|
|
SINT8 i;
|
|
|
|
heads = calloc(nummasks, sizeof(drawnode_t));
|
|
|
|
for (i = 0; i < nummasks; i++)
|
|
{
|
|
heads[i].next = heads[i].prev = &heads[i];
|
|
|
|
viewx = masks[i].viewx;
|
|
viewy = masks[i].viewy;
|
|
viewz = masks[i].viewz;
|
|
viewsector = masks[i].viewsector;
|
|
|
|
R_CreateDrawNodes(&masks[i], &heads[i], false);
|
|
}
|
|
|
|
//for (i = 0; i < nummasks; i++)
|
|
// CONS_Printf("Mask no.%d:\ndrawsegs: %d\n vissprites: %d\n\n", i, masks[i].drawsegs[1] - masks[i].drawsegs[0], masks[i].vissprites[1] - masks[i].vissprites[0]);
|
|
|
|
for (; nummasks > 0; nummasks--)
|
|
{
|
|
viewx = masks[nummasks - 1].viewx;
|
|
viewy = masks[nummasks - 1].viewy;
|
|
viewz = masks[nummasks - 1].viewz;
|
|
viewsector = masks[nummasks - 1].viewsector;
|
|
|
|
R_DrawMaskedList(&heads[nummasks - 1]);
|
|
R_ClearDrawNodes(&heads[nummasks - 1]);
|
|
}
|
|
|
|
free(heads);
|
|
}
|