SRB2/src/r_things.c
2020-05-02 12:08:31 +02:00

2936 lines
81 KiB
C

// SONIC ROBO BLAST 2
//-----------------------------------------------------------------------------
// Copyright (C) 1993-1996 by id Software, Inc.
// Copyright (C) 1998-2000 by DooM Legacy Team.
// Copyright (C) 1999-2020 by Sonic Team Junior.
//
// This program is free software distributed under the
// terms of the GNU General Public License, version 2.
// See the 'LICENSE' file for more details.
//-----------------------------------------------------------------------------
/// \file r_things.c
/// \brief Refresh of things, i.e. objects represented by sprites
#include "doomdef.h"
#include "console.h"
#include "g_game.h"
#include "r_local.h"
#include "st_stuff.h"
#include "w_wad.h"
#include "z_zone.h"
#include "m_menu.h" // character select
#include "m_misc.h"
#include "info.h" // spr2names
#include "i_video.h" // rendermode
#include "i_system.h"
#include "r_things.h"
#include "r_patch.h"
#include "r_plane.h"
#include "r_portal.h"
#include "p_tick.h"
#include "p_local.h"
#include "p_slopes.h"
#include "d_netfil.h" // blargh. for nameonly().
#include "m_cheat.h" // objectplace
#ifdef HWRENDER
#include "hardware/hw_md2.h"
#include "hardware/hw_glob.h"
#include "hardware/hw_light.h"
#include "hardware/hw_drv.h"
#endif
#define MINZ (FRACUNIT*4)
#define BASEYCENTER (BASEVIDHEIGHT/2)
typedef struct
{
INT32 x1, x2;
INT32 column;
INT32 topclip, bottomclip;
} maskdraw_t;
//
// Sprite rotation 0 is facing the viewer,
// rotation 1 is one angle turn CLOCKWISE around the axis.
// This is not the same as the angle,
// which increases counter clockwise (protractor).
// There was a lot of stuff grabbed wrong, so I changed it...
//
static lighttable_t **spritelights;
// constant arrays used for psprite clipping and initializing clipping
INT16 negonearray[MAXVIDWIDTH];
INT16 screenheightarray[MAXVIDWIDTH];
spriteinfo_t spriteinfo[NUMSPRITES];
//
// INITIALIZATION FUNCTIONS
//
// variables used to look up and range check thing_t sprites patches
spritedef_t *sprites;
size_t numsprites;
static spriteframe_t sprtemp[64];
static size_t maxframe;
static const char *spritename;
// ==========================================================================
//
// Sprite loading routines: support sprites in pwad, dehacked sprite renaming,
// replacing not all frames of an existing sprite, add sprites at run-time,
// add wads at run-time.
//
// ==========================================================================
//
//
//
static void R_InstallSpriteLump(UINT16 wad, // graphics patch
UINT16 lump,
size_t lumpid, // identifier
UINT8 frame,
UINT8 rotation,
UINT8 flipped)
{
char cn = R_Frame2Char(frame), cr = R_Rotation2Char(rotation); // for debugging
INT32 r, ang;
lumpnum_t lumppat = wad;
lumppat <<= 16;
lumppat += lump;
if (maxframe ==(size_t)-1 || frame > maxframe)
maxframe = frame;
// rotsprite
#ifdef ROTSPRITE
sprtemp[frame].rotsprite.cached = 0;
for (r = 0; r < 16; r++)
{
for (ang = 0; ang < ROTANGLES; ang++)
sprtemp[frame].rotsprite.patch[r][ang] = NULL;
}
#endif/*ROTSPRITE*/
if (rotation == 0)
{
// the lump should be used for all rotations
if (sprtemp[frame].rotate == SRF_SINGLE)
CONS_Debug(DBG_SETUP, "R_InitSprites: Sprite %s frame %c has multiple rot = 0 lump\n", spritename, cn);
else if (sprtemp[frame].rotate != SRF_NONE) // Let's bundle 1-8/16 and L/R rotations into one debug message.
CONS_Debug(DBG_SETUP, "R_InitSprites: Sprite %s frame %c has rotations and a rot = 0 lump\n", spritename, cn);
sprtemp[frame].rotate = SRF_SINGLE;
for (r = 0; r < 16; r++)
{
sprtemp[frame].lumppat[r] = lumppat;
sprtemp[frame].lumpid[r] = lumpid;
}
sprtemp[frame].flip = flipped ? 0xFFFF : 0; // 1111111111111111 in binary
return;
}
if (rotation == ROT_L || rotation == ROT_R)
{
UINT8 rightfactor = ((rotation == ROT_R) ? 4 : 0);
// the lump should be used for half of all rotations
if (sprtemp[frame].rotate == SRF_NONE)
sprtemp[frame].rotate = SRF_SINGLE;
else if (sprtemp[frame].rotate == SRF_SINGLE)
CONS_Debug(DBG_SETUP, "R_InitSprites: Sprite %s frame %c has L/R rotations and a rot = 0 lump\n", spritename, cn);
else if (sprtemp[frame].rotate == SRF_3D)
CONS_Debug(DBG_SETUP, "R_InitSprites: Sprite %s frame %c has both L/R and 1-8 rotations\n", spritename, cn);
else if (sprtemp[frame].rotate == SRF_3DGE)
CONS_Debug(DBG_SETUP, "R_InitSprites: Sprite %s frame %c has both L/R and 1-G rotations\n", spritename, cn);
else if ((sprtemp[frame].rotate & SRF_LEFT) && (rotation == ROT_L))
CONS_Debug(DBG_SETUP, "R_InitSprites: Sprite %s frame %c has multiple L rotations\n", spritename, cn);
else if ((sprtemp[frame].rotate & SRF_RIGHT) && (rotation == ROT_R))
CONS_Debug(DBG_SETUP, "R_InitSprites: Sprite %s frame %c has multiple R rotations\n", spritename, cn);
sprtemp[frame].rotate |= ((rotation == ROT_R) ? SRF_RIGHT : SRF_LEFT);
if ((sprtemp[frame].rotate & SRF_2D) == SRF_2D)
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.
// load into every relevant angle, including the front one
for (r = 0; r < 4; r++)
{
sprtemp[frame].lumppat[r + rightfactor] = lumppat;
sprtemp[frame].lumpid[r + rightfactor] = lumpid;
sprtemp[frame].lumppat[r + rightfactor + 8] = lumppat;
sprtemp[frame].lumpid[r + rightfactor + 8] = lumpid;
}
if (flipped)
sprtemp[frame].flip |= (0x0F0F<<rightfactor); // 0000111100001111 or 1111000011110000 in binary, depending on rotation being ROT_L or ROT_R
else
sprtemp[frame].flip &= ~(0x0F0F<<rightfactor); // ditto
return;
}
if (sprtemp[frame].rotate == SRF_NONE)
sprtemp[frame].rotate = SRF_SINGLE;
else if (sprtemp[frame].rotate == SRF_SINGLE)
CONS_Debug(DBG_SETUP, "R_InitSprites: Sprite %s frame %c has 1-8/G rotations and a rot = 0 lump\n", spritename, cn);
else if (sprtemp[frame].rotate & SRF_2D)
CONS_Debug(DBG_SETUP, "R_InitSprites: Sprite %s frame %c has both L/R and 1-8/G rotations\n", spritename, cn);
// make 0 based
rotation--;
{
// 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.
UINT8 threedrot = (rotation > 7) ? SRF_3DGE : (sprtemp[frame].rotate & SRF_3DMASK);
if (!threedrot)
threedrot = SRF_3D;
if (rotation == 0 || rotation == 4) // Front or back...
sprtemp[frame].rotate = threedrot; // Prevent L and R changeover
else if ((rotation & 7) > 3) // Right side
sprtemp[frame].rotate = (threedrot | (sprtemp[frame].rotate & SRF_LEFT)); // Continue allowing L frame changeover
else // if ((rotation & 7) <= 3) // Left side
sprtemp[frame].rotate = (threedrot | (sprtemp[frame].rotate & SRF_RIGHT)); // Continue allowing R frame changeover
}
if (sprtemp[frame].lumppat[rotation] != LUMPERROR)
CONS_Debug(DBG_SETUP, "R_InitSprites: Sprite %s: %c%c has two lumps mapped to it\n", spritename, cn, cr);
// lumppat & lumpid are the same for original Doom, but different
// when using sprites in pwad : the lumppat points the new graphics
sprtemp[frame].lumppat[rotation] = lumppat;
sprtemp[frame].lumpid[rotation] = lumpid;
if (flipped)
sprtemp[frame].flip |= (1<<rotation);
else
sprtemp[frame].flip &= ~(1<<rotation);
}
// Install a single sprite, given its identifying name (4 chars)
//
// (originally part of R_AddSpriteDefs)
//
// Pass: name of sprite : 4 chars
// spritedef_t
// wadnum : wad number, indexes wadfiles[], where patches
// for frames are found
// startlump : first lump to search for sprite frames
// endlump : AFTER the last lump to search
//
// Returns true if the sprite was succesfully added
//
boolean R_AddSingleSpriteDef(const char *sprname, spritedef_t *spritedef, UINT16 wadnum, UINT16 startlump, UINT16 endlump)
{
UINT16 l;
UINT8 frame;
UINT8 rotation;
lumpinfo_t *lumpinfo;
patch_t patch;
UINT8 numadded = 0;
memset(sprtemp,0xFF, sizeof (sprtemp));
maxframe = (size_t)-1;
spritename = sprname;
// are we 'patching' a sprite already loaded ?
// if so, it might patch only certain frames, not all
if (spritedef->numframes) // (then spriteframes is not null)
{
#ifdef ROTSPRITE
R_FreeSingleRotSprite(spritedef);
#endif
// copy the already defined sprite frames
M_Memcpy(sprtemp, spritedef->spriteframes,
spritedef->numframes * sizeof (spriteframe_t));
maxframe = spritedef->numframes - 1;
}
// scan the lumps,
// filling in the frames for whatever is found
lumpinfo = wadfiles[wadnum]->lumpinfo;
if (endlump > wadfiles[wadnum]->numlumps)
endlump = wadfiles[wadnum]->numlumps;
for (l = startlump; l < endlump; l++)
{
if (memcmp(lumpinfo[l].name,sprname,4)==0)
{
frame = R_Char2Frame(lumpinfo[l].name[4]);
rotation = R_Char2Rotation(lumpinfo[l].name[5]);
if (frame >= 64 || rotation == 255) // Give an actual NAME error -_-...
{
CONS_Alert(CONS_WARNING, M_GetText("Bad sprite name: %s\n"), W_CheckNameForNumPwad(wadnum,l));
continue;
}
// skip NULL sprites from very old dmadds pwads
if (W_LumpLengthPwad(wadnum,l)<=8)
continue;
// store sprite info in lookup tables
//FIXME : numspritelumps do not duplicate sprite replacements
W_ReadLumpHeaderPwad(wadnum, l, &patch, sizeof (patch_t), 0);
#ifndef NO_PNG_LUMPS
{
patch_t *png = W_CacheLumpNumPwad(wadnum, l, PU_STATIC);
size_t len = W_LumpLengthPwad(wadnum, l);
// lump is a png so convert it
if (R_IsLumpPNG((UINT8 *)png, len))
{
png = R_PNGToPatch((UINT8 *)png, len, NULL);
M_Memcpy(&patch, png, sizeof(INT16)*4);
}
Z_Free(png);
}
#endif
spritecachedinfo[numspritelumps].width = SHORT(patch.width)<<FRACBITS;
spritecachedinfo[numspritelumps].offset = SHORT(patch.leftoffset)<<FRACBITS;
spritecachedinfo[numspritelumps].topoffset = SHORT(patch.topoffset)<<FRACBITS;
spritecachedinfo[numspritelumps].height = SHORT(patch.height)<<FRACBITS;
//BP: we cannot use special tric in hardware mode because feet in ground caused by z-buffer
if (rendermode != render_none) // not for psprite
spritecachedinfo[numspritelumps].topoffset += FEETADJUST;
// Being selective with this causes bad things. :( Like the special stage tokens breaking apart.
/*if (rendermode != render_none // not for psprite
&& SHORT(patch.topoffset)>0 && SHORT(patch.topoffset)<SHORT(patch.height))
// perfect is patch.height but sometime it is too high
spritecachedinfo[numspritelumps].topoffset = min(SHORT(patch.topoffset)+(FEETADJUST>>FRACBITS),SHORT(patch.height))<<FRACBITS;*/
//----------------------------------------------------
R_InstallSpriteLump(wadnum, l, numspritelumps, frame, rotation, 0);
if (lumpinfo[l].name[6])
{
frame = R_Char2Frame(lumpinfo[l].name[6]);
rotation = R_Char2Rotation(lumpinfo[l].name[7]);
if (frame >= 64 || rotation == 255) // Give an actual NAME error -_-...
{
CONS_Alert(CONS_WARNING, M_GetText("Bad sprite name: %s\n"), W_CheckNameForNumPwad(wadnum,l));
continue;
}
R_InstallSpriteLump(wadnum, l, numspritelumps, frame, rotation, 1);
}
if (++numspritelumps >= max_spritelumps)
{
max_spritelumps *= 2;
Z_Realloc(spritecachedinfo, max_spritelumps*sizeof(*spritecachedinfo), PU_STATIC, &spritecachedinfo);
}
++numadded;
}
}
//
// if no frames found for this sprite
//
if (maxframe == (size_t)-1)
{
// the first time (which is for the original wad),
// all sprites should have their initial frames
// and then, patch wads can replace it
// we will skip non-replaced sprite frames, only if
// they have already have been initially defined (original wad)
//check only after all initial pwads added
//if (spritedef->numframes == 0)
// I_Error("R_AddSpriteDefs: no initial frames found for sprite %s\n",
// namelist[i]);
// sprite already has frames, and is not replaced by this wad
return false;
}
else if (!numadded)
{
// Nothing related to this spritedef has been changed
// so there is no point going back through these checks again.
return false;
}
maxframe++;
//
// some checks to help development
//
for (frame = 0; frame < maxframe; frame++)
{
switch (sprtemp[frame].rotate)
{
case SRF_NONE:
// no rotations were found for that frame at all
I_Error("R_AddSingleSpriteDef: No patches found for %.4s frame %c", sprname, R_Frame2Char(frame));
break;
case SRF_SINGLE:
// only the first rotation is needed
break;
case SRF_2D: // both Left and Right rotations
// we test to see whether the left and right slots are present
if ((sprtemp[frame].lumppat[2] == LUMPERROR) || (sprtemp[frame].lumppat[6] == LUMPERROR))
I_Error("R_AddSingleSpriteDef: Sprite %.4s frame %c is missing rotations (L-R mode)",
sprname, R_Frame2Char(frame));
break;
default:
// must have all 8/16 frames
rotation = ((sprtemp[frame].rotate & SRF_3DGE) ? 16 : 8);
while (rotation--)
// we test the patch lump, or the id lump whatever
// if it was not loaded the two are LUMPERROR
if (sprtemp[frame].lumppat[rotation] == LUMPERROR)
I_Error("R_AddSingleSpriteDef: Sprite %.4s frame %c is missing rotations (1-%c mode)",
sprname, R_Frame2Char(frame), ((sprtemp[frame].rotate & SRF_3DGE) ? 'G' : '8'));
break;
}
}
// allocate space for the frames present and copy sprtemp to it
if (spritedef->numframes && // has been allocated
spritedef->numframes < maxframe) // more frames are defined ?
{
#ifdef ROTSPRITE
R_FreeSingleRotSprite(spritedef);
#endif
Z_Free(spritedef->spriteframes);
spritedef->spriteframes = NULL;
}
// allocate this sprite's frames
if (!spritedef->spriteframes)
spritedef->spriteframes =
Z_Malloc(maxframe * sizeof (*spritedef->spriteframes), PU_STATIC, NULL);
spritedef->numframes = maxframe;
M_Memcpy(spritedef->spriteframes, sprtemp, maxframe*sizeof (spriteframe_t));
return true;
}
//
// Search for sprites replacements in a wad whose names are in namelist
//
void R_AddSpriteDefs(UINT16 wadnum)
{
size_t i, addsprites = 0;
UINT16 start, end;
char wadname[MAX_WADPATH];
// Find the sprites section in this resource file.
switch (wadfiles[wadnum]->type)
{
case RET_WAD:
start = W_CheckNumForMarkerStartPwad("S_START", wadnum, 0);
if (start == INT16_MAX)
start = W_CheckNumForMarkerStartPwad("SS_START", wadnum, 0); //deutex compatib.
end = W_CheckNumForNamePwad("S_END",wadnum,start);
if (end == INT16_MAX)
end = W_CheckNumForNamePwad("SS_END",wadnum,start); //deutex compatib.
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 = 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 = sector->lightlist[i].height;
if (!(sector->lightlist[i].caster->flags & FF_CUTSPRITES))
continue;
if (sector->lightlist[i].slope)
testheight = P_GetZAt(sector->lightlist[i].slope, 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);
if (testheight < sprite->pzt && testheight > sprite->pz)
sprite->pz = newsprite->pzt = testheight;
else
{
newsprite->pz = newsprite->gz;
newsprite->pzt = newsprite->gzt;
}
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)
{
fixed_t z, floorz = INT32_MIN;
pslope_t *slope, *floorslope = NULL;
msecnode_t *node;
sector_t *sector;
ffloor_t *rover;
for (node = thing->touching_sectorlist; node; node = node->m_sectorlist_next)
{
sector = node->m_sector;
slope = (sector->heightsec != -1) ? NULL : sector->f_slope;
z = slope ? P_GetZAt(slope, thing->x, thing->y) : (
(sector->heightsec != -1) ? sectors[sector->heightsec].floorheight : sector->floorheight
);
if (z < thing->z+thing->height/2 && z > floorz)
{
floorz = z;
floorslope = 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 = *rover->t_slope ? P_GetZAt(*rover->t_slope, thing->x, thing->y) : *rover->topheight;
if (z < thing->z+thing->height/2 && z > floorz)
{
floorz = z;
floorslope = *rover->t_slope;
}
}
}
if (thing->floorz > floorz + (!floorslope ? 0 : FixedMul(abs(floorslope->zdelta), thing->radius*3/2)))
{
floorz = thing->floorz;
floorslope = NULL;
}
#if 0 // Unfortunately, this drops CEZ2 down to sub-17 FPS on my i7.
// Check polyobjects and see if floorz 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 > floorz)
{
floorz = z;
floorslope = NULL;
}
}
plink = (polymaplink_t *)(plink->link.next);
}
}
}
#endif
if (shadowslope != NULL)
*shadowslope = floorslope;
return floorz;
}
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 floorz;
pslope_t *floorslope;
floorz = R_GetShadowZ(thing, &floorslope);
if (abs(floorz-viewz)/tz > 4) return; // Prevent stretchy shadows and possible crashes
floordiff = abs(thing->z - floorz);
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(floorz - viewz), tz));
shadowyscale = min(shadowyscale, shadowxscale) / patch->height;
shadowxscale /= patch->width;
shadowskew = 0;
if (floorslope)
{
// haha let's try some dumb stuff
fixed_t xslope, zslope;
angle_t sloperelang = (R_PointToAngle(thing->x, thing->y) - floorslope->xydirection) >> ANGLETOFINESHIFT;
xslope = FixedMul(FINESINE(sloperelang), floorslope->zdelta);
zslope = FixedMul(FINECOSINE(sloperelang), floorslope->zdelta);
//CONS_Printf("Shadow is sloped by %d %d\n", xslope, zslope);
if (viewz < floorz)
shadowyscale += FixedMul(FixedMul(thing->radius*2 / patch->height, scalemul), zslope);
else
shadowyscale -= FixedMul(FixedMul(thing->radius*2 / patch->height, scalemul), zslope);
shadowyscale = abs(shadowyscale);
shadowskew = xslope;
}
tx -= patch->width * shadowxscale/2;
x1 = (centerxfrac + FixedMul(tx,xscale))>>FRACBITS;
if (x1 >= viewwidth) return;
tx += patch->width * shadowxscale;
x2 = ((centerxfrac + FixedMul(tx,xscale))>>FRACBITS); x2--;
if (x2 < 0 || x2 <= x1) return;
if (shadowyscale < FRACUNIT/patch->height) return; // fix some crashes?
shadow = R_NewVisSprite();
shadow->patch = patch;
shadow->heightsec = vis->heightsec;
shadow->thingheight = FRACUNIT;
shadow->pz = floorz;
shadow->pzt = shadow->pz + shadow->thingheight;
shadow->mobjflags = 0;
shadow->sortscale = vis->sortscale;
shadow->dispoffset = vis->dispoffset - 5;
shadow->gx = thing->x;
shadow->gy = thing->y;
shadow->gzt = shadow->pz + shadow->patch->height * shadowyscale / 2;
shadow->gz = shadow->gzt - shadow->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 = (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 = thing->subsector->sector->lightlist[lightnum].slope ? P_GetZAt(thing->subsector->sector->lightlist[lightnum].slope, thing->x, thing->y)
: thing->subsector->sector->lightlist[lightnum].height;
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 gxt, gyt;
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 rot;
UINT16 flip;
boolean vflip = (!(thing->eflags & MFE_VERTICALFLIP) != !(thing->frame & FF_VERTICALFLIP));
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;
gxt = FixedMul(tr_x, viewcos);
gyt = -FixedMul(tr_y, viewsin);
tz = gxt-gyt;
// thing is behind view plane?
if (!papersprite && (tz < FixedMul(MINZ, this_scale))) // papersprite clipping is handled later
return;
gxt = -FixedMul(tr_x, viewsin);
gyt = FixedMul(tr_y, viewcos);
basetx = tx = -(gyt + gxt);
// too far off the side?
if (!papersprite && abs(tx) > tz<<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
rot = 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 (rot >= 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(rot));
thing->sprite = states[S_UNKNOWN].sprite;
thing->frame = states[S_UNKNOWN].frame;
sprdef = &sprites[thing->sprite];
#ifdef ROTSPRITE
sprinfo = NULL;
#endif
rot = thing->frame&FF_FRAMEMASK;
}
}
else
{
sprdef = &sprites[thing->sprite];
#ifdef ROTSPRITE
sprinfo = NULL;
#endif
if (rot >= sprdef->numframes)
{
CONS_Alert(CONS_ERROR, M_GetText("R_ProjectSprite: invalid sprite frame %s/%s for %s\n"),
sizeu1(rot), 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];
rot = thing->frame&FF_FRAMEMASK;
}
}
sprframe = &sprdef->spriteframes[rot];
#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 (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, (thing->frame & FF_FRAMEMASK), sprinfo, sprframe, rot, flip);
rotsprite = sprframe->rotsprite.patch[rot][rollangle];
if (rotsprite != NULL)
{
spr_width = rotsprite->width << FRACBITS;
spr_height = rotsprite->height << FRACBITS;
spr_offset = rotsprite->leftoffset << FRACBITS;
spr_topoffset = rotsprite->topoffset << FRACBITS;
// flip -> rotate, not rotate -> flip
flip = 0;
}
}
#endif
// 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);
gxt = FixedMul(tr_x, viewcos);
gyt = -FixedMul(tr_y, viewsin);
tz = gxt-gyt;
yscale = FixedDiv(projectiony, tz);
//if (yscale < 64) return; // Fix some funky visuals
gxt = -FixedMul(tr_x, viewsin);
gyt = FixedMul(tr_y, viewcos);
tx = -(gyt + gxt);
xscale = FixedDiv(projection, tz);
x1 = (centerxfrac + FixedMul(tx,xscale))>>FRACBITS;
// 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);
gxt = FixedMul(tr_x, viewcos);
gyt = -FixedMul(tr_y, viewsin);
tz2 = gxt-gyt;
yscale2 = FixedDiv(projectiony, tz2);
//if (yscale2 < 64) return; // ditto
gxt = -FixedMul(tr_x, viewsin);
gyt = FixedMul(tr_y, viewcos);
tx2 = -(gyt + gxt);
xscale2 = FixedDiv(projection, tz2);
x2 = ((centerxfrac + FixedMul(tx2,xscale2))>>FRACBITS);
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);
yscale = FixedDiv(projectiony, tz);
xscale = FixedDiv(projection, tz);
x1 = (centerxfrac + FixedMul(tx,xscale))>>FRACBITS;
}
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);
yscale2 = FixedDiv(projectiony, tz2);
xscale2 = FixedDiv(projection, tz2);
x2 = (centerxfrac + FixedMul(tx2,xscale2))>>FRACBITS;
}
// off the right side?
if (x1 > viewwidth)
return;
// 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;
gxt = FixedMul(tr_x, viewcos);
gyt = -FixedMul(tr_y, viewsin);
tz = gxt-gyt;
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 = thing->subsector->sector->lightlist[lightnum].slope ? P_GetZAt(thing->subsector->sector->lightlist[lightnum].slope, thing->x, thing->y)
: thing->subsector->sector->lightlist[lightnum].height;
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->thingheight = thing->height;
vis->pz = thing->z;
vis->pzt = vis->pz + vis->thingheight;
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 gxt, gyt;
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;
gxt = FixedMul(tr_x, viewcos);
gyt = -FixedMul(tr_y, viewsin);
tz = gxt - gyt;
// thing is behind view plane?
if (tz < MINZ)
return;
gxt = -FixedMul(tr_x, viewsin);
gyt = FixedMul(tr_y, viewcos);
tx = -(gyt + gxt);
// too far off the side?
if (abs(tx) > tz<<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->thingheight = 4*FRACUNIT;
vis->pz = thing->z;
vis->pzt = vis->pz + vis->thingheight;
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
if (r2->plane->slope) {
planeobjectz = P_GetZAt(r2->plane->slope, rover->gx, rover->gy);
planecameraz = P_GetZAt(r2->plane->slope, viewx, viewy);
}
else
planeobjectz = planecameraz = r2->plane->height;
if (rover->mobjflags & MF_NOCLIPHEIGHT)
{
//Objects with NOCLIPHEIGHT can appear halfway in.
if (planecameraz < viewz && rover->pz+(rover->thingheight/2) >= planeobjectz)
continue;
if (planecameraz > viewz && rover->pzt-(rover->thingheight/2) <= planeobjectz)
continue;
}
else
{
if (planecameraz < viewz && rover->pz >= planeobjectz)
continue;
if (planecameraz > viewz && rover->pzt <= 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;
if (*r2->ffloor->t_slope) {
topplaneobjectz = P_GetZAt(*r2->ffloor->t_slope, rover->gx, rover->gy);
topplanecameraz = P_GetZAt(*r2->ffloor->t_slope, viewx, viewy);
}
else
topplaneobjectz = topplanecameraz = *r2->ffloor->topheight;
if (*r2->ffloor->b_slope) {
botplaneobjectz = P_GetZAt(*r2->ffloor->b_slope, rover->gx, rover->gy);
botplanecameraz = P_GetZAt(*r2->ffloor->b_slope, viewx, viewy);
}
else
botplaneobjectz = botplanecameraz = *r2->ffloor->bottomheight;
if ((topplanecameraz > viewz && botplanecameraz < viewz) ||
(topplanecameraz < viewz && rover->gzt < topplaneobjectz) ||
(botplanecameraz > viewz && rover->gz > botplaneobjectz))
{
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;
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) ) ||
thing == r_viewmobj
));
}
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);
}