/* Emacs style mode select -*- C++ -*- *----------------------------------------------------------------------------- * * * PrBoom: a Doom port merged with LxDoom and LSDLDoom * based on BOOM, a modified and improved DOOM engine * Copyright (C) 1999 by * id Software, Chi Hoang, Lee Killough, Jim Flynn, Rand Phares, Ty Halderman * Copyright (C) 1999-2000 by * Jess Haas, Nicolas Kalkhof, Colin Phipps, Florian Schulze * Copyright 2005, 2006 by * Florian Schulze, Colin Phipps, Neil Stevens, Andrey Budko * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA * 02111-1307, USA. * * DESCRIPTION: * Refresh of things, i.e. objects represented by sprites. * *-----------------------------------------------------------------------------*/ #include "doomstat.h" #include "w_wad.h" #include "r_main.h" #include "r_bsp.h" #include "r_segs.h" #include "r_draw.h" #include "r_things.h" #include "r_fps.h" #include "v_video.h" #include "lprintf.h" #include #define MINZ (FRACUNIT*4) #define BASEYCENTER 100 typedef struct { int x1; int x2; int column; int topclip; int 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... // fixed_t pspritescale; fixed_t pspriteiscale; // proff 11/06/98: Added for high-res fixed_t pspriteyscale; // constant arrays // used for psprite clipping and initializing clipping int negonearray[MAX_SCREENWIDTH]; // killough 2/8/98: // dropoff overflow int screenheightarray[MAX_SCREENWIDTH]; // change to MAX_* // dropoff overflow // // INITIALIZATION FUNCTIONS // // variables used to look up and range check thing_t sprites patches spritedef_t *sprites; int numsprites; #define MAX_SPRITE_FRAMES 29 /* Macroized -- killough 1/25/98 */ static spriteframe_t sprtemp[MAX_SPRITE_FRAMES]; static int maxframe; extern int current_eye; // // R_InstallSpriteLump // Local function for R_InitSprites. // static void R_InstallSpriteLump(int lump, unsigned frame, unsigned rotation, boolean flipped) { if (frame >= MAX_SPRITE_FRAMES || rotation > 8) I_Error("R_InstallSpriteLump: Bad frame characters in lump %i", lump); if ((int) frame > maxframe) maxframe = frame; if (rotation == 0) { // the lump should be used for all rotations int r; for (r=0 ; r<8 ; r++) if (sprtemp[frame].lump[r]==-1) { sprtemp[frame].lump[r] = lump - firstspritelump; sprtemp[frame].flip[r] = (byte) flipped; sprtemp[frame].rotate = false; //jff 4/24/98 if any subbed, rotless } return; } // the lump is only used for one rotation if (sprtemp[frame].lump[--rotation] == -1) { sprtemp[frame].lump[rotation] = lump - firstspritelump; sprtemp[frame].flip[rotation] = (byte) flipped; sprtemp[frame].rotate = true; //jff 4/24/98 only change if rot used } } // // R_InitSpriteDefs // Pass a null terminated list of sprite names // (4 chars exactly) to be used. // // Builds the sprite rotation matrixes to account // for horizontally flipped sprites. // // Will report an error if the lumps are inconsistent. // Only called at startup. // // Sprite lump names are 4 characters for the actor, // a letter for the frame, and a number for the rotation. // // A sprite that is flippable will have an additional // letter/number appended. // // The rotation character can be 0 to signify no rotations. // // 1/25/98, 1/31/98 killough : Rewritten for performance // // Empirically verified to have excellent hash // properties across standard Doom sprites: #define R_SpriteNameHash(s) ((unsigned)((s)[0]-((s)[1]*3-(s)[3]*2-(s)[2])*2)) static void R_InitSpriteDefs(const char * const * namelist) { size_t numentries = lastspritelump-firstspritelump+1; struct { int index, next; } *hash; int i; if (!numentries || !*namelist) return; // count the number of sprite names for (i=0; namelist[i]; i++) ; numsprites = i; sprites = Z_Malloc(numsprites *sizeof(*sprites), PU_STATIC, NULL); // Create hash table based on just the first four letters of each sprite // killough 1/31/98 hash = malloc(sizeof(*hash)*numentries); // allocate hash table for (i=0; (size_t)i= 0) { memset(sprtemp, -1, sizeof(sprtemp)); maxframe = -1; do { register lumpinfo_t *lump = lumpinfo + j + firstspritelump; // Fast portable comparison -- killough // (using int pointer cast is nonportable): if (!((lump->name[0] ^ spritename[0]) | (lump->name[1] ^ spritename[1]) | (lump->name[2] ^ spritename[2]) | (lump->name[3] ^ spritename[3]))) { R_InstallSpriteLump(j+firstspritelump, lump->name[4] - 'A', lump->name[5] - '0', false); if (lump->name[6]) R_InstallSpriteLump(j+firstspritelump, lump->name[6] - 'A', lump->name[7] - '0', true); } } while ((j = hash[j].next) >= 0); // check the frames that were found for completeness if ((sprites[i].numframes = ++maxframe)) // killough 1/31/98 { int frame; for (frame = 0; frame < maxframe; frame++) switch ((int) sprtemp[frame].rotate) { case -1: // no rotations were found for that frame at all I_Error ("R_InitSprites: No patches found " "for %.8s frame %c", namelist[i], frame+'A'); break; case 0: // only the first rotation is needed break; case 1: // must have all 8 frames { int rotation; for (rotation=0 ; rotation<8 ; rotation++) if (sprtemp[frame].lump[rotation] == -1) I_Error ("R_InitSprites: Sprite %.8s frame %c " "is missing rotations", namelist[i], frame+'A'); break; } } // allocate space for the frames present and copy sprtemp to it sprites[i].spriteframes = Z_Malloc (maxframe * sizeof(spriteframe_t), PU_STATIC, NULL); memcpy (sprites[i].spriteframes, sprtemp, maxframe*sizeof(spriteframe_t)); } } } free(hash); // free hash table } // // GAME FUNCTIONS // static vissprite_t *vissprites, **vissprite_ptrs; // killough static size_t num_vissprite, num_vissprite_alloc, num_vissprite_ptrs; // // R_InitSprites // Called at program start. // void R_InitSprites(const char * const *namelist) { int i; for (i=0; i= num_vissprite_alloc) // killough { size_t num_vissprite_alloc_prev = num_vissprite_alloc; num_vissprite_alloc = num_vissprite_alloc ? num_vissprite_alloc*2 : 128; vissprites = realloc(vissprites,num_vissprite_alloc*sizeof(*vissprites)); //e6y: set all fields to zero memset(vissprites + num_vissprite_alloc_prev, 0, (num_vissprite_alloc - num_vissprite_alloc_prev)*sizeof(*vissprites)); } return vissprites + num_vissprite++; } // // R_DrawMaskedColumn // Used for sprites and masked mid textures. // Masked means: partly transparent, i.e. stored // in posts/runs of opaque pixels. // int *mfloorclip; // dropoff overflow int *mceilingclip; // dropoff overflow fixed_t spryscale; fixed_t sprtopscreen; void R_DrawMaskedColumn( const rpatch_t *patch, R_DrawColumn_f colfunc, draw_column_vars_t *dcvars, const rcolumn_t *column, const rcolumn_t *prevcolumn, const rcolumn_t *nextcolumn ) { int i; int topscreen; int bottomscreen; fixed_t basetexturemid = dcvars->texturemid; dcvars->texheight = patch->height; // killough 11/98 for (i=0; inumPosts; i++) { const rpost_t *post = &column->posts[i]; // calculate unclipped screen coordinates for post topscreen = sprtopscreen + spryscale*post->topdelta; bottomscreen = topscreen + spryscale*post->length; dcvars->yl = (topscreen+FRACUNIT-1)>>FRACBITS; dcvars->yh = (bottomscreen-1)>>FRACBITS; if (dcvars->yh >= mfloorclip[dcvars->x]) dcvars->yh = mfloorclip[dcvars->x]-1; if (dcvars->yl <= mceilingclip[dcvars->x]) dcvars->yl = mceilingclip[dcvars->x]+1; // killough 3/2/98, 3/27/98: Failsafe against overflow/crash: if (dcvars->yl <= dcvars->yh && dcvars->yh < viewheight) { dcvars->source = column->pixels + post->topdelta; dcvars->prevsource = prevcolumn->pixels + post->topdelta; dcvars->nextsource = nextcolumn->pixels + post->topdelta; dcvars->texturemid = basetexturemid - (post->topdelta<edgeslope = post->slope; // Drawn by either R_DrawColumn // or (SHADOW) R_DrawFuzzColumn. dcvars->drawingmasked = 1; // POPE colfunc (dcvars); dcvars->drawingmasked = 0; // POPE } } dcvars->texturemid = basetexturemid; } // // R_DrawVisSprite // mfloorclip and mceilingclip should also be set. // // CPhipps - new wad lump handling, *'s to const*'s static void R_DrawVisSprite(vissprite_t *vis, int x1, int x2) { int texturecolumn; fixed_t frac; const rpatch_t *patch = R_CachePatchNum(vis->patch+firstspritelump); R_DrawColumn_f colfunc; draw_column_vars_t dcvars; enum draw_filter_type_e filter; enum draw_filter_type_e filterz; R_SetDefaultDrawColumnVars(&dcvars); if (vis->isplayersprite) { dcvars.edgetype = drawvars.patch_edges; filter = drawvars.filterpatch; filterz = RDRAW_FILTER_POINT; } else { dcvars.edgetype = drawvars.sprite_edges; filter = drawvars.filtersprite; filterz = drawvars.filterz; } dcvars.colormap = vis->colormap; dcvars.nextcolormap = dcvars.colormap; // for filtering -- POPE // killough 4/11/98: rearrange and handle translucent sprites // mixed with translucent/non-translucenct 2s normals if (!dcvars.colormap) // NULL colormap = shadow draw colfunc = R_GetDrawColumnFunc(RDC_PIPELINE_FUZZ, filter, filterz); // killough 3/14/98 else if (vis->mobjflags & MF_TRANSLATION) { colfunc = R_GetDrawColumnFunc(RDC_PIPELINE_TRANSLATED, filter, filterz); dcvars.translation = translationtables - 256 + ((vis->mobjflags & MF_TRANSLATION) >> (MF_TRANSSHIFT-8) ); } else if (vis->mobjflags & MF_TRANSLUCENT && general_translucency) // phares { colfunc = R_GetDrawColumnFunc(RDC_PIPELINE_TRANSLUCENT, filter, filterz); tranmap = main_tranmap; // killough 4/11/98 } else colfunc = R_GetDrawColumnFunc(RDC_PIPELINE_STANDARD, filter, filterz); // killough 3/14/98, 4/11/98 // proff 11/06/98: Changed for high-res dcvars.iscale = FixedDiv (FRACUNIT, vis->scale); dcvars.texturemid = vis->texturemid; frac = vis->startfrac; if (filter == RDRAW_FILTER_LINEAR) frac -= (FRACUNIT>>1); spryscale = vis->scale; sprtopscreen = centeryfrac - FixedMul(dcvars.texturemid,spryscale); for (dcvars.x=vis->x1 ; dcvars.x<=vis->x2 ; dcvars.x++, frac += vis->xiscale) { texturecolumn = frac>>FRACBITS; dcvars.texu = frac; R_DrawMaskedColumn( patch, colfunc, &dcvars, R_GetPatchColumnClamped(patch, texturecolumn), R_GetPatchColumnClamped(patch, texturecolumn-1), R_GetPatchColumnClamped(patch, texturecolumn+1) ); } R_UnlockPatchNum(vis->patch+firstspritelump); // cph - release lump } // // R_ProjectSprite // Generates a vissprite for a thing if it might be visible. // static void R_ProjectSprite (mobj_t* thing, int lightlevel) { fixed_t gzt; // killough 3/27/98 fixed_t tx; fixed_t xscale; int x1; int x2; spritedef_t *sprdef; spriteframe_t *sprframe; int lump; boolean flip; vissprite_t *vis; fixed_t iscale; int heightsec; // killough 3/27/98 // transform the origin point fixed_t tr_x, tr_y; fixed_t fx, fy, fz; fixed_t gxt, gyt; fixed_t tz; int width; if (movement_smooth) { fx = thing->PrevX + FixedMul (tic_vars.frac, thing->x - thing->PrevX); fy = thing->PrevY + FixedMul (tic_vars.frac, thing->y - thing->PrevY); fz = thing->PrevZ + FixedMul (tic_vars.frac, thing->z - thing->PrevZ); } else { fx = thing->x; fy = thing->y; fz = thing->z; } tr_x = fx - viewx; tr_y = fy - viewy; gxt = FixedMul(tr_x,viewcos); gyt = -FixedMul(tr_y,viewsin); tz = gxt-gyt; // thing is behind view plane? if (tz < MINZ) return; xscale = FixedDiv(projection, tz); gxt = -FixedMul(tr_x,viewsin); gyt = FixedMul(tr_y,viewcos); tx = -(gyt+gxt); // too far off the side? if (D_abs(tx)>(tz<<2)) return; // decide which patch to use for sprite relative to player #ifdef RANGECHECK if ((unsigned) thing->sprite >= (unsigned)numsprites) I_Error ("R_ProjectSprite: Invalid sprite number %i", thing->sprite); #endif sprdef = &sprites[thing->sprite]; #ifdef RANGECHECK if ((thing->frame&FF_FRAMEMASK) >= sprdef->numframes) I_Error ("R_ProjectSprite: Invalid sprite frame %i : %i", thing->sprite, thing->frame); #endif if (!sprdef->spriteframes) I_Error ("R_ProjectSprite: Missing spriteframes %i : %i", thing->sprite, thing->frame); sprframe = &sprdef->spriteframes[thing->frame & FF_FRAMEMASK]; if (sprframe->rotate) { // choose a different rotation based on player view angle_t ang = R_PointToAngle(fx, fy); unsigned rot = (ang-thing->angle+(unsigned)(ANG45/2)*9)>>29; lump = sprframe->lump[rot]; flip = (boolean) sprframe->flip[rot]; } else { // use single rotation for all views lump = sprframe->lump[0]; flip = (boolean) sprframe->flip[0]; } { const rpatch_t* patch = R_CachePatchNum(lump+firstspritelump); /* calculate edges of the shape * cph 2003/08/1 - fraggle points out that this offset must be flipped * if the sprite is flipped; e.g. FreeDoom imp is messed up by this. */ if (flip) { tx -= (patch->width - patch->leftoffset) << FRACBITS; } else { tx -= patch->leftoffset << FRACBITS; } x1 = (centerxfrac + FixedMul(tx,xscale)) >> FRACBITS; tx += patch->width<> FRACBITS) - 1; gzt = fz + (patch->topoffset << FRACBITS); width = patch->width; R_UnlockPatchNum(lump+firstspritelump); } // off the side? if (x1 > viewwidth || x2 < 0) return; // killough 4/9/98: clip things which are out of view due to height // e6y: fix of hanging decoration disappearing in Batman Doom MAP02 // centeryfrac -> viewheightfrac if (fz > viewz + FixedDiv(viewheightfrac, xscale) || gzt < viewz - FixedDiv(viewheightfrac-viewheight, xscale)) return; // killough 3/27/98: exclude things totally separated // from the viewer, by either water or fake ceilings // killough 4/11/98: improve sprite clipping for underwater/fake ceilings heightsec = thing->subsector->sector->heightsec; if (heightsec != -1) // only clip things which are in special sectors { int phs = viewplayer->mo->subsector->sector->heightsec; if (phs != -1 && viewz < sectors[phs].floorheight ? fz >= sectors[heightsec].floorheight : gzt < sectors[heightsec].floorheight) return; if (phs != -1 && viewz > sectors[phs].ceilingheight ? gzt < sectors[heightsec].ceilingheight && viewz >= sectors[heightsec].ceilingheight : fz >= sectors[heightsec].ceilingheight) return; } // store information in a vissprite vis = R_NewVisSprite (); #ifdef GL_DOOM if (V_GetMode() == VID_MODEGL) { // proff 11/99: add sprite for OpenGL vis->thing = thing; vis->flip = flip; vis->scale = FixedDiv(projectiony, tz); vis->patch = lump; gld_AddSprite(vis); return; } #endif // killough 3/27/98: save sector for special clipping later vis->heightsec = heightsec; vis->mobjflags = thing->flags; // proff 11/06/98: Changed for high-res vis->scale = FixedDiv(projectiony, tz); vis->gx = fx; vis->gy = fy; vis->gz = fz; vis->gzt = gzt; // killough 3/27/98 vis->texturemid = vis->gzt - viewz; vis->x1 = x1 < 0 ? 0 : x1; vis->x2 = x2 >= viewwidth ? viewwidth-1 : x2; iscale = FixedDiv (FRACUNIT, xscale); if (flip) { vis->startfrac = (width<xiscale = -iscale; } else { vis->startfrac = 0; vis->xiscale = iscale; } if (vis->x1 > x1) vis->startfrac += vis->xiscale*(vis->x1-x1); vis->patch = lump; // get light level if (thing->flags & MF_SHADOW) vis->colormap = NULL; // shadow draw else if (fixedcolormap) vis->colormap = fixedcolormap; // fixed map else if (thing->frame & FF_FULLBRIGHT) vis->colormap = fullcolormap; // full bright // killough 3/20/98 else { // diminished light vis->colormap = R_ColourMap(lightlevel,xscale); } } // // R_AddSprites // During BSP traversal, this adds sprites by sector. // // killough 9/18/98: add lightlevel as parameter, fixing underwater lighting void R_AddSprites(subsector_t* subsec, int lightlevel) { sector_t* sec=subsec->sector; mobj_t *thing; // 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; // Handle all things in sector. for (thing = sec->thinglist; thing; thing = thing->snext) R_ProjectSprite(thing, lightlevel); } // // R_DrawPSprite // static void R_DrawPSprite (pspdef_t *psp, int lightlevel) { int x1, x2; spritedef_t *sprdef; spriteframe_t *sprframe; int lump; boolean flip; vissprite_t *vis; vissprite_t avis; int width; fixed_t topoffset; avis.isplayersprite = true; // decide which patch to use #ifdef RANGECHECK if ( (unsigned)psp->state->sprite >= (unsigned)numsprites) I_Error ("R_ProjectSprite: Invalid sprite number %i", psp->state->sprite); #endif sprdef = &sprites[psp->state->sprite]; #ifdef RANGECHECK if ( (psp->state->frame & FF_FRAMEMASK) >= sprdef->numframes) I_Error ("R_ProjectSprite: Invalid sprite frame %i : %li", psp->state->sprite, psp->state->frame); #endif sprframe = &sprdef->spriteframes[psp->state->frame & FF_FRAMEMASK]; lump = sprframe->lump[0]; flip = (boolean) sprframe->flip[0]; { const rpatch_t* patch = R_CachePatchNum(lump+firstspritelump); // calculate edges of the shape fixed_t tx; tx = psp->sx-160*FRACUNIT; int r_stereo_offset = (current_eye == 0) ? 35 : -35; tx -= patch->leftoffset<>FRACBITS) + r_stereo_offset; tx += patch->width<>FRACBITS) - 1) + r_stereo_offset; width = patch->width; topoffset = (patch->topoffset - 30)< viewwidth) return; // store information in a vissprite vis = &avis; vis->mobjflags = 0; // killough 12/98: fix psprite positioning problem vis->texturemid = (BASEYCENTER<sy-topoffset); vis->x1 = x1 < 0 ? 0 : x1; vis->x2 = x2 >= viewwidth ? viewwidth-1 : x2; // proff 11/06/98: Added for high-res vis->scale = pspriteyscale; if (flip) { vis->xiscale = -pspriteiscale; vis->startfrac = (width<xiscale = pspriteiscale; vis->startfrac = 0; } if (vis->x1 > x1) vis->startfrac += vis->xiscale*(vis->x1-x1); vis->patch = lump; if (viewplayer->powers[pw_invisibility] > 4*32 || viewplayer->powers[pw_invisibility] & 8) vis->colormap = NULL; // shadow draw else if (fixedcolormap) vis->colormap = fixedcolormap; // fixed color else if (psp->state->frame & FF_FULLBRIGHT) vis->colormap = fullcolormap; // full bright // killough 3/20/98 else // add a fudge factor to better match the original game vis->colormap = R_ColourMap(lightlevel, FixedMul(pspritescale, 0x2b000)); // local light // proff 11/99: don't use software stuff in OpenGL if (V_GetMode() != VID_MODEGL) { R_DrawVisSprite(vis, vis->x1, vis->x2); } #ifdef GL_DOOM else { int lightlevel; sector_t tmpsec; int floorlightlevel, ceilinglightlevel; if ((vis->colormap==fixedcolormap) || (vis->colormap==fullcolormap)) lightlevel=255; else { // lightlevel = (viewplayer->mo->subsector->sector->lightlevel) + (extralight << LIGHTSEGSHIFT); R_FakeFlat( viewplayer->mo->subsector->sector, &tmpsec, &floorlightlevel, &ceilinglightlevel, false); lightlevel = ((floorlightlevel+ceilinglightlevel) >> 1) + (extralight << LIGHTSEGSHIFT); if (lightlevel < 0) lightlevel = 0; else if (lightlevel >= 255) lightlevel = 255; } gld_DrawWeapon(lump,vis,lightlevel); } #endif } // // R_DrawPlayerSprites // void R_DrawPlayerSprites(void) { int i, lightlevel = viewplayer->mo->subsector->sector->lightlevel; pspdef_t *psp; // clip to screen bounds mfloorclip = screenheightarray; mceilingclip = negonearray; // add all active psprites for (i=0, psp=viewplayer->psprites; istate) R_DrawPSprite (psp, lightlevel); } // // R_SortVisSprites // // Rewritten by Lee Killough to avoid using unnecessary // linked lists, and to use faster sorting algorithm. // #ifdef DJGPP // killough 9/22/98: inlined memcpy of pointer arrays // CPhipps - added memory as modified #define bcopyp(d, s, n) asm(" cld; rep; movsl;" :: "D"(d), "S"(s), "c"(n) : "%cc", "%esi", "%edi", "%ecx", "memory") #else #define bcopyp(d, s, n) memcpy(d, s, (n) * sizeof(void *)) #endif // killough 9/2/98: merge sort static void msort(vissprite_t **s, vissprite_t **t, int n) { if (n >= 16) { int n1 = n/2, n2 = n - n1; vissprite_t **s1 = s, **s2 = s + n1, **d = t; msort(s1, t, n1); msort(s2, t, n2); while ((*s1)->scale > (*s2)->scale ? (*d++ = *s1++, --n1) : (*d++ = *s2++, --n2)); if (n2) bcopyp(d, s2, n2); else bcopyp(d, s1, n1); bcopyp(s, t, n); } else { int i; for (i = 1; i < n; i++) { vissprite_t *temp = s[i]; if (s[i-1]->scale < temp->scale) { int j = i; while ((s[j] = s[j-1])->scale < temp->scale && --j); s[j] = temp; } } } } void R_SortVisSprites (void) { if (num_vissprite) { int i = num_vissprite; // If we need to allocate more pointers for the vissprites, // allocate as many as were allocated for sprites -- killough // killough 9/22/98: allocate twice as many if (num_vissprite_ptrs < num_vissprite*2) { free(vissprite_ptrs); // better than realloc -- no preserving needed vissprite_ptrs = malloc((num_vissprite_ptrs = num_vissprite_alloc*2) * sizeof *vissprite_ptrs); } while (--i>=0) vissprite_ptrs[i] = vissprites+i; // killough 9/22/98: replace qsort with merge sort, since the keys // are roughly in order to begin with, due to BSP rendering. msort(vissprite_ptrs, vissprite_ptrs + num_vissprite, num_vissprite); } } // // R_DrawSprite // static void R_DrawSprite (vissprite_t* spr) { drawseg_t *ds; int clipbot[MAX_SCREENWIDTH]; // killough 2/8/98: // dropoff overflow int cliptop[MAX_SCREENWIDTH]; // change to MAX_* // dropoff overflow int x; int r1; int r2; fixed_t scale; fixed_t lowscale; for (x = spr->x1 ; x<=spr->x2 ; x++) clipbot[x] = cliptop[x] = -2; // Scan drawsegs from end to start for obscuring segs. // The first drawseg that has a greater scale is the clip seg. // Modified by Lee Killough: // (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-- > drawsegs ; ) // new -- killough { // determine if the drawseg obscures the sprite if (ds->x1 > spr->x2 || ds->x2 < spr->x1 || (!ds->silhouette && !ds->maskedtexturecol)) continue; // does not cover sprite r1 = ds->x1 < spr->x1 ? spr->x1 : ds->x1; r2 = ds->x2 > spr->x2 ? spr->x2 : ds->x2; if (ds->scale1 > ds->scale2) { lowscale = ds->scale2; scale = ds->scale1; } else { lowscale = ds->scale1; scale = ds->scale2; } if (scale < spr->scale || (lowscale < spr->scale && !R_PointOnSegSide (spr->gx, spr->gy, ds->curline))) { if (ds->maskedtexturecol) // masked mid texture? R_RenderMaskedSegRange(ds, r1, r2); continue; // seg is behind sprite } // clip this piece of the sprite // killough 3/27/98: optimized and made much shorter if (ds->silhouette&SIL_BOTTOM && spr->gz < ds->bsilheight) //bottom sil for (x=r1 ; x<=r2 ; x++) if (clipbot[x] == -2) clipbot[x] = ds->sprbottomclip[x]; if (ds->silhouette&SIL_TOP && spr->gzt > ds->tsilheight) // top sil for (x=r1 ; x<=r2 ; x++) if (cliptop[x] == -2) cliptop[x] = ds->sprtopclip[x]; } // killough 3/27/98: // Clip the sprite against deep water and/or fake ceilings. // killough 4/9/98: optimize by adding mh // killough 4/11/98: improve sprite clipping for underwater/fake ceilings // killough 11/98: fix disappearing sprites if (spr->heightsec != -1) // only things in specially marked sectors { fixed_t h,mh; int phs = viewplayer->mo->subsector->sector->heightsec; if ((mh = sectors[spr->heightsec].floorheight) > spr->gz && (h = centeryfrac - FixedMul(mh-=viewz, spr->scale)) >= 0 && (h >>= FRACBITS) < viewheight) { if (mh <= 0 || (phs != -1 && viewz > sectors[phs].floorheight)) { // clip bottom for (x=spr->x1 ; x<=spr->x2 ; x++) if (clipbot[x] == -2 || h < clipbot[x]) clipbot[x] = h; } else // clip top if (phs != -1 && viewz <= sectors[phs].floorheight) // killough 11/98 for (x=spr->x1 ; x<=spr->x2 ; x++) if (cliptop[x] == -2 || h > cliptop[x]) cliptop[x] = h; } if ((mh = sectors[spr->heightsec].ceilingheight) < spr->gzt && (h = centeryfrac - FixedMul(mh-viewz, spr->scale)) >= 0 && (h >>= FRACBITS) < viewheight) { if (phs != -1 && viewz >= sectors[phs].ceilingheight) { // clip bottom for (x=spr->x1 ; x<=spr->x2 ; x++) if (clipbot[x] == -2 || h < clipbot[x]) clipbot[x] = h; } else // clip top for (x=spr->x1 ; x<=spr->x2 ; x++) if (cliptop[x] == -2 || h > cliptop[x]) cliptop[x] = h; } } // killough 3/27/98: end special clipping for deep water / fake ceilings // all clipping has been performed, so draw the sprite // check for unclipped columns for (x = spr->x1 ; x<=spr->x2 ; x++) { if (clipbot[x] == -2) clipbot[x] = viewheight; if (cliptop[x] == -2) cliptop[x] = -1; } mfloorclip = clipbot; mceilingclip = cliptop; R_DrawVisSprite (spr, spr->x1, spr->x2); } // // R_DrawMasked // void R_DrawMasked(void) { int i; drawseg_t *ds; R_SortVisSprites(); // draw all vissprites back to front rendered_vissprites = num_vissprite; for (i = num_vissprite ;--i>=0; ) R_DrawSprite(vissprite_ptrs[i]); // killough // render any remaining masked mid textures // Modified by Lee Killough: // (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-- > drawsegs ; ) // new -- killough if (ds->maskedtexturecol) R_RenderMaskedSegRange(ds, ds->x1, ds->x2); // draw the psprites on top of everything // but does not draw on side views if (!viewangleoffset) R_DrawPlayerSprites (); }