gzdoom/code/R_things.c

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// Emacs style mode select -*- C++ -*-
//-----------------------------------------------------------------------------
//
// $Id:$
//
// Copyright (C) 1993-1996 by id Software, Inc.
//
// This source is available for distribution and/or modification
// only under the terms of the DOOM Source Code License as
// published by id Software. All rights reserved.
//
// The source is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
// for more details.
//
// $Log:$
//
// DESCRIPTION:
// Refresh of things, i.e. objects represented by sprites.
//
//-----------------------------------------------------------------------------
#include <stdio.h>
#include <stdlib.h>
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#include <search.h>
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#include "m_alloc.h"
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#include "doomdef.h"
#include "m_swap.h"
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#include "m_argv.h"
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#include "i_system.h"
#include "z_zone.h"
#include "w_wad.h"
#include "r_local.h"
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#include "c_cvars.h"
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#include "doomstat.h"
#include "v_video.h"
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#include "cmdlib.h"
#include "s_sound.h"
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#define MINZ (FRACUNIT*4)
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#define BASEYCENTER (100)
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//void R_DrawColumn (void);
//void R_DrawFuzzColumn (void);
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cvar_t *crosshair;
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cvar_t *r_drawfuzz;
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//
// 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;
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fixed_t pspriteyscale; // [RH] Aspect ratio handling (from doom legacy)
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fixed_t sky1scale; // [RH] Sky 1 scale factor
fixed_t sky2scale; // [RH] Sky 2 scale factor
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int* spritelights; // [RH] Changed from lighttable_t** to int*
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// constant arrays
// used for psprite clipping and initializing clipping
short *negonearray;
short *screenheightarray;
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#define MAX_SPRITE_FRAMES 29 // [RH] Macro-ized as in BOOM.
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cvar_t *r_drawplayersprites; // [RH] Draw player sprites?
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//
// INITIALIZATION FUNCTIONS
//
// variables used to look up
// and range check thing_t sprites patches
spritedef_t* sprites;
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int numsprites;
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spriteframe_t sprtemp[MAX_SPRITE_FRAMES];
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int maxframe;
char* spritename;
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// [RH] skin globals
playerskin_t *skins;
size_t numskins;
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//
// R_InstallSpriteLump
// Local function for R_InitSprites.
//
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// [RH] Removed checks for coexistance of rotation 0 with other
// rotations and made it look more like BOOM's version.
//
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static void R_InstallSpriteLump (int lump, unsigned frame, unsigned rotation, BOOL flipped)
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{
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// [RH] Record the sprite's width, offset, and topoffset here
// instead of in R_InitSpriteLumps().
patch_t *patch;
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if (frame >= MAX_SPRITE_FRAMES || rotation > 8)
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I_FatalError ("R_InstallSpriteLump: Bad frame characters in lump %i", lump);
patch = W_CacheLumpNum (lump, PU_CACHE);
if (!(lump & 127))
Printf ("."); // [RH] Print ticker
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if ((int)frame > maxframe)
maxframe = frame;
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if (rotation == 0) {
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// the lump should be used for all rotations
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// false=0, true=1, but array initialised to -1
// allows doom to have a "no value set yet" boolean value!
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int r;
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for (r = 7; r >= 0; r--)
if (sprtemp[frame].lump[r] == -1) {
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sprtemp[frame].lump[r] = (short)(lump);
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sprtemp[frame].flip[r] = (byte)flipped;
sprtemp[frame].rotate = false;
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// [RH] Need to set these, too.
sprtemp[frame].width[r] = SHORT(patch->width)<<FRACBITS;
sprtemp[frame].offset[r] = SHORT(patch->leftoffset)<<FRACBITS;
sprtemp[frame].topoffset[r] = SHORT(patch->topoffset)<<FRACBITS;
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}
} else if (sprtemp[frame].lump[--rotation] == -1) {
// the lump is only used for one rotation
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sprtemp[frame].lump[rotation] = (short)(lump);
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sprtemp[frame].flip[rotation] = (byte)flipped;
sprtemp[frame].rotate = true;
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// [RH] Need to set these, too.
sprtemp[frame].width[rotation] = SHORT(patch->width)<<FRACBITS;
sprtemp[frame].offset[rotation] = SHORT(patch->leftoffset)<<FRACBITS;
sprtemp[frame].topoffset[rotation] = SHORT(patch->topoffset)<<FRACBITS;
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}
}
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// [RH] Seperated out of R_InitSpriteDefs()
static void R_InstallSprite (const char *name, int num)
{
char sprname[5];
int frame;
if (maxframe == -1) {
sprites[num].numframes = 0;
return;
}
strncpy (sprname, name, 4);
sprname[4] = 0;
maxframe++;
for (frame = 0 ; frame < maxframe ; frame++)
{
switch ((int)sprtemp[frame].rotate)
{
case -1:
// no rotations were found for that frame at all
I_FatalError ("R_InstallSprite: No patches found for %s frame %c", sprname, 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_FatalError ("R_InstallSprite: Sprite %s frame %c is missing rotations",
sprname, frame+'A');
}
break;
}
}
// allocate space for the frames present and copy sprtemp to it
sprites[num].numframes = maxframe;
sprites[num].spriteframes =
Z_Malloc (maxframe * sizeof(spriteframe_t), PU_STATIC, NULL);
memcpy (sprites[num].spriteframes, sprtemp, maxframe * sizeof(spriteframe_t));
}
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//
// 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 inconsistant.
// 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.
//
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void R_InitSpriteDefs (char **namelist)
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{
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int i;
int l;
int intname;
int start;
int end;
int realsprites;
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// count the number of sprite names
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for (numsprites = 0; namelist[numsprites]; numsprites++)
;
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// [RH] include skins in the count
realsprites = numsprites;
numsprites += numskins - 1;
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if (!numsprites)
return;
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sprites = Z_Malloc (numsprites * sizeof(*sprites), PU_STATIC, NULL);
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start = firstspritelump - 1;
end = lastspritelump + 1;
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// scan all the lump names for each of the names,
// noting the highest frame letter.
// Just compare 4 characters as ints
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for (i = 0; i < realsprites; i++)
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{
spritename = namelist[i];
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memset (sprtemp, -1, sizeof(sprtemp));
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maxframe = -1;
intname = *(int *)namelist[i];
// scan the lumps,
// filling in the frames for whatever is found
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for (l = lastspritelump; l >= firstspritelump; l--)
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{
if (*(int *)lumpinfo[l].name == intname)
{
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R_InstallSpriteLump (l,
lumpinfo[l].name[4] - 'A',
lumpinfo[l].name[5] - '0',
false);
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if (lumpinfo[l].name[6])
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R_InstallSpriteLump (l,
lumpinfo[l].name[6] - 'A',
lumpinfo[l].name[7] - '0',
true);
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}
}
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R_InstallSprite (namelist[i], i);
}
}
// [RH]
// R_InitSkins
// Reads in everything applicable to a skin. The skins should have already
// been counted and had their identifiers assigned to namespaces.
//
static const char *skinsoundnames[8][2] = {
"dsplpain", NULL,
"dspldeth", NULL,
"dspdiehi", "xdeath1",
"dsoof", "land1",
"dsnoway", "grunt1",
"dsslop", "gibbed",
"dspunch", "fist",
"dsjump", "jump1",
};
static char facenames[7][8] = {
"xxxTR", "xxxTL", "xxxOUCH", "xxxEVL", "xxxKILL", "xxxGOD0", "xxxDEAD0"
};
static const int facelens[7] = {
5, 5, 7, 6, 7, 7, 8
};
void R_InitSkins (void)
{
char sndname[128];
int sndlumps[8];
char key[10];
int intname;
size_t i;
int j, k, base;
int stop;
char *def;
key[9] = 0;
for (i = 1; i < numskins; i++) {
for (j = 0; j < 8; j++)
sndlumps[j] = -1;
base = (W_CheckNumForName) ("S_SKIN", skins[i].namespc);
// The player sprite has 23 frames. This means that the S_SKIN
// marker needs a minimum of 23 lumps after it (probably more).
if (base >= numlumps - 23 || base == -1)
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continue;
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def = W_CacheLumpNum (base, PU_CACHE);
intname = 0;
// Data is stored as "key = data". Don't see why the =
// is necessary, but that's the way the Doom Legacy
// guys decided to do it.
while (def = COM_Parse (def)) {
strncpy (key, com_token, 9);
def = COM_Parse (def);
if (com_token[0] != '=') {
Printf ("Bad format for skin %d: %s %s", i, key, com_token);
break;
}
def = COM_Parse (def);
if (!stricmp (key, "name")) {
strncpy (skins[i].name, com_token, 16);
} else if (!stricmp (key, "sprite")) {
for (j = 3; j >= 0; j--)
com_token[j] = toupper (com_token[j]);
intname = *((int *)com_token);
} else if (!stricmp (key, "face")) {
for (j = 2; j >= 0; j--)
skins[i].face[j] = toupper (com_token[j]);
} else {
for (j = 0; j < 8; j++) {
if (!stricmp (key, skinsoundnames[j][0])) {
// Can't use W_CheckNumForName because skin sounds
// haven't been assigned a namespace yet.
for (k = base + 1; k < numlumps &&
lumpinfo[k].handle == lumpinfo[base].handle; k++) {
if (!strnicmp (com_token, lumpinfo[k].name, 8)) {
W_SetLumpNamespace (k, skins[i].namespc);
sndlumps[j] = k;
break;
}
}
if (sndlumps[j] == -1) {
// Replacement not found, try finding it in the global namespace
sndlumps[j] = S_FindSoundByLump (W_CheckNumForName (com_token));
}
break;
}
}
//if (j == 8)
// Printf ("Funny info for skin %i: %s = %s\n", i, key, com_token);
}
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}
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if (skins[i].name[0] == 0)
sprintf (skins[i].name, "skin%i", i);
// Register any sounds this skin provides
for (j = 0; j < 8; j++) {
if (sndlumps[j] != -1) {
if (j > 1) {
sprintf (sndname, "player/%s/%s", skins[i].name, skinsoundnames[j][1]);
S_AddSoundLump (sndname, sndlumps[j]);
} else if (j == 1) {
int r;
for (r = 1; r <= 4; r++) {
sprintf (sndname, "player/%s/death%d", skins[i].name, r);
S_AddSoundLump (sndname, sndlumps[j]);
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}
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} else { // j == 0
int l, r;
for (l = 1; l <= 4; l++)
for (r = 1; r <= 2; r++) {
sprintf (sndname, "player/%s/pain%d_%d", skins[i].name, l*25, r);
S_AddSoundLump (sndname, sndlumps[j]);
}
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}
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}
}
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// Now collect the sprite frames for this skin. If the sprite name was not
// specified, use whatever immediately follows the specifier lump.
if (intname == 0) {
intname = *(int *)(lumpinfo[base+1].name);
for (stop = base + 2; stop < numlumps &&
lumpinfo[stop].handle == lumpinfo[base].handle &&
*(int *)lumpinfo[stop].name == intname; stop++)
;
} else {
stop = numlumps;
}
memset (sprtemp, -1, sizeof(sprtemp));
maxframe = -1;
for (k = base + 1;
k < stop && lumpinfo[k].handle == lumpinfo[base].handle;
k++) {
if (*(int *)lumpinfo[k].name == intname)
{
R_InstallSpriteLump (k,
lumpinfo[k].name[4] - 'A',
lumpinfo[k].name[5] - '0',
false);
if (lumpinfo[k].name[6])
R_InstallSpriteLump (k,
lumpinfo[k].name[6] - 'A',
lumpinfo[k].name[7] - '0',
true);
W_SetLumpNamespace (k, skins[i].namespc);
}
}
R_InstallSprite ((char *)&intname, (skins[i].sprite = numsprites - numskins + i));
// Now go back and check for face graphics (if necessary)
if (skins[i].face[0] == 0 || skins[i].face[1] == 0 || skins[i].face[2] == 0) {
// No face name specified, so this skin doesn't replace it
skins[i].face[0] = 0;
} else {
// Need to go through and find all face graphics for the skin
// and assign them to the skin's namespace.
for (j = 0; j < 7; j++)
strncpy (facenames[j], skins[i].face, 3);
for (k = base + 1;
k < numlumps && lumpinfo[k].handle == lumpinfo[base].handle;
k++) {
for (j = 0; j < 7; j++)
if (!strncmp (facenames[j], lumpinfo[k].name, facelens[j])) {
W_SetLumpNamespace (k, skins[i].namespc);
break;
}
}
}
}
// Grrk. May have changed sound table. Fix it.
if (numskins > 1)
S_HashSounds ();
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}
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// [RH] Find a skin by name
int R_FindSkin (char *name)
{
int i;
for (i = 0; i < numskins; i++)
if (!strnicmp (skins[i].name, name, 16))
return i;
return 0;
}
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// [RH] List the names of all installed skins
void Cmd_Skins (player_t *plyr, int argc, char **argv)
{
int i;
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for (i = 0; i < numskins; i++)
Printf ("% 3d %s\n", i, skins[i].name);
}
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//
// GAME FUNCTIONS
//
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int MaxVisSprites;
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vissprite_t *vissprites;
vissprite_t *vissprite_p;
vissprite_t *lastvissprite;
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int newvissprite;
//
// R_InitSprites
// Called at program start.
//
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void R_InitSprites (char **namelist)
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{
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int i;
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MaxVisSprites = 128; // [RH] This is the initial default value. It grows as needed.
vissprites = Malloc (MaxVisSprites * sizeof(vissprite_t));
lastvissprite = &vissprites[MaxVisSprites];
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// [RH] Count the number of skins, rename each S_SKIN?? identifier
// to just S_SKIN, and assign it a unique namespace.
for (i = 0; i < numlumps; i++) {
if (!strncmp (lumpinfo[i].name, "S_SKIN", 6)) {
numskins++;
lumpinfo[i].name[6] = lumpinfo[i].name[7] = 0;
W_SetLumpNamespace (i, ns_skinbase + numskins);
}
}
// [RH] We always have a default "base" skin.
numskins++;
// [RH] We may have just renamed some lumps, so we need to create the
// hash chains again.
W_InitHashChains ();
// [RH] Do some preliminary setup
skins = Z_Malloc (sizeof(*skins) * numskins, PU_STATIC, 0);
memset (skins, 0, sizeof(*skins) * numskins);
for (i = 1; i < numskins; i++) {
skins[i].namespc = i + ns_skinbase;
}
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R_InitSpriteDefs (namelist);
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R_InitSkins (); // [RH] Finish loading skin data
// [RH] Set up base skin
strcpy (skins[0].name, "Base");
skins[0].face[0] = 'S';
skins[0].face[1] = 'T';
skins[0].face[2] = 'F';
skins[0].sprite = SPR_PLAY;
skins[0].namespc = ns_global;
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}
//
// R_ClearSprites
// Called at frame start.
//
void R_ClearSprites (void)
{
vissprite_p = vissprites;
}
//
// R_NewVisSprite
//
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vissprite_t *R_NewVisSprite (void)
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{
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if (vissprite_p == lastvissprite) {
int prevvisspritenum = vissprite_p - vissprites;
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MaxVisSprites *= 2;
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vissprites = Realloc (vissprites, MaxVisSprites * sizeof(vissprite_t));
lastvissprite = &vissprites[MaxVisSprites];
vissprite_p = &vissprites[prevvisspritenum];
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DPrintf ("MaxVisSprites increased to %d\n", MaxVisSprites);
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}
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vissprite_p++;
return vissprite_p-1;
}
//
// R_DrawMaskedColumn
// Used for sprites and masked mid textures.
// Masked means: partly transparent, i.e. stored
// in posts/runs of opaque pixels.
//
short* mfloorclip;
short* mceilingclip;
fixed_t spryscale;
fixed_t sprtopscreen;
void R_DrawMaskedColumn (column_t* column)
{
int topscreen;
int bottomscreen;
fixed_t basetexturemid;
basetexturemid = dc_texturemid;
for ( ; column->topdelta != 0xff ; )
{
// calculate unclipped screen coordinates
// for post
topscreen = sprtopscreen + spryscale*column->topdelta;
bottomscreen = topscreen + spryscale*column->length;
dc_yl = (topscreen+FRACUNIT-1)>>FRACBITS;
dc_yh = (bottomscreen-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 <= dc_yh)
{
dc_source = (byte *)column + 3;
dc_texturemid = basetexturemid - (column->topdelta<<FRACBITS);
// dc_source = (byte *)column + 3 - column->topdelta;
// Drawn by either R_DrawColumn
// or (SHADOW) R_DrawFuzzColumn.
colfunc ();
}
column = (column_t *)( (byte *)column + column->length + 4);
}
dc_texturemid = basetexturemid;
}
//
// R_DrawVisSprite
// mfloorclip and mceilingclip should also be set.
//
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void R_DrawVisSprite (vissprite_t *vis, int x1, int x2)
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{
int texturecolumn;
fixed_t frac;
patch_t* patch;
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// [RH] Tutti-Frutti fix (also allows sprites up to 256 pixels tall)
dc_mask = 0xff;
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patch = W_CacheLumpNum (vis->patch, PU_CACHE);
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dc_colormap = vis->colormap;
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if (vis->mobjflags & MF_SHADOW)
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{
// NULL colormap = shadow draw
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// [RH] I use MF_SHADOW to recognize fuzz effect now instead of
// a NULL colormap. This allow proper substition of
// MF_TRANSLUC25 with light levels if desired.
dc_transmap = TransTable + 65536; // Just in case
colfunc = r_drawfuzz->value ? fuzzcolfunc : lucentcolfunc;
1998-07-14 00:00:00 +00:00
}
else if (vis->palette)
{
// [RH] MF_TRANSLATION is still available for DeHackEd patches that
// used it, but the prefered way to change a thing's colors
// is now with the palette field.
colfunc = R_DrawTranslatedColumn;
dc_translation = (byte *)vis->palette;
1998-04-07 00:00:00 +00:00
}
else if (vis->mobjflags & MF_TRANSLATION)
{
colfunc = R_DrawTranslatedColumn;
dc_translation = translationtables - 256 +
( (vis->mobjflags & MF_TRANSLATION) >> (MF_TRANSSHIFT-8) );
}
1998-04-07 00:00:00 +00:00
else if ((vis->mobjflags & MF_TRANSLUCBITS) && TransTable) // [RH] draw translucent column
1998-04-07 00:00:00 +00:00
{
colfunc = lucentcolfunc;
1998-04-07 00:00:00 +00:00
dc_transmap = TransTable + ((vis->mobjflags & MF_TRANSLUCBITS) >> (MF_TRANSLUCSHIFT - 16));
1998-04-07 00:00:00 +00:00
}
1998-12-22 00:00:00 +00:00
else
{
colfunc = basecolfunc;
}
1998-04-07 00:00:00 +00:00
//dc_iscale = abs(vis->xiscale)>>detailshift;
1998-04-07 00:00:00 +00:00
dc_iscale = FixedDiv (FRACUNIT, vis->scale); // [RH] from Doom Legacy
1998-04-07 00:00:00 +00:00
dc_texturemid = vis->texturemid;
frac = vis->startfrac;
spryscale = vis->scale;
sprtopscreen = centeryfrac - FixedMul(dc_texturemid,spryscale);
for (dc_x=vis->x1 ; dc_x<=vis->x2 ; dc_x++, frac += vis->xiscale)
{
1998-07-14 00:00:00 +00:00
byte *column;
1998-04-07 00:00:00 +00:00
texturecolumn = frac>>FRACBITS;
1998-04-07 00:00:00 +00:00
1998-04-07 00:00:00 +00:00
#ifdef RANGECHECK
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if ((unsigned)texturecolumn >= (unsigned)SHORT(patch->width)) {
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DPrintf ("R_DrawSpriteRange: bad texturecolumn (%d)\n", texturecolumn);
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continue;
}
1998-04-07 00:00:00 +00:00
#endif
1998-04-07 00:00:00 +00:00
1998-07-14 00:00:00 +00:00
column = (byte *)patch + LONG(patch->columnofs[texturecolumn]);
R_DrawMaskedColumn ((column_t *)column);
1998-04-07 00:00:00 +00:00
}
colfunc = basecolfunc;
}
//
// R_ProjectSprite
// Generates a vissprite for a thing
// if it might be visible.
//
1998-12-22 00:00:00 +00:00
void R_ProjectSprite (mobj_t *thing)
1998-04-07 00:00:00 +00:00
{
fixed_t tr_x;
fixed_t tr_y;
fixed_t gxt;
fixed_t gyt;
1998-07-26 00:00:00 +00:00
fixed_t gzt; // killough 3/27/98
1998-04-07 00:00:00 +00:00
fixed_t tx;
fixed_t tz;
fixed_t xscale;
fixed_t yscale;
int x1;
int x2;
spritedef_t* sprdef;
spriteframe_t* sprframe;
int lump;
unsigned rot;
1998-07-26 00:00:00 +00:00
BOOL flip;
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int index;
vissprite_t* vis;
angle_t ang;
fixed_t iscale;
1998-04-07 00:00:00 +00:00
1998-07-26 00:00:00 +00:00
int heightsec; // killough 3/27/98
1998-04-07 00:00:00 +00:00
// [RH] Andy Baker's stealth monsters
1998-12-22 00:00:00 +00:00
if (thing->flags2 & MF2_INVISIBLE)
1998-04-07 00:00:00 +00:00
return;
1998-04-07 00:00:00 +00:00
// 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;
xscale = FixedDiv(projection, tz);
1998-04-07 00:00:00 +00:00
// [RH] aspect ratio fix (from Doom Legacy)
1998-04-07 00:00:00 +00:00
yscale = FixedDiv(projectiony, tz);
gxt = -FixedMul(tr_x,viewsin);
gyt = FixedMul(tr_y,viewcos);
tx = -(gyt+gxt);
// too far off the side?
if (abs(tx)>(tz<<2))
return;
// decide which patch to use for sprite relative to player
#ifdef RANGECHECK
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if ((unsigned)thing->sprite >= (unsigned)numsprites) {
DPrintf ("R_ProjectSprite: invalid sprite number %i\n", thing->sprite);
return;
}
1998-04-07 00:00:00 +00:00
#endif
sprdef = &sprites[thing->sprite];
#ifdef RANGECHECK
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if ( (thing->frame&FF_FRAMEMASK) >= sprdef->numframes ) {
DPrintf ("R_ProjectSprite: invalid sprite frame %i : %i\n ", thing->sprite, thing->frame);
return;
}
1998-04-07 00:00:00 +00:00
#endif
sprframe = &sprdef->spriteframes[ thing->frame & FF_FRAMEMASK];
if (sprframe->rotate)
{
// choose a different rotation based on player view
ang = R_PointToAngle (thing->x, thing->y);
rot = (ang-thing->angle+(unsigned)(ANG45/2)*9)>>29;
lump = sprframe->lump[rot];
1998-07-14 00:00:00 +00:00
flip = (BOOL)sprframe->flip[rot];
1998-04-07 00:00:00 +00:00
}
else
{
// use single rotation for all views
1998-12-22 00:00:00 +00:00
lump = sprframe->lump[rot = 0];
1998-07-14 00:00:00 +00:00
flip = (BOOL)sprframe->flip[0];
1998-04-07 00:00:00 +00:00
}
// calculate edges of the shape
1998-12-22 00:00:00 +00:00
tx -= sprframe->offset[rot]; // [RH] Moved out of spriteoffset[]
1998-04-07 00:00:00 +00:00
x1 = (centerxfrac + FixedMul (tx,xscale) ) >>FRACBITS;
// off the right side?
if (x1 > viewwidth)
return;
1998-12-22 00:00:00 +00:00
tx += sprframe->width[rot]; // [RH] Moved out of spritewidth[]
1998-04-07 00:00:00 +00:00
x2 = ((centerxfrac + FixedMul (tx,xscale) ) >>FRACBITS) - 1;
// off the left side
if (x2 < 0)
return;
1998-07-26 00:00:00 +00:00
1998-12-22 00:00:00 +00:00
gzt = thing->z + sprframe->topoffset[rot]; // [RH] Moved out of spritetopoffset[]
1998-07-26 00:00:00 +00:00
// killough 4/9/98: clip things which are out of view due to height
// [RH] This doesn't work too well with freelook
// if (thing->z > viewz + FixedDiv(centeryfrac, yscale) ||
// gzt < viewz - FixedDiv(centeryfrac-viewheight, yscale))
// 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
{
1998-12-22 00:00:00 +00:00
int phs = camera->subsector->sector->heightsec;
1998-07-26 00:00:00 +00:00
if (phs != -1 && viewz < sectors[phs].floorheight ?
thing->z >= sectors[heightsec].floorheight :
gzt < sectors[heightsec].floorheight)
return;
if (phs != -1 && viewz > sectors[phs].ceilingheight ?
gzt < sectors[heightsec].ceilingheight &&
viewz >= sectors[heightsec].ceilingheight :
thing->z >= sectors[heightsec].ceilingheight)
return;
}
1998-04-07 00:00:00 +00:00
// store information in a vissprite
vis = R_NewVisSprite ();
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// killough 3/27/98: save sector for special clipping later
vis->heightsec = heightsec;
1998-04-07 00:00:00 +00:00
vis->mobjflags = thing->flags;
vis->scale = yscale;
vis->gx = thing->x;
vis->gy = thing->y;
vis->gz = thing->z;
1998-07-26 00:00:00 +00:00
vis->gzt = gzt; // killough 3/27/98
1998-04-07 00:00:00 +00:00
vis->texturemid = vis->gzt - viewz;
vis->x1 = x1 < 0 ? 0 : x1;
1998-07-14 00:00:00 +00:00
vis->x2 = x2 >= viewwidth ? viewwidth-1 : x2;
vis->palette = thing->palette; // [RH] thing palette
1998-04-07 00:00:00 +00:00
iscale = FixedDiv (FRACUNIT, xscale);
if (flip)
{
1998-12-22 00:00:00 +00:00
vis->startfrac = sprframe->width[rot]-1; // [RH] Moved out of spritewidth
1998-04-07 00:00:00 +00:00
vis->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
1998-12-22 00:00:00 +00:00
if (fixedcolormap)
1998-04-07 00:00:00 +00:00
{
// fixed map
vis->colormap = fixedcolormap;
}
else if (thing->frame & FF_FULLBRIGHT)
{
// full bright
1998-12-22 00:00:00 +00:00
vis->colormap = basecolormap; // [RH] Use basecolormap
1998-04-07 00:00:00 +00:00
}
else
{
// diminished light
1998-12-22 00:00:00 +00:00
index = (xscale*lightscalexmul)>>LIGHTSCALESHIFT; // [RH]
1998-04-07 00:00:00 +00:00
if (index >= MAXLIGHTSCALE)
index = MAXLIGHTSCALE-1;
1998-12-22 00:00:00 +00:00
vis->colormap = spritelights[index] + basecolormap; // [RH] Use basecolormap
1998-04-07 00:00:00 +00:00
}
}
//
// R_AddSprites
// During BSP traversal, this adds sprites by sector.
//
1998-12-22 00:00:00 +00:00
void R_AddSprites (sector_t *sec)
1998-04-07 00:00:00 +00:00
{
1998-07-14 00:00:00 +00:00
mobj_t *thing;
int lightnum;
1998-04-07 00:00:00 +00:00
// 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;
lightnum = (sec->lightlevel >> LIGHTSEGSHIFT)+extralight;
if (lightnum < 0)
spritelights = scalelight[0];
else if (lightnum >= LIGHTLEVELS)
spritelights = scalelight[LIGHTLEVELS-1];
else
spritelights = scalelight[lightnum];
// Handle all things in sector.
for (thing = sec->thinglist ; thing ; thing = thing->snext)
R_ProjectSprite (thing);
}
//
// R_DrawPSprite
//
1998-07-14 00:00:00 +00:00
void R_DrawPSprite (pspdef_t* psp, unsigned flags)
1998-04-07 00:00:00 +00:00
{
fixed_t tx;
int x1;
int x2;
spritedef_t* sprdef;
spriteframe_t* sprframe;
int lump;
1998-07-14 00:00:00 +00:00
BOOL flip;
1998-04-07 00:00:00 +00:00
vissprite_t* vis;
vissprite_t avis;
// decide which patch to use
#ifdef RANGECHECK
1998-07-14 00:00:00 +00:00
if ( (unsigned)psp->state->sprite >= (unsigned)numsprites) {
DPrintf ("R_DrawPSprite: invalid sprite number %i\n", psp->state->sprite);
return;
}
1998-04-07 00:00:00 +00:00
#endif
sprdef = &sprites[psp->state->sprite];
#ifdef RANGECHECK
1998-07-14 00:00:00 +00:00
if ( (psp->state->frame & FF_FRAMEMASK) >= sprdef->numframes) {
1998-12-22 00:00:00 +00:00
DPrintf ("R_DrawPSprite: invalid sprite frame %i : %i\n", psp->state->sprite, psp->state->frame);
1998-07-14 00:00:00 +00:00
return;
}
1998-04-07 00:00:00 +00:00
#endif
sprframe = &sprdef->spriteframes[ psp->state->frame & FF_FRAMEMASK ];
lump = sprframe->lump[0];
1998-07-14 00:00:00 +00:00
flip = (BOOL)sprframe->flip[0];
1998-04-07 00:00:00 +00:00
// calculate edges of the shape
tx = psp->sx-((320/2)<<FRACBITS);
1998-12-22 00:00:00 +00:00
tx -= sprframe->offset[0]; // [RH] Moved out of spriteoffset[]
1998-04-07 00:00:00 +00:00
x1 = (centerxfrac + FixedMul (tx,pspritescale) ) >>FRACBITS;
// off the right side
if (x1 > viewwidth)
return;
1998-12-22 00:00:00 +00:00
tx += sprframe->width[0]; // [RH] Moved out of spritewidth[]
1998-04-07 00:00:00 +00:00
x2 = ((centerxfrac + FixedMul (tx, pspritescale) ) >>FRACBITS) - 1;
// off the left side
if (x2 < 0)
return;
// store information in a vissprite
vis = &avis;
1998-07-14 00:00:00 +00:00
vis->mobjflags = flags;
1998-12-22 00:00:00 +00:00
vis->texturemid = (BASEYCENTER<<FRACBITS)+FRACUNIT/2-
(psp->sy-sprframe->topoffset[0]); // [RH] Moved out of spritetopoffset[]
1998-04-07 00:00:00 +00:00
vis->x1 = x1 < 0 ? 0 : x1;
vis->x2 = x2 >= viewwidth ? viewwidth-1 : x2;
vis->scale = pspriteyscale;
1998-07-14 00:00:00 +00:00
vis->palette = NULL; // [RH] Use default palette
1998-04-07 00:00:00 +00:00
if (flip)
{
vis->xiscale = -pspriteiscale;
1998-12-22 00:00:00 +00:00
vis->startfrac = sprframe->width[0]-1; // [RH] Moved out of spritewidth[]
1998-04-07 00:00:00 +00:00
}
else
{
vis->xiscale = pspriteiscale;
vis->startfrac = 0;
}
if (vis->x1 > x1)
vis->startfrac += vis->xiscale*(vis->x1-x1);
vis->patch = lump;
1998-12-22 00:00:00 +00:00
if (fixedcolormap)
1998-04-07 00:00:00 +00:00
{
// fixed color
vis->colormap = fixedcolormap;
}
else if (psp->state->frame & FF_FULLBRIGHT)
{
// full bright
1998-12-22 00:00:00 +00:00
vis->colormap = basecolormap; // [RH] use basecolormap
1998-04-07 00:00:00 +00:00
}
else
{
// local light
1998-12-22 00:00:00 +00:00
vis->colormap = spritelights[MAXLIGHTSCALE-1] + basecolormap; // [RH] add basecolormap
if (camera->player &&
(camera->player->powers[pw_invisibility] > 4*32
|| camera->player->powers[pw_invisibility] & 8))
{
// shadow draw
vis->mobjflags = MF_SHADOW;
}
1998-04-07 00:00:00 +00:00
}
1998-07-14 00:00:00 +00:00
R_DrawVisSprite (vis, vis->x1, vis->x2);
1998-04-07 00:00:00 +00:00
}
//
// R_DrawPlayerSprites
//
void R_DrawPlayerSprites (void)
{
int i;
int lightnum;
pspdef_t* psp;
if (r_drawplayersprites->value) {
1998-12-22 00:00:00 +00:00
// [RH] set basecolormap
basecolormap = camera->subsector->sector->colormap->maps;
1998-04-07 00:00:00 +00:00
// get light level
lightnum =
1998-12-22 00:00:00 +00:00
(camera->subsector->sector->lightlevel >> LIGHTSEGSHIFT) + extralight;
1998-04-07 00:00:00 +00:00
if (lightnum < 0)
spritelights = scalelight[0];
else if (lightnum >= LIGHTLEVELS)
spritelights = scalelight[LIGHTLEVELS-1];
else
spritelights = scalelight[lightnum];
// clip to screen bounds
mfloorclip = screenheightarray;
mceilingclip = negonearray;
{
// psprite centering hack based on Doom Legacy's
int centerhack = centery;
centery = viewheight >> 1;
1998-04-07 00:00:00 +00:00
centeryfrac = centery << FRACBITS;
1998-04-07 00:00:00 +00:00
// add all active psprites
1998-12-22 00:00:00 +00:00
if (camera->player)
for (i=0, psp=camera->player->psprites;
i<NUMPSPRITES;
i++,psp++)
{
if (psp->state) {
if (i == 1)
R_DrawPSprite (psp, MF_TRANSLUC75);
else
R_DrawPSprite (psp, 0);
}
1998-07-14 00:00:00 +00:00
}
1998-04-07 00:00:00 +00:00
centery = centerhack;
centeryfrac = centerhack << FRACBITS;
}
}
}
//
// R_SortVisSprites
//
1998-07-14 00:00:00 +00:00
// [RH] The old code for this function used a bubble sort, which was far less
// than optimal with large numbers of sprties. I changed it to use the
// stdlib qsort() function instead, and now it is a *lot* faster; the
// more vissprites that need to be sorted, the better the performance
// gain compared to the old function.
//
static struct vissort_s {
vissprite_t *sprite;
fixed_t scale;
} *spritesorter;
static int spritesortersize = 0;
static int vsprcount;
static int sv_compare (const void *arg1, const void *arg2)
{
return ((struct vissort_s *)arg1)->scale - ((struct vissort_s *)arg2)->scale;
}
1998-04-07 00:00:00 +00:00
void R_SortVisSprites (void)
{
1998-07-14 00:00:00 +00:00
int i;
vsprcount = vissprite_p - vissprites;
1998-04-07 00:00:00 +00:00
1998-07-14 00:00:00 +00:00
if (!vsprcount)
1998-04-07 00:00:00 +00:00
return;
1998-07-14 00:00:00 +00:00
if (spritesortersize < MaxVisSprites) {
spritesorter = Realloc (spritesorter, sizeof(struct vissort_s) * MaxVisSprites);
spritesortersize = MaxVisSprites;
1998-04-07 00:00:00 +00:00
}
1998-07-14 00:00:00 +00:00
for (i = 0; i < vsprcount; i++) {
spritesorter[i].sprite = &vissprites[i];
spritesorter[i].scale = vissprites[i].scale;
1998-04-07 00:00:00 +00:00
}
1998-07-14 00:00:00 +00:00
qsort (spritesorter, vsprcount, sizeof (struct vissort_s), sv_compare);
1998-04-07 00:00:00 +00:00
}
1998-04-07 00:00:00 +00:00
// [RH] Allocated in R_MultiresInit() to
// SCREENWIDTH entries each.
short *r_dsclipbot, *r_dscliptop;
1998-12-22 00:00:00 +00:00
// [RH] The original code used -2 to indicate that a sprite was not clipped.
// With ZDoom's freelook, it's possible that the rendering process
// could actually generate a clip value of -2, and the rendering code
// would mistake this to indicate the the sprite wasn't clipped.
#define NOT_CLIPPED (-32768)
1998-04-07 00:00:00 +00:00
//
// R_DrawSprite
//
void R_DrawSprite (vissprite_t* spr)
{
drawseg_t* ds;
int x;
int r1;
int r2;
fixed_t scale;
fixed_t lowscale;
for (x = spr->x1 ; x<=spr->x2 ; x++)
1998-12-22 00:00:00 +00:00
r_dsclipbot[x] = r_dscliptop[x] = NOT_CLIPPED;
1998-04-07 00:00:00 +00:00
// Scan drawsegs from end to start for obscuring segs.
1998-07-26 00:00:00 +00:00
// 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
1998-04-07 00:00:00 +00:00
{
// determine if the drawseg obscures the sprite
if (ds->x1 > spr->x2
|| ds->x2 < spr->x1
1998-07-26 00:00:00 +00:00
|| (!ds->silhouette && !ds->maskedtexturecol) )
1998-04-07 00:00:00 +00:00
{
// does not cover sprite
continue;
}
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) ) )
{
// masked mid texture?
if (ds->maskedtexturecol)
R_RenderMaskedSegRange (ds, r1, r2);
// seg is behind sprite
continue;
}
// clip this piece of the sprite
1998-07-26 00:00:00 +00:00
// killough 3/27/98: optimized and made much shorter
1998-04-07 00:00:00 +00:00
1998-07-26 00:00:00 +00:00
if (ds->silhouette&SIL_BOTTOM && spr->gz < ds->bsilheight) //bottom sil
1998-04-07 00:00:00 +00:00
for (x=r1 ; x<=r2 ; x++)
1998-12-22 00:00:00 +00:00
if (r_dsclipbot[x] == NOT_CLIPPED)
1998-04-07 00:00:00 +00:00
r_dsclipbot[x] = ds->sprbottomclip[x];
1998-07-26 00:00:00 +00:00
if (ds->silhouette&SIL_TOP && spr->gzt > ds->tsilheight) // top sil
1998-04-07 00:00:00 +00:00
for (x=r1 ; x<=r2 ; x++)
1998-12-22 00:00:00 +00:00
if (r_dscliptop[x] == NOT_CLIPPED)
r_dscliptop[x] = ds->sprtopclip[x];
1998-07-26 00:00:00 +00:00
}
// 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
if (spr->heightsec != -1) // only things in specially marked sectors
{
fixed_t h,mh;
1998-12-22 00:00:00 +00:00
int phs = camera->subsector->sector->heightsec;
1998-07-26 00:00:00 +00:00
if ((mh = sectors[spr->heightsec].floorheight) > spr->gz &&
(h = centeryfrac - FixedMul(mh-=viewz, spr->scale)) >= 0 &&
(h >>= FRACBITS) < viewheight)
1998-12-22 00:00:00 +00:00
{
if (mh <= 0 || (phs != -1 && viewz > sectors[phs].floorheight))
{ // clip bottom
for (x=spr->x1 ; x<=spr->x2 ; x++)
if (r_dsclipbot[x] == NOT_CLIPPED || h < r_dsclipbot[x])
r_dsclipbot[x] = h;
}
else
{ // clip top
for (x=spr->x1 ; x<=spr->x2 ; x++)
if (r_dscliptop[x] == NOT_CLIPPED || h > r_dscliptop[x])
r_dscliptop[x] = h;
}
1998-04-07 00:00:00 +00:00
}
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if ((mh = sectors[spr->heightsec].ceilingheight) < spr->gzt &&
(h = centeryfrac - FixedMul(mh-viewz, spr->scale)) >= 0 &&
(h >>= FRACBITS) < viewheight)
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{
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if (phs != -1 && viewz >= sectors[phs].ceilingheight)
{ // clip bottom
for (x=spr->x1 ; x<=spr->x2 ; x++)
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if (r_dsclipbot[x] == NOT_CLIPPED || h < r_dsclipbot[x])
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r_dsclipbot[x] = h;
}
else
{ // clip top
for (x=spr->x1 ; x<=spr->x2 ; x++)
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if (r_dscliptop[x] == NOT_CLIPPED || h > r_dscliptop[x])
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r_dscliptop[x] = h;
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}
}
}
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// killough 3/27/98: end special clipping for deep water / fake ceilings
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// all clipping has been performed, so draw the sprite
// check for unclipped columns
for (x = spr->x1 ; x<=spr->x2 ; x++)
{
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if (r_dsclipbot[x] == NOT_CLIPPED)
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r_dsclipbot[x] = (short)viewheight;
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if (r_dscliptop[x] == NOT_CLIPPED)
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r_dscliptop[x] = -1;
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}
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mfloorclip = r_dsclipbot;
mceilingclip = r_dscliptop;
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R_DrawVisSprite (spr, spr->x1, spr->x2);
}
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static void R_DrawCrosshair (void)
{
static float lastXhair = 0.0;
static int xhair = -1;
static patch_t *patch = NULL;
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static BOOL transparent = false;
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if (lastXhair != crosshair->value) {
int xhairnum = (int)crosshair->value;
char xhairname[16];
if (xhairnum) {
if (xhairnum < 0) {
transparent = true;
xhairnum = -xhairnum;
} else {
transparent = false;
}
sprintf (xhairname, "XHAIR%d", xhairnum);
if ((xhair = W_CheckNumForName (xhairname)) == -1) {
xhair = W_CheckNumForName ("XHAIR1");
}
} else {
xhair = -1;
}
lastXhair = crosshair->value;
if (xhair != -1) {
if (patch)
Z_Free (patch);
patch = W_CacheLumpNum (xhair, PU_STATIC);
} else if (patch) {
Z_Free (patch);
patch = NULL;
}
}
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if (patch) {
if (transparent)
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V_DrawLucentPatch (realviewwidth / 2 + viewwindowx,
realviewheight / 2 + viewwindowy,
&screens[0], patch);
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else
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V_DrawPatch (realviewwidth / 2 + viewwindowx,
realviewheight / 2 + viewwindowy,
&screens[0], patch);
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}
}
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//
// R_DrawMasked
//
void R_DrawMasked (void)
{
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drawseg_t *ds;
struct vissort_s *sorttail;
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R_SortVisSprites ();
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if (vsprcount) {
sorttail = spritesorter + vsprcount;
vsprcount = -vsprcount;
do {
R_DrawSprite (sorttail[vsprcount].sprite);
} while (++vsprcount);
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}
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// render any remaining masked mid textures
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// 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
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if (ds->maskedtexturecol)
R_RenderMaskedSegRange (ds, ds->x1, ds->x2);
// draw the psprites on top of everything
// but does not draw on side views
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if (!viewangleoffset) {
R_DrawCrosshair (); // [RH] Draw crosshair (if active)
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R_DrawPlayerSprites ();
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}
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}