gzdoom/src/r_bsp.cpp
Randy Heit ef1a5a115f - Added a new MapMarker actor. Instead of appearing in the 3D view, it appears
on the automap instead. If its first argument is zero, the map marker itself
  appears on the automap, otherwise it is drawn on top of any actor with a TID
  matching that argument. If the second argument is one, then the map marker
  will only be appear if the player has previously seen the sector it is one.
  You can use Thing_Activate and Thing_Deactivate on markers to turn them on
  and off. And if you subclass MapMarker with DECORATE, you can easily make
  your own custom markers.
- Fixed: Map markers could not be drawn partially off the map. They were
  drawn either fully or not at all.
- Fixed: Map markers appeared in the wrong place on a rotated overlay map if
  screenblocks < 10.


SVN r356 (trunk)
2006-10-20 04:04:04 +00:00

1180 lines
33 KiB
C++

// 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.
//
// DESCRIPTION:
// BSP traversal, handling of LineSegs for rendering.
//
// This file contains some code from the Build Engine.
//
// "Build Engine & Tools" Copyright (c) 1993-1997 Ken Silverman
// Ken Silverman's official web site: "http://www.advsys.net/ken"
// See the included license file "BUILDLIC.TXT" for license info.
//
//-----------------------------------------------------------------------------
#include <stdlib.h>
#include "templates.h"
#include "m_alloc.h"
#include "doomdef.h"
#include "m_bbox.h"
#include "i_system.h"
#include "p_lnspec.h"
#include "r_main.h"
#include "r_plane.h"
#include "r_draw.h"
#include "r_things.h"
#include "a_sharedglobal.h"
// State.
#include "doomstat.h"
#include "r_state.h"
#include "r_bsp.h"
#include "v_palette.h"
int WallMost (short *mostbuf, const secplane_t &plane);
seg_t* curline;
side_t* sidedef;
line_t* linedef;
sector_t* frontsector;
sector_t* backsector;
// killough 4/7/98: indicates doors closed wrt automap bugfix:
int doorclosed;
bool r_fakingunderwater;
extern bool rw_prepped;
extern bool rw_havehigh, rw_havelow;
extern int rw_floorstat, rw_ceilstat;
extern bool rw_mustmarkfloor, rw_mustmarkceiling;
extern short walltop[MAXWIDTH]; // [RH] record max extents of wall
extern short wallbottom[MAXWIDTH];
extern short wallupper[MAXWIDTH];
extern short walllower[MAXWIDTH];
fixed_t rw_backcz1, rw_backcz2;
fixed_t rw_backfz1, rw_backfz2;
fixed_t rw_frontcz1, rw_frontcz2;
fixed_t rw_frontfz1, rw_frontfz2;
size_t MaxDrawSegs;
drawseg_t *drawsegs;
drawseg_t* firstdrawseg;
drawseg_t* ds_p;
size_t FirstInterestingDrawseg;
TArray<size_t> InterestingDrawsegs;
fixed_t WallTX1, WallTX2; // x coords at left, right of wall in view space
fixed_t WallTY1, WallTY2; // y coords at left, right of wall in view space
fixed_t WallCX1, WallCX2; // x coords at left, right of wall in camera space
fixed_t WallCY1, WallCY2; // y coords at left, right of wall in camera space
int WallSX1, WallSX2; // x coords at left, right of wall in screen space
fixed_t WallSZ1, WallSZ2; // depth at left, right of wall in screen space
float WallDepthOrg, WallDepthScale;
float WallUoverZorg, WallUoverZstep;
float WallInvZorg, WallInvZstep;
static BYTE FakeSide;
int WindowLeft, WindowRight;
WORD MirrorFlags;
seg_t *ActiveWallMirror;
TArray<size_t> WallMirrors;
CVAR (Bool, r_drawflat, false, 0) // [RH] Don't texture segs?
void R_StoreWallRange (int start, int stop);
//
// R_ClearDrawSegs
//
void R_ClearDrawSegs (void)
{
if (drawsegs == NULL)
{
MaxDrawSegs = 256; // [RH] Default. Increased as needed.
firstdrawseg = drawsegs = (drawseg_t *)M_Malloc (MaxDrawSegs * sizeof(drawseg_t));
}
FirstInterestingDrawseg = 0;
InterestingDrawsegs.Clear ();
ds_p = drawsegs;
}
//
// ClipWallSegment
// Clips the given range of columns
// and includes it in the new clip list.
//
//
// 1/11/98 killough: Since a type "short" is sufficient, we
// should use it, since smaller arrays fit better in cache.
//
typedef struct {
short first, last; // killough
} cliprange_t;
// newend is one past the last valid seg
static cliprange_t *newend;
static cliprange_t solidsegs[MAXWIDTH/2+2];
//==========================================================================
//
// R_ClipWallSegment
//
// Clips the given range of columns, possibly including it in the clip list.
// Handles both windows (e.g. LineDefs with upper and lower textures) and
// solid walls (e.g. single sided LineDefs [middle texture]) that entirely
// block the view.
//
//==========================================================================
void R_ClipWallSegment (int first, int last, bool solid)
{
cliprange_t *next, *start;
int i, j;
// Find the first range that touches the range
// (adjacent pixels are touching).
start = solidsegs;
while (start->last < first)
start++;
if (first < start->first)
{
if (last <= start->first)
{
// Post is entirely visible (above start).
R_StoreWallRange (first, last);
// Insert a new clippost for solid walls.
if (solid)
{
if (last == start->first)
{
start->first = first;
}
else
{
next = newend;
newend++;
while (next != start)
{
*next = *(next-1);
next--;
}
next->first = first;
next->last = last;
}
}
return;
}
// There is a fragment above *start.
R_StoreWallRange (first, start->first);
// Adjust the clip size for solid walls
if (solid)
{
start->first = first;
}
}
// Bottom contained in start?
if (last <= start->last)
return;
next = start;
while (last >= (next+1)->first)
{
// There is a fragment between two posts.
R_StoreWallRange (next->last, (next+1)->first);
next++;
if (last <= next->last)
{
// Bottom is contained in next.
last = next->last;
goto crunch;
}
}
// There is a fragment after *next.
R_StoreWallRange (next->last, last);
crunch:
if (solid)
{
// Adjust the clip size.
start->last = last;
if (next != start)
{
// Remove start+1 to next from the clip list,
// because start now covers their area.
for (i = 1, j = (int)(newend - next); j > 0; i++, j--)
{
start[i] = next[i];
}
newend = start+i;
}
}
}
//
// R_ClearClipSegs
//
void R_ClearClipSegs (short left, short right)
{
solidsegs[0].first = -0x7fff; // new short limit -- killough
solidsegs[0].last = left;
solidsegs[1].first = right;
solidsegs[1].last = 0x7fff; // new short limit -- killough
newend = solidsegs+2;
}
int GetFloorLight (const sector_t *sec)
{
if (sec->FloorFlags & SECF_ABSLIGHTING)
{
return sec->FloorLight;
}
else
{
return clamp (sec->lightlevel + (SBYTE)sec->FloorLight, 0, 255);
}
}
int GetCeilingLight (const sector_t *sec)
{
if (sec->CeilingFlags & SECF_ABSLIGHTING)
{
return sec->CeilingLight;
}
else
{
return clamp (sec->lightlevel + (SBYTE)sec->CeilingLight, 0, 255);
}
}
bool CopyPlaneIfValid (secplane_t *dest, const secplane_t *source, const secplane_t *opp)
{
bool copy = false;
// If the planes do not have matching slopes, then always copy them
// because clipping would require creating new sectors.
if (source->a != dest->a || source->b != dest->b || source->c != dest->c)
{
copy = true;
}
else if (opp->a != -dest->a || opp->b != -dest->b || opp->c != -dest->c)
{
if (source->d < dest->d)
{
copy = true;
}
}
else if (source->d < dest->d && source->d > -opp->d)
{
copy = true;
}
if (copy)
{
*dest = *source;
}
return copy;
}
//
// killough 3/7/98: Hack floor/ceiling heights for deep water etc.
//
// If player's view height is underneath fake floor, lower the
// drawn ceiling to be just under the floor height, and replace
// the drawn floor and ceiling textures, and light level, with
// the control sector's.
//
// Similar for ceiling, only reflected.
//
// killough 4/11/98, 4/13/98: fix bugs, add 'back' parameter
//
sector_t *R_FakeFlat(sector_t *sec, sector_t *tempsec,
int *floorlightlevel, int *ceilinglightlevel,
bool back)
{
// [RH] allow per-plane lighting
if (floorlightlevel != NULL)
{
*floorlightlevel = GetFloorLight (sec);
}
if (ceilinglightlevel != NULL)
{
*ceilinglightlevel = GetCeilingLight (sec);
}
FakeSide = FAKED_Center;
if (sec->heightsec && !(sec->heightsec->MoreFlags & SECF_IGNOREHEIGHTSEC))
{
const sector_t *s = sec->heightsec;
sector_t *heightsec = viewsector->heightsec;
bool underwater = r_fakingunderwater ||
(heightsec && viewz <= heightsec->floorplane.ZatPoint (viewx, viewy));
bool doorunderwater = false;
int diffTex = (s->MoreFlags & SECF_CLIPFAKEPLANES);
// Replace sector being drawn with a copy to be hacked
*tempsec = *sec;
// Replace floor and ceiling height with control sector's heights.
if (diffTex)
{
if (CopyPlaneIfValid (&tempsec->floorplane, &s->floorplane, &sec->ceilingplane))
{
tempsec->floorpic = s->floorpic;
}
else if (s->MoreFlags & SECF_FAKEFLOORONLY)
{
if (underwater)
{
tempsec->ColorMap = s->ColorMap;
if (!(s->MoreFlags & SECF_NOFAKELIGHT))
{
tempsec->lightlevel = s->lightlevel;
if (floorlightlevel != NULL)
{
*floorlightlevel = GetFloorLight (s);
}
if (ceilinglightlevel != NULL)
{
*ceilinglightlevel = GetCeilingLight (s);
}
}
FakeSide = FAKED_BelowFloor;
return tempsec;
}
return sec;
}
}
else
{
tempsec->floorplane = s->floorplane;
}
if (!(s->MoreFlags & SECF_FAKEFLOORONLY))
{
if (diffTex)
{
if (CopyPlaneIfValid (&tempsec->ceilingplane, &s->ceilingplane, &sec->floorplane))
{
tempsec->ceilingpic = s->ceilingpic;
}
}
else
{
tempsec->ceilingplane = s->ceilingplane;
}
}
// fixed_t refflorz = s->floorplane.ZatPoint (viewx, viewy);
fixed_t refceilz = s->ceilingplane.ZatPoint (viewx, viewy);
// fixed_t orgflorz = sec->floorplane.ZatPoint (viewx, viewy);
fixed_t orgceilz = sec->ceilingplane.ZatPoint (viewx, viewy);
#if 1
// [RH] Allow viewing underwater areas through doors/windows that
// are underwater but not in a water sector themselves.
// Only works if you cannot see the top surface of any deep water
// sectors at the same time.
if (back && !r_fakingunderwater && curline->frontsector->heightsec == NULL)
{
if (rw_frontcz1 <= s->floorplane.ZatPoint (curline->v1->x, curline->v1->y) &&
rw_frontcz2 <= s->floorplane.ZatPoint (curline->v2->x, curline->v2->y))
{
// Check that the window is actually visible
for (int z = WallSX1; z < WallSX2; ++z)
{
if (floorclip[z] > ceilingclip[z])
{
doorunderwater = true;
r_fakingunderwater = true;
break;
}
}
}
}
#endif
if (underwater || doorunderwater)
{
tempsec->floorplane = sec->floorplane;
tempsec->ceilingplane = s->floorplane;
tempsec->ceilingplane.FlipVert ();
tempsec->ceilingplane.ChangeHeight (-1);
tempsec->ColorMap = s->ColorMap;
}
// killough 11/98: prevent sudden light changes from non-water sectors:
if ((underwater && !back) || doorunderwater)
{ // head-below-floor hack
tempsec->floorpic = diffTex ? sec->floorpic : s->floorpic;
tempsec->floor_xoffs = s->floor_xoffs;
tempsec->floor_yoffs = s->floor_yoffs;
tempsec->floor_xscale = s->floor_xscale;
tempsec->floor_yscale = s->floor_yscale;
tempsec->floor_angle = s->floor_angle;
tempsec->base_floor_angle = s->base_floor_angle;
tempsec->base_floor_yoffs = s->base_floor_yoffs;
tempsec->ceilingplane = s->floorplane;
tempsec->ceilingplane.FlipVert ();
tempsec->ceilingplane.ChangeHeight (-1);
if (s->ceilingpic == skyflatnum)
{
tempsec->floorplane = tempsec->ceilingplane;
tempsec->floorplane.FlipVert ();
tempsec->floorplane.ChangeHeight (+1);
tempsec->ceilingpic = tempsec->floorpic;
tempsec->ceiling_xoffs = tempsec->floor_xoffs;
tempsec->ceiling_yoffs = tempsec->floor_yoffs;
tempsec->ceiling_xscale = tempsec->floor_xscale;
tempsec->ceiling_yscale = tempsec->floor_yscale;
tempsec->ceiling_angle = tempsec->floor_angle;
tempsec->base_ceiling_angle = tempsec->base_floor_angle;
tempsec->base_ceiling_yoffs = tempsec->base_floor_yoffs;
}
else
{
tempsec->ceilingpic = diffTex ? s->floorpic : s->ceilingpic;
tempsec->ceiling_xoffs = s->ceiling_xoffs;
tempsec->ceiling_yoffs = s->ceiling_yoffs;
tempsec->ceiling_xscale = s->ceiling_xscale;
tempsec->ceiling_yscale = s->ceiling_yscale;
tempsec->ceiling_angle = s->ceiling_angle;
tempsec->base_ceiling_angle = s->base_ceiling_angle;
tempsec->base_ceiling_yoffs = s->base_ceiling_yoffs;
}
if (!(s->MoreFlags & SECF_NOFAKELIGHT))
{
tempsec->lightlevel = s->lightlevel;
if (floorlightlevel != NULL)
{
*floorlightlevel = GetFloorLight (s);
}
if (ceilinglightlevel != NULL)
{
*ceilinglightlevel = GetCeilingLight (s);
}
}
FakeSide = FAKED_BelowFloor;
}
else if (heightsec && viewz >= heightsec->ceilingplane.ZatPoint (viewx, viewy) &&
orgceilz > refceilz && !(s->MoreFlags & SECF_FAKEFLOORONLY))
{ // Above-ceiling hack
tempsec->ceilingplane = s->ceilingplane;
tempsec->floorplane = s->ceilingplane;
tempsec->floorplane.FlipVert ();
tempsec->floorplane.ChangeHeight (+1);
tempsec->ColorMap = s->ColorMap;
tempsec->ColorMap = s->ColorMap;
tempsec->ceilingpic = diffTex ? sec->ceilingpic : s->ceilingpic;
tempsec->floorpic = s->ceilingpic;
tempsec->floor_xoffs = tempsec->ceiling_xoffs = s->ceiling_xoffs;
tempsec->floor_yoffs = tempsec->ceiling_yoffs = s->ceiling_yoffs;
tempsec->floor_xscale = tempsec->ceiling_xscale = s->ceiling_xscale;
tempsec->floor_yscale = tempsec->ceiling_yscale = s->ceiling_yscale;
tempsec->floor_angle = tempsec->ceiling_angle = s->ceiling_angle;
tempsec->base_floor_angle = tempsec->base_ceiling_angle = s->base_ceiling_angle;
tempsec->base_floor_yoffs = tempsec->base_ceiling_yoffs = s->base_ceiling_yoffs;
if (s->floorpic != skyflatnum)
{
tempsec->ceilingplane = sec->ceilingplane;
tempsec->floorpic = s->floorpic;
tempsec->floor_xoffs = s->floor_xoffs;
tempsec->floor_yoffs = s->floor_yoffs;
tempsec->floor_xscale = s->floor_xscale;
tempsec->floor_yscale = s->floor_yscale;
tempsec->floor_angle = s->floor_angle;
}
if (!(s->MoreFlags & SECF_NOFAKELIGHT))
{
tempsec->lightlevel = s->lightlevel;
if (floorlightlevel != NULL)
{
*floorlightlevel = GetFloorLight (s);
}
if (ceilinglightlevel != NULL)
{
*ceilinglightlevel = GetCeilingLight (s);
}
}
FakeSide = FAKED_AboveCeiling;
}
sec = tempsec; // Use other sector
}
return sec;
}
//
// R_AddLine
// Clips the given segment
// and adds any visible pieces to the line list.
//
void R_AddLine (seg_t *line)
{
static sector_t tempsec; // killough 3/8/98: ceiling/water hack
bool solid;
fixed_t tx1, tx2, ty1, ty2;
curline = line;
// [RH] Color if not texturing line
dc_color = (((int)(line - segs) * 8) + 4) & 255;
tx1 = line->v1->x - viewx;
tx2 = line->v2->x - viewx;
ty1 = line->v1->y - viewy;
ty2 = line->v2->y - viewy;
// Reject lines not facing viewer
if (DMulScale32 (ty1, tx1-tx2, tx1, ty2-ty1) >= 0)
return;
WallTX1 = DMulScale20 (tx1, viewsin, -ty1, viewcos);
WallTX2 = DMulScale20 (tx2, viewsin, -ty2, viewcos);
WallTY1 = DMulScale20 (tx1, viewtancos, ty1, viewtansin);
WallTY2 = DMulScale20 (tx2, viewtancos, ty2, viewtansin);
if (MirrorFlags & RF_XFLIP)
{
int t = 256-WallTX1;
WallTX1 = 256-WallTX2;
WallTX2 = t;
swap (WallTY1, WallTY2);
}
if (WallTX1 >= -WallTY1)
{
if (WallTX1 > WallTY1) return; // left edge is off the right side
if (WallTY1 == 0) return;
WallSX1 = (centerxfrac + Scale (WallTX1, centerxfrac, WallTY1)) >> FRACBITS;
if (WallTX1 >= 0) WallSX1 = MIN (viewwidth, WallSX1+1); // fix for signed divide
WallSZ1 = WallTY1;
}
else
{
if (WallTX2 < -WallTY2) return; // wall is off the left side
fixed_t den = WallTX1 - WallTX2 - WallTY2 + WallTY1;
if (den == 0) return;
WallSX1 = 0;
WallSZ1 = WallTY1 + Scale (WallTY2 - WallTY1, WallTX1 + WallTY1, den);
}
if (WallSZ1 < 32)
return;
if (WallTX2 <= WallTY2)
{
if (WallTX2 < -WallTY2) return; // right edge is off the left side
if (WallTY2 == 0) return;
WallSX2 = (centerxfrac + Scale (WallTX2, centerxfrac, WallTY2)) >> FRACBITS;
if (WallTX2 >= 0) WallSX2 = MIN (viewwidth, WallSX2+1); // fix for signed divide
WallSZ2 = WallTY2;
}
else
{
if (WallTX1 > WallTY1) return; // wall is off the right side
fixed_t den = WallTY2 - WallTY1 - WallTX2 + WallTX1;
if (den == 0) return;
WallSX2 = viewwidth;
WallSZ2 = WallTY1 + Scale (WallTY2 - WallTY1, WallTX1 - WallTY1, den);
}
if (WallSZ2 < 32 || WallSX2 <= WallSX1)
return;
if (WallSX1 > WindowRight || WallSX2 < WindowLeft)
return;
if (line->linedef == NULL)
{
return;
}
vertex_t *v1, *v2;
v1 = line->linedef->v1;
v2 = line->linedef->v2;
if ((v1 == line->v1 && v2 == line->v2) || (v2 == line->v1 && v1 == line->v2))
{ // The seg is the entire wall.
if (MirrorFlags & RF_XFLIP)
{
WallUoverZorg = (float)WallTX2 * WallTMapScale;
WallUoverZstep = (float)(-WallTY2) * 32.f;
WallInvZorg = (float)(WallTX2 - WallTX1) * WallTMapScale;
WallInvZstep = (float)(WallTY1 - WallTY2) * 32.f;
}
else
{
WallUoverZorg = (float)WallTX1 * WallTMapScale;
WallUoverZstep = (float)(-WallTY1) * 32.f;
WallInvZorg = (float)(WallTX1 - WallTX2) * WallTMapScale;
WallInvZstep = (float)(WallTY2 - WallTY1) * 32.f;
}
}
else
{ // The seg is only part of the wall.
if (line->linedef->sidenum[0] != DWORD(line->sidedef - sides))
{
swap (v1, v2);
}
tx1 = v1->x - viewx;
tx2 = v2->x - viewx;
ty1 = v1->y - viewy;
ty2 = v2->y - viewy;
fixed_t fullx1 = DMulScale20 (tx1, viewsin, -ty1, viewcos);
fixed_t fullx2 = DMulScale20 (tx2, viewsin, -ty2, viewcos);
fixed_t fully1 = DMulScale20 (tx1, viewtancos, ty1, viewtansin);
fixed_t fully2 = DMulScale20 (tx2, viewtancos, ty2, viewtansin);
if (MirrorFlags & RF_XFLIP)
{
fullx1 = -fullx1;
fullx2 = -fullx2;
}
WallUoverZorg = (float)fullx1 * WallTMapScale;
WallUoverZstep = (float)(-fully1) * 32.f;
WallInvZorg = (float)(fullx1 - fullx2) * WallTMapScale;
WallInvZstep = (float)(fully2 - fully1) * 32.f;
}
WallDepthScale = WallInvZstep * WallTMapScale2;
WallDepthOrg = -WallUoverZstep * WallTMapScale2;
backsector = line->backsector;
rw_frontcz1 = frontsector->ceilingplane.ZatPoint (line->v1->x, line->v1->y);
rw_frontfz1 = frontsector->floorplane.ZatPoint (line->v1->x, line->v1->y);
rw_frontcz2 = frontsector->ceilingplane.ZatPoint (line->v2->x, line->v2->y);
rw_frontfz2 = frontsector->floorplane.ZatPoint (line->v2->x, line->v2->y);
rw_mustmarkfloor = rw_mustmarkceiling = false;
rw_havehigh = rw_havelow = false;
// Single sided line?
if (backsector == NULL)
{
solid = true;
}
else
{
// killough 3/8/98, 4/4/98: hack for invisible ceilings / deep water
backsector = R_FakeFlat (backsector, &tempsec, NULL, NULL, true);
doorclosed = 0; // killough 4/16/98
rw_backcz1 = backsector->ceilingplane.ZatPoint (line->v1->x, line->v1->y);
rw_backfz1 = backsector->floorplane.ZatPoint (line->v1->x, line->v1->y);
rw_backcz2 = backsector->ceilingplane.ZatPoint (line->v2->x, line->v2->y);
rw_backfz2 = backsector->floorplane.ZatPoint (line->v2->x, line->v2->y);
// Cannot make these walls solid, because it can result in
// sprite clipping problems for sprites near the wall
if (rw_frontcz1 > rw_backcz1 || rw_frontcz2 > rw_backcz2)
{
rw_havehigh = true;
WallMost (wallupper, backsector->ceilingplane);
}
if (rw_frontfz1 < rw_backfz1 || rw_frontfz2 < rw_backfz2)
{
rw_havelow = true;
WallMost (walllower, backsector->floorplane);
}
// Closed door.
if ((rw_backcz1 <= rw_frontfz1 && rw_backcz2 <= rw_frontfz2) ||
(rw_backfz1 >= rw_frontcz1 && rw_backfz2 >= rw_frontcz2))
{
solid = true;
}
else if (
// properly render skies (consider door "open" if both ceilings are sky):
(backsector->ceilingpic != skyflatnum || frontsector->ceilingpic != skyflatnum)
// if door is closed because back is shut:
&& rw_backcz1 <= rw_backfz1 && rw_backcz2 <= rw_backfz2
// preserve a kind of transparent door/lift special effect:
&& ((rw_backcz1 >= rw_frontcz1 && rw_backcz2 >= rw_frontcz2) || line->sidedef->toptexture != 0)
&& ((rw_backfz1 <= rw_frontfz1 && rw_backfz2 <= rw_frontfz2) || line->sidedef->bottomtexture != 0))
{
// killough 1/18/98 -- This function is used to fix the automap bug which
// showed lines behind closed doors simply because the door had a dropoff.
//
// It assumes that Doom has already ruled out a door being closed because
// of front-back closure (e.g. front floor is taller than back ceiling).
// This fixes the automap floor height bug -- killough 1/18/98:
// killough 4/7/98: optimize: save result in doorclosed for use in r_segs.c
doorclosed = true;
solid = true;
}
else if (frontsector->ceilingplane != backsector->ceilingplane ||
frontsector->floorplane != backsector->floorplane)
{
// Window.
solid = false;
}
else if (backsector->lightlevel != frontsector->lightlevel
|| backsector->floorpic != frontsector->floorpic
|| backsector->ceilingpic != frontsector->ceilingpic
|| curline->sidedef->midtexture != 0
// killough 3/7/98: Take flats offsets into account:
|| backsector->floor_xoffs != frontsector->floor_xoffs
|| (backsector->floor_yoffs + backsector->base_floor_yoffs) != (frontsector->floor_yoffs + backsector->base_floor_yoffs)
|| backsector->ceiling_xoffs != frontsector->ceiling_xoffs
|| (backsector->ceiling_yoffs + backsector->base_ceiling_yoffs) != (frontsector->ceiling_yoffs + frontsector->base_ceiling_yoffs)
|| backsector->FloorLight != frontsector->FloorLight
|| backsector->CeilingLight != frontsector->CeilingLight
|| backsector->FloorFlags != frontsector->FloorFlags
|| backsector->CeilingFlags != frontsector->CeilingFlags
// [RH] Also consider colormaps
|| backsector->ColorMap != frontsector->ColorMap
// [RH] and scaling
|| backsector->floor_xscale != frontsector->floor_xscale
|| backsector->floor_yscale != frontsector->floor_yscale
|| backsector->ceiling_xscale != frontsector->ceiling_xscale
|| backsector->ceiling_yscale != frontsector->ceiling_yscale
// [RH] and rotation
|| (backsector->floor_angle + backsector->base_floor_angle) != (frontsector->floor_angle + frontsector->base_floor_angle)
|| (backsector->ceiling_angle + backsector->base_ceiling_angle) != (frontsector->ceiling_angle + frontsector->base_ceiling_angle)
)
{
solid = false;
}
else
{
// Reject empty lines used for triggers and special events.
// Identical floor and ceiling on both sides, identical light levels
// on both sides, and no middle texture.
return;
}
}
rw_prepped = false;
if (line->linedef->special == Line_Horizon)
{
// Be aware: Line_Horizon does not work properly with sloped planes
clearbufshort (walltop+WallSX1, WallSX2 - WallSX1, centery);
clearbufshort (wallbottom+WallSX1, WallSX2 - WallSX1, centery);
}
else
{
rw_ceilstat = WallMost (walltop, frontsector->ceilingplane);
rw_floorstat = WallMost (wallbottom, frontsector->floorplane);
// [RH] treat off-screen walls as solid
#if 0 // Maybe later...
if (!solid)
{
if (rw_ceilstat == 12 && line->sidedef->toptexture != 0)
{
rw_mustmarkceiling = true;
solid = true;
}
if (rw_floorstat == 3 && line->sidedef->bottomtexture != 0)
{
rw_mustmarkfloor = true;
solid = true;
}
}
#endif
}
R_ClipWallSegment (WallSX1, WallSX2, solid);
}
//
// R_CheckBBox
// Checks BSP node/subtree bounding box.
// Returns true if some part of the bbox might be visible.
//
extern "C" const int checkcoord[12][4] =
{
{3,0,2,1},
{3,0,2,0},
{3,1,2,0},
{0},
{2,0,2,1},
{0,0,0,0},
{3,1,3,0},
{0},
{2,0,3,1},
{2,1,3,1},
{2,1,3,0}
};
static bool R_CheckBBox (fixed_t *bspcoord) // killough 1/28/98: static
{
int boxx;
int boxy;
int boxpos;
fixed_t x1, y1, x2, y2;
fixed_t rx1, ry1, rx2, ry2;
int sx1, sx2;
cliprange_t* start;
// Find the corners of the box
// that define the edges from current viewpoint.
if (viewx <= bspcoord[BOXLEFT])
boxx = 0;
else if (viewx < bspcoord[BOXRIGHT])
boxx = 1;
else
boxx = 2;
if (viewy >= bspcoord[BOXTOP])
boxy = 0;
else if (viewy > bspcoord[BOXBOTTOM])
boxy = 1;
else
boxy = 2;
boxpos = (boxy<<2)+boxx;
if (boxpos == 5)
return true;
x1 = bspcoord[checkcoord[boxpos][0]] - viewx;
y1 = bspcoord[checkcoord[boxpos][1]] - viewy;
x2 = bspcoord[checkcoord[boxpos][2]] - viewx;
y2 = bspcoord[checkcoord[boxpos][3]] - viewy;
// check clip list for an open space
// Sitting on a line?
if (DMulScale32 (y1, x1-x2, x1, y2-y1) >= 0)
return true;
rx1 = DMulScale20 (x1, viewsin, -y1, viewcos);
rx2 = DMulScale20 (x2, viewsin, -y2, viewcos);
ry1 = DMulScale20 (x1, viewtancos, y1, viewtansin);
ry2 = DMulScale20 (x2, viewtancos, y2, viewtansin);
if (MirrorFlags & RF_XFLIP)
{
int t = 256-rx1;
rx1 = 256-rx2;
rx2 = t;
swap (ry1, ry2);
}
if (rx1 >= -ry1)
{
if (rx1 > ry1) return false; // left edge is off the right side
if (ry1 == 0) return false;
sx1 = (centerxfrac + Scale (rx1, centerxfrac, ry1)) >> FRACBITS;
if (rx1 >= 0) sx1 = MIN<int> (viewwidth, sx1+1); // fix for signed divide
}
else
{
if (rx2 < -ry2) return false; // wall is off the left side
if (rx1 - rx2 - ry2 + ry1 == 0) return false; // wall does not intersect view volume
sx1 = 0;
}
if (rx2 <= ry2)
{
if (rx2 < -ry2) return false; // right edge is off the left side
if (ry2 == 0) return false;
sx2 = (centerxfrac + Scale (rx2, centerxfrac, ry2)) >> FRACBITS;
if (rx2 >= 0) sx2 = MIN<int> (viewwidth, sx2+1); // fix for signed divide
}
else
{
if (rx1 > ry1) return false; // wall is off the right side
if (ry2 - ry1 - rx2 + rx1 == 0) return false; // wall does not intersect view volume
sx2 = viewwidth;
}
// Find the first clippost that touches the source post
// (adjacent pixels are touching).
// Does not cross a pixel.
if (sx2 <= sx1)
return false;
start = solidsegs;
while (start->last < sx2)
start++;
if (sx1 >= start->first && sx2 <= start->last)
{
// The clippost contains the new span.
return false;
}
return true;
}
void R_GetExtraLight (int *light, const secplane_t &plane, FExtraLight *el)
{
BYTE *floodcolormap;
int floodlight;
bool flooding;
vertex_t **triangle;
int i, j;
fixed_t diff;
if (el == NULL)
{
return;
}
triangle = frontsector->Triangle;
flooding = false;
floodcolormap = basecolormap;
floodlight = *light;
for (i = 0; i < el->NumUsedLights; ++i)
{
for (j = 0; j < 3; ++j)
{
diff = plane.ZatPoint (triangle[j]) - el->Lights[i].Plane.ZatPoint (triangle[j]);
if (diff != 0)
{
break;
}
}
if (diff >= 0)
{
break;
}
if (!flooding || el->Lights[i].bFlooder)
{
if (el->Lights[i].Master == NULL)
{
basecolormap = floodcolormap;
*light = floodlight;
}
else
{
basecolormap = el->Lights[i].Master->ColorMap->Maps;
*light = el->Lights[i].Master->lightlevel;
if (el->Lights[i].bFlooder)
{
flooding = true;
floodcolormap = basecolormap;
floodlight = *light;
}
}
}
}
}
//
// R_Subsector
// Determine floor/ceiling planes.
// Add sprites of things in sector.
// Draw one or more line segments.
//
void R_Subsector (subsector_t *sub)
{
int count;
seg_t* line;
sector_t tempsec; // killough 3/7/98: deep water hack
int floorlightlevel; // killough 3/16/98: set floor lightlevel
int ceilinglightlevel; // killough 4/11/98
#ifdef RANGECHECK
if (sub - subsectors >= (ptrdiff_t)numsubsectors)
I_Error ("R_Subsector: ss %i with numss = %i", sub - subsectors, numsubsectors);
#endif
frontsector = sub->sector;
frontsector->MoreFlags |= SECF_DRAWN;
count = sub->numlines;
line = &segs[sub->firstline];
// killough 3/8/98, 4/4/98: Deep water / fake ceiling effect
frontsector = R_FakeFlat(frontsector, &tempsec, &floorlightlevel,
&ceilinglightlevel, false); // killough 4/11/98
basecolormap = frontsector->ColorMap->Maps;
R_GetExtraLight (&ceilinglightlevel, frontsector->ceilingplane, frontsector->ExtraLights);
// [RH] set foggy flag
foggy = level.fadeto || frontsector->ColorMap->Fade || (level.flags & LEVEL_HASFADETABLE);
r_actualextralight = foggy ? 0 : extralight << 4;
basecolormap = frontsector->ColorMap->Maps;
ceilingplane = frontsector->ceilingplane.ZatPoint (viewx, viewy) > viewz ||
frontsector->ceilingpic == skyflatnum ||
(frontsector->CeilingSkyBox != NULL && frontsector->CeilingSkyBox->bAlways) ||
(frontsector->heightsec &&
!(frontsector->heightsec->MoreFlags & SECF_IGNOREHEIGHTSEC) &&
frontsector->heightsec->floorpic == skyflatnum) ?
R_FindPlane(frontsector->ceilingplane, // killough 3/8/98
frontsector->ceilingpic == skyflatnum && // killough 10/98
frontsector->sky & PL_SKYFLAT ? frontsector->sky :
frontsector->ceilingpic,
ceilinglightlevel + r_actualextralight, // killough 4/11/98
frontsector->ceiling_xoffs, // killough 3/7/98
frontsector->ceiling_yoffs + frontsector->base_ceiling_yoffs,
frontsector->ceiling_xscale,
frontsector->ceiling_yscale,
frontsector->ceiling_angle + frontsector->base_ceiling_angle,
frontsector->CeilingSkyBox
) : NULL;
basecolormap = frontsector->ColorMap->Maps;
R_GetExtraLight (&floorlightlevel, frontsector->floorplane, frontsector->ExtraLights);
// killough 3/7/98: Add (x,y) offsets to flats, add deep water check
// killough 3/16/98: add floorlightlevel
// killough 10/98: add support for skies transferred from sidedefs
floorplane = frontsector->floorplane.ZatPoint (viewx, viewy) < viewz || // killough 3/7/98
frontsector->floorpic == skyflatnum ||
(frontsector->FloorSkyBox != NULL && frontsector->FloorSkyBox->bAlways) ||
(frontsector->heightsec &&
!(frontsector->heightsec->MoreFlags & SECF_IGNOREHEIGHTSEC) &&
frontsector->heightsec->ceilingpic == skyflatnum) ?
R_FindPlane(frontsector->floorplane,
frontsector->floorpic == skyflatnum && // killough 10/98
frontsector->sky & PL_SKYFLAT ? frontsector->sky :
frontsector->floorpic,
floorlightlevel + r_actualextralight, // killough 3/16/98
frontsector->floor_xoffs, // killough 3/7/98
frontsector->floor_yoffs + frontsector->base_floor_yoffs,
frontsector->floor_xscale,
frontsector->floor_yscale,
frontsector->floor_angle + frontsector->base_floor_angle,
frontsector->FloorSkyBox
) : NULL;
// killough 9/18/98: Fix underwater slowdown, by passing real sector
// instead of fake one. Improve sprite lighting by basing sprite
// lightlevels on floor & ceiling lightlevels in the surrounding area.
// [RH] Handle sprite lighting like Duke 3D: If the ceiling is a sky, sprites are lit by
// it, otherwise they are lit by the floor.
R_AddSprites (sub->sector, frontsector->ceilingpic == skyflatnum ?
ceilinglightlevel : floorlightlevel, FakeSide);
// [RH] Add particles
int shade = LIGHT2SHADE((floorlightlevel + ceilinglightlevel)/2 + r_actualextralight);
for (WORD i = ParticlesInSubsec[(unsigned int)(sub-subsectors)]; i != NO_PARTICLE; i = Particles[i].snext)
{
R_ProjectParticle (Particles + i, subsectors[sub-subsectors].sector, shade, FakeSide);
}
if (sub->poly)
{ // Render the polyobj in the subsector first
int polyCount = sub->poly->numsegs;
seg_t **polySeg = sub->poly->segs;
while (polyCount--)
{
R_AddLine (*polySeg++);
}
}
while (count--)
{
if (!line->bPolySeg)
{
R_AddLine (line);
}
line++;
}
}
//
// RenderBSPNode
// Renders all subsectors below a given node, traversing subtree recursively.
// Just call with BSP root and -1.
// killough 5/2/98: reformatted, removed tail recursion
void R_RenderBSPNode (void *node)
{
if (numnodes == 0)
{
R_Subsector (subsectors);
return;
}
while (!((size_t)node & 1)) // Keep going until found a subsector
{
node_t *bsp = (node_t *)node;
// Decide which side the view point is on.
int side = R_PointOnSide (viewx, viewy, bsp);
// Recursively divide front space (toward the viewer).
R_RenderBSPNode (bsp->children[side]);
// Possibly divide back space (away from the viewer).
side ^= 1;
if (!R_CheckBBox (bsp->bbox[side]))
return;
node = bsp->children[side];
}
R_Subsector ((subsector_t *)((BYTE *)node - 1));
}