qzdoom-gpl/src/r_things.cpp
Randy Heit fb50df2c63 About a week's worth of changes here. As a heads-up, I wouldn't be
surprised if this doesn't build in Linux right now. The CMakeLists.txt
were checked with MinGW and NMake, but how they fair under Linux is an
unknown to me at this time.

- Converted most sprintf (and all wsprintf) calls to either mysnprintf or
  FStrings, depending on the situation.
- Changed the strings in the wbstartstruct to be FStrings.
- Changed myvsnprintf() to output nothing if count is greater than INT_MAX.
  This is so that I can use a series of mysnprintf() calls and advance the
  pointer for each one. Once the pointer goes beyond the end of the buffer,
  the count will go negative, but since it's an unsigned type it will be
  seen as excessively huge instead. This should not be a problem, as there's
  no reason for ZDoom to be using text buffers larger than 2 GB anywhere.
- Ripped out the disabled bit from FGameConfigFile::MigrateOldConfig().
- Changed CalcMapName() to return an FString instead of a pointer to a static
  buffer.
- Changed startmap in d_main.cpp into an FString.
- Changed CheckWarpTransMap() to take an FString& as the first argument.
- Changed d_mapname in g_level.cpp into an FString.
- Changed DoSubstitution() in ct_chat.cpp to place the substitutions in an
  FString.
- Fixed: The MAPINFO parser wrote into the string buffer to construct a map
  name when given a Hexen map number. This was fine with the old scanner
  code, but only a happy coincidence prevents it from crashing with the new
  code
- Added the 'B' conversion specifier to StringFormat::VWorker() for printing
  binary numbers.
- Added CMake support for building with MinGW, MSYS, and NMake. Linux support
  is probably broken until I get around to booting into Linux again. Niceties
  provided over the existing Makefiles they're replacing:
  * All command-line builds can use the same build system, rather than having
    a separate one for MinGW and another for Linux.
  * Microsoft's NMake tool is supported as a target.
  * Progress meters.
  * Parallel makes work from a fresh checkout without needing to be primed
    first with a single-threaded make.
  * Porting to other architectures should be simplified, whenever that day
    comes.
- Replaced the makewad tool with zipdir. This handles the dependency tracking
  itself instead of generating an external makefile to do it, since I couldn't
  figure out how to generate a makefile with an external tool and include it
  with a CMake-generated makefile. Where makewad used a master list of files
  to generate the package file, zipdir just zips the entire contents of one or
  more directories.
- Added the gdtoa package from netlib's fp library so that ZDoom's printf-style
  formatting can be entirely independant of the CRT.

SVN r1082 (trunk)
2008-07-23 04:57:26 +00:00

2519 lines
62 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.
//
// $Log:$
//
// DESCRIPTION:
// Refresh of things, i.e. objects represented by sprites.
//
//-----------------------------------------------------------------------------
#include <stdio.h>
#include <stdlib.h>
#include <malloc.h>
#include "templates.h"
#include "m_alloc.h"
#include "doomdef.h"
#include "m_swap.h"
#include "m_argv.h"
#include "i_system.h"
#include "w_wad.h"
#include "r_local.h"
#include "p_effect.h"
#include "c_console.h"
#include "c_cvars.h"
#include "c_dispatch.h"
#include "doomstat.h"
#include "v_video.h"
#include "sc_man.h"
#include "s_sound.h"
#include "sbar.h"
#include "gi.h"
#include "r_sky.h"
extern FTexture *CrosshairImage;
extern fixed_t globaluclip, globaldclip;
#define MINZ (2048*4)
#define BASEYCENTER (100)
EXTERN_CVAR (Bool, st_scale)
CVAR (Bool, r_drawfuzz, true, CVAR_ARCHIVE)
//
// 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).
//
fixed_t pspritexscale;
fixed_t pspriteyscale;
fixed_t pspritexiscale;
fixed_t sky1scale; // [RH] Sky 1 scale factor
fixed_t sky2scale; // [RH] Sky 2 scale factor
static int spriteshade;
TArray<WORD> ParticlesInSubsec;
// constant arrays
// used for psprite clipping and initializing clipping
short zeroarray[MAXWIDTH];
short screenheightarray[MAXWIDTH];
#define MAX_SPRITE_FRAMES 29 // [RH] Macro-ized as in BOOM.
CVAR (Bool, r_drawplayersprites, true, 0) // [RH] Draw player sprites?
//
// INITIALIZATION FUNCTIONS
//
// variables used to look up
// and range check thing_t sprites patches
TArray<spritedef_t> sprites;
TArray<spriteframe_t> SpriteFrames;
DWORD NumStdSprites; // The first x sprites that don't belong to skins.
struct spriteframewithrotate : public spriteframe_t
{
int rotate;
}
sprtemp[MAX_SPRITE_FRAMES];
int maxframe;
char* spritename;
// [RH] skin globals
FPlayerSkin *skins;
size_t numskins;
BYTE OtherGameSkinRemap[256];
PalEntry OtherGameSkinPalette[256];
// [RH] particle globals
WORD NumParticles;
WORD ActiveParticles;
WORD InactiveParticles;
particle_t *Particles;
CVAR (Bool, r_particles, true, 0);
//
// R_InstallSpriteLump
// Local function for R_InitSprites.
//
// [RH] Removed checks for coexistance of rotation 0 with other
// rotations and made it look more like BOOM's version.
//
static void R_InstallSpriteLump (FTextureID lump, unsigned frame, char rot, bool flipped)
{
unsigned rotation;
if (rot >= '0' && rot <= '9')
{
rotation = rot - '0';
}
else if (rot >= 'A')
{
rotation = rot - 'A' + 10;
}
else
{
rotation = 17;
}
if (frame >= MAX_SPRITE_FRAMES || rotation > 16)
I_FatalError ("R_InstallSpriteLump: Bad frame characters in lump %s", TexMan[lump]->Name);
if ((int)frame > maxframe)
maxframe = frame;
if (rotation == 0)
{
// the lump should be used for all rotations
// false=0, true=1, but array initialised to -1
// allows doom to have a "no value set yet" boolean value!
int r;
for (r = 14; r >= 0; r -= 2)
{
if (!sprtemp[frame].Texture[r].isValid())
{
sprtemp[frame].Texture[r] = lump;
if (flipped)
{
sprtemp[frame].Flip |= 1 << r;
}
sprtemp[frame].rotate = false;
}
}
}
else
{
if (rotation <= 8)
{
rotation = (rotation - 1) * 2;
}
else
{
rotation = (rotation - 9) * 2 + 1;
}
if (!sprtemp[frame].Texture[rotation].isValid())
{
// the lump is only used for one rotation
sprtemp[frame].Texture[rotation] = lump;
if (flipped)
{
sprtemp[frame].Flip |= 1 << rotation;
}
sprtemp[frame].rotate = true;
}
}
}
// [RH] Seperated out of R_InitSpriteDefs()
static void R_InstallSprite (int num)
{
int frame;
int framestart;
int rot;
// int undefinedFix;
if (maxframe == -1)
{
sprites[num].numframes = 0;
return;
}
maxframe++;
// [RH] If any frames are undefined, but there are some defined frames, map
// them to the first defined frame. This is a fix for Doom Raider, which actually
// worked with ZDoom 2.0.47, because of a bug here. It does not define frames A,
// B, or C for the sprite PSBG, but because I had sprtemp[].rotate defined as a
// bool, this code never detected that it was not actually present. After switching
// to the unified texture system, this caused it to crash while loading the wad.
// [RH] Let undefined frames actually be blank because LWM uses this in at least
// one of her wads.
// for (frame = 0; frame < maxframe && sprtemp[frame].rotate == -1; ++frame)
// { }
//
// undefinedFix = frame;
for (frame = 0; frame < maxframe; ++frame)
{
switch (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", sprites[num].name, frame+'A');
break;
case 0:
// only the first rotation is needed
for (rot = 1; rot < 16; ++rot)
{
sprtemp[frame].Texture[rot] = sprtemp[frame].Texture[0];
}
// If the frame is flipped, they all should be
if (sprtemp[frame].Flip & 1)
{
sprtemp[frame].Flip = 0xFFFF;
}
break;
case 1:
// must have all 8 frame pairs
for (rot = 0; rot < 8; ++rot)
{
if (!sprtemp[frame].Texture[rot*2+1].isValid())
{
sprtemp[frame].Texture[rot*2+1] = sprtemp[frame].Texture[rot*2];
if (sprtemp[frame].Flip & (1 << (rot*2)))
{
sprtemp[frame].Flip |= 1 << (rot*2+1);
}
}
if (!sprtemp[frame].Texture[rot*2].isValid())
{
sprtemp[frame].Texture[rot*2] = sprtemp[frame].Texture[rot*2+1];
if (sprtemp[frame].Flip & (1 << (rot*2+1)))
{
sprtemp[frame].Flip |= 1 << (rot*2);
}
}
}
for (rot = 0; rot < 16; ++rot)
{
if (!sprtemp[frame].Texture[rot].isValid())
I_FatalError ("R_InstallSprite: Sprite %s frame %c is missing rotations",
sprites[num].name, frame+'A');
}
break;
}
}
for (frame = 0; frame < maxframe; ++frame)
{
if (sprtemp[frame].rotate == -1)
{
memset (&sprtemp[frame], 0, sizeof(sprtemp[0]));
}
}
// allocate space for the frames present and copy sprtemp to it
sprites[num].numframes = maxframe;
sprites[num].spriteframes = WORD(framestart = SpriteFrames.Reserve (maxframe));
for (frame = 0; frame < maxframe; ++frame)
{
memcpy (SpriteFrames[framestart+frame].Texture, sprtemp[frame].Texture, sizeof(sprtemp[frame].Texture));
SpriteFrames[framestart+frame].Flip = sprtemp[frame].Flip;
}
// Let the textures know about the rotations
for (frame = 0; frame < maxframe; ++frame)
{
if (sprtemp[frame].rotate == 1)
{
for (int rot = 0; rot < 16; ++rot)
{
TexMan[sprtemp[frame].Texture[rot]]->Rotations = framestart + frame;
}
}
}
}
//
// R_InitSpriteDefs
// Pass a null terminated list of sprite names
// (4 chars exactly) to be used.
// Builds the sprite rotation matrices 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.
//
void R_InitSpriteDefs ()
{
struct Hasher
{
int Head, Next;
} *hashes;
unsigned int i, max;
DWORD intname;
// Create a hash table to speed up the process
max = TexMan.NumTextures();
hashes = (Hasher *)alloca (sizeof(Hasher) * max);
for (i = 0; i < max; ++i)
{
hashes[i].Head = -1;
}
for (i = 0; i < max; ++i)
{
FTexture *tex = TexMan.ByIndex(i);
if (tex->UseType == FTexture::TEX_Sprite && strlen (tex->Name) >= 6)
{
DWORD bucket = *(DWORD *)tex->Name % max;
hashes[i].Next = hashes[bucket].Head;
hashes[bucket].Head = i;
}
}
// scan all the lump names for each of the names, noting the highest frame letter.
for (i = 0; i < sprites.Size(); ++i)
{
memset (sprtemp, 0xFF, sizeof(sprtemp));
for (int j = 0; j < MAX_SPRITE_FRAMES; ++j)
{
sprtemp[j].Flip = 0;
}
maxframe = -1;
intname = *(DWORD *)sprites[i].name;
// scan the lumps, filling in the frames for whatever is found
int hash = hashes[intname % max].Head;
while (hash != -1)
{
FTexture *tex = TexMan[hash];
if (*(DWORD *)tex->Name == intname)
{
R_InstallSpriteLump (FTextureID(hash), tex->Name[4] - 'A', tex->Name[5], false);
if (tex->Name[6])
R_InstallSpriteLump (FTextureID(hash), tex->Name[6] - 'A', tex->Name[7], true);
}
hash = hashes[hash].Next;
}
R_InstallSprite ((int)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.
//
#define NUMSKINSOUNDS 17
static const char *skinsoundnames[NUMSKINSOUNDS][2] =
{ // The *painXXX sounds must be the first four
{ "dsplpain", "*pain100" },
{ "dsplpain", "*pain75" },
{ "dsplpain", "*pain50" },
{ "dsplpain", "*pain25" },
{ "dsplpain", "*poison" },
{ "dsoof", "*grunt" },
{ "dsoof", "*land" },
{ "dspldeth", "*death" },
{ "dspldeth", "*wimpydeath" },
{ "dspdiehi", "*xdeath" },
{ "dspdiehi", "*crazydeath" },
{ "dsnoway", "*usefail" },
{ "dsnoway", "*puzzfail" },
{ "dsslop", "*gibbed" },
{ "dsslop", "*splat" },
{ "dspunch", "*fist" },
{ "dsjump", "*jump" }
};
static int STACK_ARGS skinsorter (const void *a, const void *b)
{
return stricmp (((FPlayerSkin *)a)->name, ((FPlayerSkin *)b)->name);
}
void R_InitSkins (void)
{
FSoundID playersoundrefs[NUMSKINSOUNDS];
spritedef_t temp;
int sndlumps[NUMSKINSOUNDS];
char key[65];
DWORD intname, crouchname;
size_t i;
int j, k, base;
int lastlump;
int aliasid;
bool remove;
const PClass *basetype, *transtype;
key[sizeof(key)-1] = 0;
i = PlayerClasses.Size () - 1;
lastlump = 0;
for (j = 0; j < NUMSKINSOUNDS; ++j)
{
playersoundrefs[j] = skinsoundnames[j][1];
}
while ((base = Wads.FindLump ("S_SKIN", &lastlump, true)) != -1)
{
// The player sprite has 23 frames. This means that the S_SKIN
// marker needs a minimum of 23 lumps after it.
if (base >= Wads.GetNumLumps() - 23 || base == -1)
continue;
i++;
for (j = 0; j < NUMSKINSOUNDS; j++)
sndlumps[j] = -1;
skins[i].namespc = Wads.GetLumpNamespace (base);
FScanner sc(base);
intname = 0;
crouchname = 0;
remove = false;
basetype = NULL;
transtype = NULL;
// Data is stored as "key = data".
while (sc.GetString ())
{
strncpy (key, sc.String, sizeof(key)-1);
if (!sc.GetString() || sc.String[0] != '=')
{
Printf (PRINT_BOLD, "Bad format for skin %d: %s\n", (int)i, key);
break;
}
sc.GetString ();
if (0 == stricmp (key, "name"))
{
strncpy (skins[i].name, sc.String, 16);
for (j = 0; (size_t)j < i; j++)
{
if (stricmp (skins[i].name, skins[j].name) == 0)
{
mysnprintf (skins[i].name, countof(skins[i].name), "skin%d", (int)i);
Printf (PRINT_BOLD, "Skin %s duplicated as %s\n",
skins[j].name, skins[i].name);
break;
}
}
}
else if (0 == stricmp (key, "sprite"))
{
for (j = 3; j >= 0; j--)
sc.String[j] = toupper (sc.String[j]);
intname = *((DWORD *)sc.String);
}
else if (0 == stricmp (key, "crouchsprite"))
{
for (j = 3; j >= 0; j--)
sc.String[j] = toupper (sc.String[j]);
crouchname = *((DWORD *)sc.String);
}
else if (0 == stricmp (key, "face"))
{
for (j = 2; j >= 0; j--)
skins[i].face[j] = toupper (sc.String[j]);
skins[i].face[3] = '\0';
}
else if (0 == stricmp (key, "gender"))
{
skins[i].gender = D_GenderToInt (sc.String);
}
else if (0 == stricmp (key, "scale"))
{
skins[i].ScaleX = clamp<fixed_t> (FLOAT2FIXED(atof (sc.String)), 1, 256*FRACUNIT);
skins[i].ScaleY = skins[i].ScaleX;
}
else if (0 == stricmp (key, "game"))
{
if (gameinfo.gametype == GAME_Heretic)
basetype = PClass::FindClass (NAME_HereticPlayer);
else if (gameinfo.gametype == GAME_Strife)
basetype = PClass::FindClass (NAME_StrifePlayer);
else
basetype = PClass::FindClass (NAME_DoomPlayer);
transtype = basetype;
if (stricmp (sc.String, "heretic") == 0)
{
if (gameinfo.gametype == GAME_Doom)
{
transtype = PClass::FindClass (NAME_HereticPlayer);
skins[i].othergame = true;
}
else if (gameinfo.gametype != GAME_Heretic)
{
remove = true;
}
}
else if (stricmp (sc.String, "strife") == 0)
{
if (gameinfo.gametype != GAME_Strife)
{
remove = true;
}
}
else
{
if (gameinfo.gametype == GAME_Heretic)
{
transtype = PClass::FindClass (NAME_DoomPlayer);
skins[i].othergame = true;
}
else if (gameinfo.gametype != GAME_Doom)
{
remove = true;
}
}
if (remove)
break;
}
else if (0 == stricmp (key, "class"))
{ // [GRB] Define the skin for a specific player class
int pclass = D_PlayerClassToInt (sc.String);
if (pclass < 0)
{
remove = true;
break;
}
basetype = transtype = PlayerClasses[pclass].Type;
}
else if (key[0] == '*')
{ // Player sound replacment (ZDoom extension)
int lump = Wads.CheckNumForName (sc.String, skins[i].namespc);
if (lump == -1)
{
lump = Wads.CheckNumForFullName (sc.String, true, ns_sounds);
}
if (lump != -1)
{
if (stricmp (key, "*pain") == 0)
{ // Replace all pain sounds in one go
aliasid = S_AddPlayerSound (skins[i].name, skins[i].gender,
playersoundrefs[0], lump, true);
for (int l = 3; l > 0; --l)
{
S_AddPlayerSoundExisting (skins[i].name, skins[i].gender,
playersoundrefs[l], aliasid, true);
}
}
else
{
int sndref = S_FindSoundNoHash (key);
if (sndref != 0)
{
S_AddPlayerSound (skins[i].name, skins[i].gender, sndref, lump, true);
}
}
}
}
else
{
for (j = 0; j < NUMSKINSOUNDS; j++)
{
if (stricmp (key, skinsoundnames[j][0]) == 0)
{
sndlumps[j] = Wads.CheckNumForName (sc.String, skins[i].namespc);
if (sndlumps[j] == -1)
{ // Replacement not found, try finding it in the global namespace
sndlumps[j] = Wads.CheckNumForFullName (sc.String, true, ns_sounds);
}
}
}
//if (j == 8)
// Printf ("Funny info for skin %i: %s = %s\n", i, key, sc.String);
}
}
// [GRB] Assume Doom skin by default
if (!remove && basetype == NULL)
{
if (gameinfo.gametype == GAME_Doom)
{
basetype = transtype = PClass::FindClass (NAME_DoomPlayer);
}
else if (gameinfo.gametype == GAME_Heretic)
{
basetype = PClass::FindClass (NAME_HereticPlayer);
transtype = PClass::FindClass (NAME_DoomPlayer);
skins[i].othergame = true;
}
else
{
remove = true;
}
}
if (!remove)
{
skins[i].range0start = transtype->Meta.GetMetaInt (APMETA_ColorRange) & 0xff;
skins[i].range0end = transtype->Meta.GetMetaInt (APMETA_ColorRange) >> 8;
remove = true;
for (j = 0; j < (int)PlayerClasses.Size (); j++)
{
const PClass *type = PlayerClasses[j].Type;
if (type->IsDescendantOf (basetype) &&
GetDefaultByType (type)->SpawnState->sprite.index == GetDefaultByType (basetype)->SpawnState->sprite.index &&
type->Meta.GetMetaInt (APMETA_ColorRange) == basetype->Meta.GetMetaInt (APMETA_ColorRange))
{
PlayerClasses[j].Skins.Push ((int)i);
remove = false;
}
}
}
if (!remove)
{
if (skins[i].name[0] == 0)
mysnprintf (skins[i].name, countof(skins[i].name), "skin%d", (int)i);
// 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)
{
char name[9];
Wads.GetLumpName (name, base+1);
intname = *(DWORD *)name;
}
int basens = Wads.GetLumpNamespace(base);
for(int spr = 0; spr<2; spr++)
{
memset (sprtemp, 0xFFFF, sizeof(sprtemp));
for (k = 0; k < MAX_SPRITE_FRAMES; ++k)
{
sprtemp[k].Flip = 0;
}
maxframe = -1;
if (spr == 1)
{
if (crouchname !=0 && crouchname != intname)
{
intname = crouchname;
}
else
{
skins[i].crouchsprite = -1;
break;
}
}
for (k = base + 1; Wads.GetLumpNamespace(k) == basens; k++)
{
char lname[9];
Wads.GetLumpName (lname, k);
if (*(DWORD *)lname == intname)
{
FTextureID picnum = TexMan.CreateTexture(k, FTexture::TEX_SkinSprite);
R_InstallSpriteLump (picnum, lname[4] - 'A', lname[5], false);
if (lname[6])
R_InstallSpriteLump (picnum, lname[6] - 'A', lname[7], true);
}
}
if (spr == 0 && maxframe <= 0)
{
Printf (PRINT_BOLD, "Skin %s (#%d) has no frames. Removing.\n", skins[i].name, (int)i);
remove = true;
break;
}
Wads.GetLumpName (temp.name, base+1);
temp.name[4] = 0;
int sprno = (int)sprites.Push (temp);
if (spr==0) skins[i].sprite = sprno;
else skins[i].crouchsprite = sprno;
R_InstallSprite (sprno);
}
}
if (remove)
{
if (i < numskins-1)
memmove (&skins[i], &skins[i+1], sizeof(skins[0])*(numskins-i-1));
i--;
continue;
}
// Register any sounds this skin provides
aliasid = 0;
for (j = 0; j < NUMSKINSOUNDS; j++)
{
if (sndlumps[j] != -1)
{
if (j == 0 || sndlumps[j] != sndlumps[j-1])
{
aliasid = S_AddPlayerSound (skins[i].name, skins[i].gender,
playersoundrefs[j], sndlumps[j], true);
}
else
{
S_AddPlayerSoundExisting (skins[i].name, skins[i].gender,
playersoundrefs[j], aliasid, true);
}
}
}
// Make sure face prefix is a full 3 chars
if (skins[i].face[1] == 0 || skins[i].face[2] == 0)
{
skins[i].face[0] = 0;
}
}
if (numskins > PlayerClasses.Size ())
{ // The sound table may have changed, so rehash it.
S_HashSounds ();
S_ShrinkPlayerSoundLists ();
}
}
// [RH] Find a skin by name
int R_FindSkin (const char *name, int pclass)
{
int min, max, mid;
int lexx;
if (stricmp ("base", name) == 0)
{
return pclass;
}
min = PlayerClasses.Size ();
max = (int)numskins-1;
while (min <= max)
{
mid = (min + max)/2;
lexx = strnicmp (skins[mid].name, name, 16);
if (lexx == 0)
{
if (PlayerClasses[pclass].CheckSkin (mid))
return mid;
else
return pclass;
}
else if (lexx < 0)
{
min = mid + 1;
}
else
{
max = mid - 1;
}
}
return pclass;
}
// [RH] List the names of all installed skins
CCMD (skins)
{
int i;
for (i = PlayerClasses.Size ()-1; i < (int)numskins; i++)
Printf ("% 3d %s\n", i-PlayerClasses.Size ()+1, skins[i].name);
}
//
// GAME FUNCTIONS
//
int MaxVisSprites;
vissprite_t **vissprites;
vissprite_t **firstvissprite;
vissprite_t **vissprite_p;
vissprite_t **lastvissprite;
int newvissprite;
static vissprite_t **spritesorter;
static int spritesortersize = 0;
static int vsprcount;
static void R_CreateSkinTranslation (const char *palname)
{
FMemLump lump = Wads.ReadLump (palname);
const BYTE *otherPal = (BYTE *)lump.GetMem();
for (int i = 0; i < 256; ++i)
{
OtherGameSkinRemap[i] = ColorMatcher.Pick (otherPal[0], otherPal[1], otherPal[2]);
OtherGameSkinPalette[i] = PalEntry(otherPal[0], otherPal[1], otherPal[2]);
otherPal += 3;
}
}
//
// R_InitSprites
// Called at program start.
//
void R_InitSprites ()
{
int lump, lastlump;
unsigned int i, j;
clearbufshort (zeroarray, MAXWIDTH, 0);
// [RH] Create a standard translation to map skins between Heretic and Doom
if (gameinfo.gametype == GAME_Doom)
{
R_CreateSkinTranslation ("SPALHTIC");
}
else
{
R_CreateSkinTranslation ("SPALDOOM");
}
// [RH] Count the number of skins.
numskins = PlayerClasses.Size ();
lastlump = 0;
while ((lump = Wads.FindLump ("S_SKIN", &lastlump, true)) != -1)
{
numskins++;
}
// [RH] Do some preliminary setup
skins = new FPlayerSkin[numskins];
memset (skins, 0, sizeof(*skins) * numskins);
for (i = 0; i < numskins; i++)
{ // Assume Doom skin by default
const PClass *type = PlayerClasses[0].Type;
skins[i].range0start = type->Meta.GetMetaInt (APMETA_ColorRange) & 255;
skins[i].range0end = type->Meta.GetMetaInt (APMETA_ColorRange) >> 8;
skins[i].ScaleX = GetDefaultByType (type)->scaleX;
skins[i].ScaleY = GetDefaultByType (type)->scaleY;
}
R_InitSpriteDefs ();
NumStdSprites = sprites.Size();
R_InitSkins (); // [RH] Finish loading skin data
// [RH] Set up base skin
// [GRB] Each player class has its own base skin
for (i = 0; i < PlayerClasses.Size (); i++)
{
const PClass *basetype = PlayerClasses[i].Type;
const char *pclassface = basetype->Meta.GetMetaString (APMETA_Face);
strcpy (skins[i].name, "Base");
if (strcmp(pclassface, "None") == 0)
{
skins[i].face[0] = 'S';
skins[i].face[1] = 'T';
skins[i].face[2] = 'F';
skins[i].face[3] = '\0';
}
else
{
strcpy(skins[i].face, pclassface);
}
skins[i].range0start = basetype->Meta.GetMetaInt (APMETA_ColorRange) & 255;
skins[i].range0end = basetype->Meta.GetMetaInt (APMETA_ColorRange) >> 8;
skins[i].ScaleX = GetDefaultByType (basetype)->scaleX;
skins[i].ScaleY = GetDefaultByType (basetype)->scaleY;
skins[i].sprite = GetDefaultByType (basetype)->SpawnState->sprite.index;
skins[i].namespc = ns_global;
PlayerClasses[i].Skins.Push (i);
if (memcmp (sprites[skins[i].sprite].name, "PLAY", 4) == 0)
{
for (j = 0; j < sprites.Size (); j++)
{
if (memcmp (sprites[j].name, deh.PlayerSprite, 4) == 0)
{
skins[i].sprite = (int)j;
break;
}
}
}
}
// [RH] Sort the skins, but leave base as skin 0
qsort (&skins[PlayerClasses.Size ()], numskins-PlayerClasses.Size (), sizeof(FPlayerSkin), skinsorter);
}
void R_DeinitSprites()
{
// Free skins
if (skins != NULL)
{
delete[] skins;
skins = NULL;
}
// Free vissprites
for (int i = 0; i < MaxVisSprites; ++i)
{
delete vissprites[i];
}
free (vissprites);
vissprites = NULL;
vissprite_p = lastvissprite = NULL;
MaxVisSprites = 0;
// Free vissprites sorter
if (spritesorter != NULL)
{
delete[] spritesorter;
spritesortersize = 0;
spritesorter = NULL;
}
}
//
// R_ClearSprites
// Called at frame start.
//
void R_ClearSprites (void)
{
vissprite_p = firstvissprite;
}
//
// R_NewVisSprite
//
vissprite_t *R_NewVisSprite (void)
{
if (vissprite_p == lastvissprite)
{
ptrdiff_t firstvisspritenum = firstvissprite - vissprites;
ptrdiff_t prevvisspritenum = vissprite_p - vissprites;
MaxVisSprites = MaxVisSprites ? MaxVisSprites * 2 : 128;
vissprites = (vissprite_t **)M_Realloc (vissprites, MaxVisSprites * sizeof(vissprite_t));
lastvissprite = &vissprites[MaxVisSprites];
firstvissprite = &vissprites[firstvisspritenum];
vissprite_p = &vissprites[prevvisspritenum];
DPrintf ("MaxVisSprites increased to %d\n", MaxVisSprites);
// Allocate sprites from the new pile
for (vissprite_t **p = vissprite_p; p < lastvissprite; ++p)
{
*p = new vissprite_t;
}
}
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;
bool sprflipvert;
void R_DrawMaskedColumn (const BYTE *column, const FTexture::Span *span)
{
while (span->Length != 0)
{
const int length = span->Length;
const int top = span->TopOffset;
// calculate unclipped screen coordinates for post
dc_yl = (sprtopscreen + spryscale * top) >> FRACBITS;
dc_yh = (sprtopscreen + spryscale * (top + length) - FRACUNIT) >> FRACBITS;
if (sprflipvert)
{
swap (dc_yl, dc_yh);
}
if (dc_yh >= mfloorclip[dc_x])
{
dc_yh = mfloorclip[dc_x] - 1;
}
if (dc_yl < mceilingclip[dc_x])
{
dc_yl = mceilingclip[dc_x];
}
if (dc_yl <= dc_yh)
{
if (sprflipvert)
{
dc_texturefrac = (dc_yl*dc_iscale) - (top << FRACBITS)
- FixedMul (centeryfrac, dc_iscale) - dc_texturemid;
const fixed_t maxfrac = length << FRACBITS;
while (dc_texturefrac >= maxfrac)
{
if (++dc_yl > dc_yh)
goto nextpost;
dc_texturefrac += dc_iscale;
}
fixed_t endfrac = dc_texturefrac + (dc_yh-dc_yl)*dc_iscale;
while (endfrac < 0)
{
if (--dc_yh < dc_yl)
goto nextpost;
endfrac -= dc_iscale;
}
}
else
{
dc_texturefrac = dc_texturemid - (top << FRACBITS)
+ (dc_yl*dc_iscale) - FixedMul (centeryfrac-FRACUNIT, dc_iscale);
while (dc_texturefrac < 0)
{
if (++dc_yl > dc_yh)
goto nextpost;
dc_texturefrac += dc_iscale;
}
fixed_t endfrac = dc_texturefrac + (dc_yh-dc_yl)*dc_iscale;
const fixed_t maxfrac = length << FRACBITS;
if (dc_yh < mfloorclip[dc_x]-1 && endfrac < maxfrac - dc_iscale)
{
dc_yh++;
}
else while (endfrac >= maxfrac)
{
if (--dc_yh < dc_yl)
goto nextpost;
endfrac -= dc_iscale;
}
}
dc_source = column + top;
dc_dest = ylookup[dc_yl] + dc_x + dc_destorg;
dc_count = dc_yh - dc_yl + 1;
colfunc ();
}
nextpost:
span++;
}
}
//
// R_DrawVisSprite
// mfloorclip and mceilingclip should also be set.
//
void R_DrawVisSprite (vissprite_t *vis)
{
const BYTE *pixels;
const FTexture::Span *spans;
fixed_t frac;
FTexture *tex;
int x2, stop4;
fixed_t xiscale;
ESPSResult mode;
dc_colormap = vis->colormap;
mode = R_SetPatchStyle (vis->RenderStyle, vis->alpha, vis->Translation, vis->FillColor);
if (mode != DontDraw)
{
if (mode == DoDraw0)
{
// One column at a time
stop4 = vis->x1;
}
else // DoDraw1
{
// Up to four columns at a time
stop4 = (vis->x2 + 1) & ~3;
}
tex = vis->pic;
spryscale = vis->yscale;
sprflipvert = false;
dc_iscale = 0xffffffffu / (unsigned)vis->yscale;
dc_texturemid = vis->texturemid;
frac = vis->startfrac;
xiscale = vis->xiscale;
sprtopscreen = centeryfrac - FixedMul (dc_texturemid, spryscale);
dc_x = vis->x1;
x2 = vis->x2 + 1;
if (dc_x < x2)
{
while ((dc_x < stop4) && (dc_x & 3))
{
pixels = tex->GetColumn (frac >> FRACBITS, &spans);
R_DrawMaskedColumn (pixels, spans);
dc_x++;
frac += xiscale;
}
while (dc_x < stop4)
{
rt_initcols();
for (int zz = 4; zz; --zz)
{
pixels = tex->GetColumn (frac >> FRACBITS, &spans);
R_DrawMaskedColumnHoriz (pixels, spans);
dc_x++;
frac += xiscale;
}
rt_draw4cols (dc_x - 4);
}
while (dc_x < x2)
{
pixels = tex->GetColumn (frac >> FRACBITS, &spans);
R_DrawMaskedColumn (pixels, spans);
dc_x++;
frac += xiscale;
}
}
}
R_FinishSetPatchStyle ();
NetUpdate ();
}
//
// R_ProjectSprite
// Generates a vissprite for a thing if it might be visible.
//
void R_ProjectSprite (AActor *thing, int fakeside)
{
fixed_t fx, fy, fz;
fixed_t tr_x;
fixed_t tr_y;
fixed_t gzt; // killough 3/27/98
fixed_t gzb; // [RH] use bottom of sprite, not actor
fixed_t tx, tx2;
fixed_t tz;
fixed_t xscale;
int x1;
int x2;
FTextureID picnum;
FTexture *tex;
WORD flip;
vissprite_t* vis;
fixed_t iscale;
sector_t* heightsec; // killough 3/27/98
// Don't waste time projecting sprites that are definitely not visible.
if (thing == NULL ||
(thing->renderflags & RF_INVISIBLE) ||
!thing->RenderStyle.IsVisible(thing->alpha))
{
return;
}
// [RH] Interpolate the sprite's position to make it look smooth
fx = thing->PrevX + FixedMul (r_TicFrac, thing->x - thing->PrevX);
fy = thing->PrevY + FixedMul (r_TicFrac, thing->y - thing->PrevY);
fz = thing->PrevZ + FixedMul (r_TicFrac, thing->z - thing->PrevZ);
// transform the origin point
tr_x = fx - viewx;
tr_y = fy - viewy;
tz = DMulScale20 (tr_x, viewtancos, tr_y, viewtansin);
// thing is behind view plane?
if (tz < MINZ)
return;
tx = DMulScale16 (tr_x, viewsin, -tr_y, viewcos);
// [RH] Flip for mirrors
if (MirrorFlags & RF_XFLIP)
{
tx = -tx;
}
tx2 = tx >> 4;
// too far off the side?
if ((abs (tx) >> 6) > tz)
{
return;
}
xscale = DivScale12 (centerxfrac, tz);
if (thing->picnum.isValid())
{
picnum = thing->picnum;
tex = TexMan(picnum);
if (tex->UseType == FTexture::TEX_Null)
{
return;
}
flip = 0;
if (tex->Rotations != 0xFFFF)
{
// choose a different rotation based on player view
spriteframe_t *sprframe = &SpriteFrames[tex->Rotations];
angle_t ang = R_PointToAngle (fx, fy);
angle_t rot;
if (sprframe->Texture[0] == sprframe->Texture[1])
{
rot = (ang - thing->angle + (angle_t)(ANGLE_45/2)*9) >> 28;
}
else
{
rot = (ang - thing->angle + (angle_t)(ANGLE_45/2)*9-(angle_t)(ANGLE_180/16)) >> 28;
}
picnum = sprframe->Texture[rot];
flip = sprframe->Flip & (1 << rot);
tex = TexMan[picnum]; // Do not animate the rotation
}
}
else
{
// decide which texture to use for the sprite
#ifdef RANGECHECK
if ((unsigned)thing->sprite >= (unsigned)sprites.Size ())
{
DPrintf ("R_ProjectSprite: invalid sprite number %i\n", thing->sprite);
return;
}
#endif
spritedef_t *sprdef = &sprites[thing->sprite];
if (thing->frame >= sprdef->numframes)
{
// If there are no frames at all for this sprite, don't draw it.
return;
}
else
{
//picnum = SpriteFrames[sprdef->spriteframes + thing->frame].Texture[0];
// choose a different rotation based on player view
spriteframe_t *sprframe = &SpriteFrames[sprdef->spriteframes + thing->frame];
angle_t ang = R_PointToAngle (fx, fy);
angle_t rot;
if (sprframe->Texture[0] == sprframe->Texture[1])
{
rot = (ang - thing->angle + (angle_t)(ANGLE_45/2)*9) >> 28;
}
else
{
rot = (ang - thing->angle + (angle_t)(ANGLE_45/2)*9-(angle_t)(ANGLE_180/16)) >> 28;
}
picnum = sprframe->Texture[rot];
flip = sprframe->Flip & (1 << rot);
tex = TexMan[picnum]; // Do not animate the rotation
}
}
if (tex == NULL || tex->UseType == FTexture::TEX_Null)
{
return;
}
// [RH] Added scaling
int scaled_to = tex->GetScaledTopOffset();
int scaled_bo = scaled_to - tex->GetScaledHeight();
gzt = fz + thing->scaleY * scaled_to;
gzb = fz + thing->scaleY * scaled_bo;
// [RH] Reject sprites that are off the top or bottom of the screen
if (MulScale12 (globaluclip, tz) > viewz - gzb ||
MulScale12 (globaldclip, tz) < viewz - gzt)
{
return;
}
// [RH] Flip for mirrors and renderflags
if ((MirrorFlags ^ thing->renderflags) & RF_XFLIP)
{
flip = !flip;
}
// calculate edges of the shape
const fixed_t thingxscalemul = DivScale16(thing->scaleX, tex->xScale);
tx -= (flip ? (tex->GetWidth() - tex->LeftOffset - 1) : tex->LeftOffset) * thingxscalemul;
x1 = centerx + MulScale32 (tx, xscale);
// off the right side?
if (x1 > WindowRight)
return;
tx += tex->GetWidth() * thingxscalemul;
x2 = centerx + MulScale32 (tx, xscale);
// off the left side or too small?
if (x2 < WindowLeft || x2 <= x1)
return;
xscale = FixedDiv(FixedMul(thing->scaleX, xscale), tex->xScale);
iscale = (tex->GetWidth() << FRACBITS) / (x2 - x1);
x2--;
// 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->Sector->heightsec;
if (heightsec != NULL && heightsec->MoreFlags & SECF_IGNOREHEIGHTSEC)
{
heightsec = NULL;
}
if (heightsec) // only clip things which are in special sectors
{
if (fakeside == FAKED_AboveCeiling)
{
if (gzt < heightsec->ceilingplane.ZatPoint (fx, fy))
return;
}
else if (fakeside == FAKED_BelowFloor)
{
if (gzb >= heightsec->floorplane.ZatPoint (fx, fy))
return;
}
else
{
if (gzt < heightsec->floorplane.ZatPoint (fx, fy))
return;
if (gzb >= heightsec->ceilingplane.ZatPoint (fx, fy))
return;
}
}
// store information in a vissprite
vis = R_NewVisSprite ();
// killough 3/27/98: save sector for special clipping later
vis->heightsec = heightsec;
vis->sector = thing->Sector;
fixed_t yscale = DivScale16(thing->scaleY, tex->yScale);
vis->renderflags = thing->renderflags;
vis->RenderStyle = thing->RenderStyle;
vis->FillColor = thing->fillcolor;
vis->xscale = xscale;
vis->yscale = Scale (InvZtoScale, yscale, tz)>>4;
vis->idepth = (DWORD)DivScale32 (1, tz) >> 1; // tz is 20.12, so idepth ought to be 12.20, but
vis->cx = tx2; // signed math makes it 13.19
vis->gx = fx;
vis->gy = fy;
vis->gz = gzb; // [RH] use gzb, not thing->z
vis->gzt = gzt; // killough 3/27/98
vis->floorclip = FixedDiv (thing->floorclip, yscale);
vis->texturemid = (tex->TopOffset << FRACBITS) -
FixedDiv (viewz-fz+thing->floorclip, yscale);
vis->x1 = x1 < WindowLeft ? WindowLeft : x1;
vis->x2 = x2 > WindowRight ? WindowRight : x2;
vis->Translation = thing->Translation; // [RH] thing translation table
vis->FakeFlatStat = fakeside;
vis->alpha = thing->alpha;
vis->pic = tex;
if (flip)
{
vis->startfrac = (tex->GetWidth() << FRACBITS) - 1;
vis->xiscale = -iscale;
}
else
{
vis->startfrac = 0;
vis->xiscale = iscale;
}
if (vis->x1 > x1)
vis->startfrac += vis->xiscale*(vis->x1-x1);
// The software renderer cannot invert the source without inverting the overlay
// too. That means if the source is inverted, we need to do the reverse of what
// the invert overlay flag says to do.
INTBOOL invertcolormap = (vis->RenderStyle.Flags & STYLEF_InvertOverlay);
if (vis->RenderStyle.Flags & STYLEF_InvertSource)
{
invertcolormap = !invertcolormap;
}
FDynamicColormap *mybasecolormap = basecolormap;
if (vis->RenderStyle.Flags & STYLEF_FadeToBlack)
{
if (invertcolormap)
{
// Fade to white
mybasecolormap = GetSpecialLights(mybasecolormap->Color, MAKERGB(255,255,255), mybasecolormap->Desaturate);
invertcolormap = false;
}
else
{
// Fade to black
mybasecolormap = GetSpecialLights(mybasecolormap->Color, MAKERGB(0,0,0), mybasecolormap->Desaturate);
}
}
// get light level
if (fixedlightlev)
{
if (invertcolormap)
{
mybasecolormap = GetSpecialLights(mybasecolormap->Color, mybasecolormap->Fade.InverseColor(), mybasecolormap->Desaturate);
}
vis->colormap = mybasecolormap->Maps + fixedlightlev;
}
else if (fixedcolormap)
{
// fixed map
vis->colormap = fixedcolormap;
}
else if (!foggy && (thing->renderflags & RF_FULLBRIGHT))
{
// full bright
if (invertcolormap)
{
mybasecolormap = GetSpecialLights(mybasecolormap->Color, mybasecolormap->Fade.InverseColor(), mybasecolormap->Desaturate);
}
vis->colormap = mybasecolormap->Maps;
}
else
{
// diminished light
if (invertcolormap)
{
mybasecolormap = GetSpecialLights(mybasecolormap->Color, mybasecolormap->Fade.InverseColor(), mybasecolormap->Desaturate);
}
vis->colormap = mybasecolormap->Maps + (GETPALOOKUP (
(fixed_t)DivScale12 (r_SpriteVisibility, tz), spriteshade) << COLORMAPSHIFT);
}
}
//
// R_AddSprites
// During BSP traversal, this adds sprites by sector.
//
// killough 9/18/98: add lightlevel as parameter, fixing underwater lighting
// [RH] Save which side of heightsec sprite is on here.
void R_AddSprites (sector_t *sec, int lightlevel, int fakeside)
{
AActor *thing;
// BSP is traversed by subsector.
// A sector might have been split into several
// subsectors during BSP building.
// Thus we check whether it was already added.
if (sec->thinglist == NULL || sec->validcount == validcount)
return;
// Well, now it will be done.
sec->validcount = validcount;
spriteshade = LIGHT2SHADE(lightlevel + r_actualextralight);
// Handle all things in sector.
for (thing = sec->thinglist; thing; thing = thing->snext)
{
R_ProjectSprite (thing, fakeside);
}
}
//
// R_DrawPSprite
//
void R_DrawPSprite (pspdef_t* psp, int pspnum, AActor *owner, fixed_t sx, fixed_t sy)
{
fixed_t tx;
int x1;
int x2;
spritedef_t* sprdef;
spriteframe_t* sprframe;
FTextureID picnum;
WORD flip;
FTexture* tex;
vissprite_t* vis;
vissprite_t avis;
// decide which patch to use
if ( (unsigned)psp->state->sprite.index >= (unsigned)sprites.Size ())
{
DPrintf ("R_DrawPSprite: invalid sprite number %i\n", psp->state->sprite.index);
return;
}
sprdef = &sprites[psp->state->sprite.index];
if (psp->state->GetFrame() >= sprdef->numframes)
{
DPrintf ("R_DrawPSprite: invalid sprite frame %i : %i\n", psp->state->sprite.index, psp->state->GetFrame());
return;
}
sprframe = &SpriteFrames[sprdef->spriteframes + psp->state->GetFrame()];
picnum = sprframe->Texture[0];
flip = sprframe->Flip & 1;
tex = TexMan(picnum);
if (tex->UseType == FTexture::TEX_Null)
return;
// calculate edges of the shape
tx = sx-((320/2)<<FRACBITS);
tx -= tex->GetScaledLeftOffset() << FRACBITS;
x1 = (centerxfrac + FixedMul (tx, pspritexscale)) >>FRACBITS;
// off the right side
if (x1 > viewwidth)
return;
tx += tex->GetScaledWidth() << FRACBITS;
x2 = ((centerxfrac + FixedMul (tx, pspritexscale)) >>FRACBITS) - 1;
// off the left side
if (x2 < 0)
return;
// store information in a vissprite
vis = &avis;
vis->renderflags = owner->renderflags;
vis->floorclip = 0;
vis->texturemid = MulScale16((BASEYCENTER<<FRACBITS) - sy, tex->yScale) + (tex->TopOffset << FRACBITS);
if (camera->player && (RenderTarget != screen ||
realviewheight == RenderTarget->GetHeight() ||
(RenderTarget->GetWidth() > 320 && !st_scale)))
{ // Adjust PSprite for fullscreen views
AWeapon *weapon = NULL;
if (camera->player != NULL)
{
weapon = camera->player->ReadyWeapon;
}
if (pspnum <= ps_flash && weapon != NULL && weapon->YAdjust != 0)
{
if (RenderTarget != screen || realviewheight == RenderTarget->GetHeight())
{
vis->texturemid -= weapon->YAdjust;
}
else
{
vis->texturemid -= FixedMul (StatusBar->GetDisplacement (),
weapon->YAdjust);
}
}
}
if (pspnum <= ps_flash)
{ // Move the weapon down for 1280x1024.
vis->texturemid -= BaseRatioSizes[WidescreenRatio][2];
}
vis->x1 = x1 < 0 ? 0 : x1;
vis->x2 = x2 >= viewwidth ? viewwidth-1 : x2;
vis->xscale = DivScale16(pspritexscale, tex->xScale);
vis->yscale = DivScale16(pspriteyscale, tex->yScale);
vis->Translation = 0; // [RH] Use default colors
vis->pic = tex;
if (flip)
{
vis->xiscale = -MulScale16(pspritexiscale, tex->xScale);
vis->startfrac = (tex->GetWidth() << FRACBITS) - 1;
}
else
{
vis->xiscale = MulScale16(pspritexiscale, tex->xScale);
vis->startfrac = 0;
}
if (vis->x1 > x1)
vis->startfrac += vis->xiscale*(vis->x1-x1);
if (pspnum <= ps_flash)
{
vis->alpha = owner->alpha;
vis->RenderStyle = owner->RenderStyle;
// The software renderer cannot invert the source without inverting the overlay
// too. That means if the source is inverted, we need to do the reverse of what
// the invert overlay flag says to do.
INTBOOL invertcolormap = (vis->RenderStyle.Flags & STYLEF_InvertOverlay);
if (vis->RenderStyle.Flags & STYLEF_InvertSource)
{
invertcolormap = !invertcolormap;
}
FDynamicColormap *mybasecolormap = basecolormap;
if (vis->RenderStyle.Flags & STYLEF_FadeToBlack)
{
if (invertcolormap)
{
// Fade to white
mybasecolormap = GetSpecialLights(mybasecolormap->Color, MAKERGB(255,255,255), mybasecolormap->Desaturate);
invertcolormap = false;
}
else
{
// Fade to black
mybasecolormap = GetSpecialLights(mybasecolormap->Color, MAKERGB(0,0,0), mybasecolormap->Desaturate);
}
}
if (fixedlightlev)
{
if (invertcolormap)
{
mybasecolormap = GetSpecialLights(mybasecolormap->Color, mybasecolormap->Fade.InverseColor(), mybasecolormap->Desaturate);
}
vis->colormap = mybasecolormap->Maps + fixedlightlev;
}
else if (fixedcolormap)
{
// fixed color
vis->colormap = fixedcolormap;
}
else if (!foggy && psp->state->GetFullbright())
{
// full bright
if (invertcolormap)
{
mybasecolormap = GetSpecialLights(mybasecolormap->Color, mybasecolormap->Fade.InverseColor(), mybasecolormap->Desaturate);
}
vis->colormap = mybasecolormap->Maps; // [RH] use basecolormap
}
else
{
// local light
if (invertcolormap)
{
mybasecolormap = GetSpecialLights(mybasecolormap->Color, mybasecolormap->Fade.InverseColor(), mybasecolormap->Desaturate);
}
vis->colormap = mybasecolormap->Maps + (GETPALOOKUP (0, spriteshade) << COLORMAPSHIFT);
}
if (camera->Inventory != NULL)
{
camera->Inventory->AlterWeaponSprite (vis);
}
}
else
{
vis->RenderStyle = STYLE_Normal;
}
R_DrawVisSprite (vis);
}
//
// R_DrawPlayerSprites
//
void R_DrawPlayerSprites (void)
{
int i;
int lightnum;
pspdef_t* psp;
sector_t* sec;
static sector_t tempsec;
int floorlight, ceilinglight;
if (!r_drawplayersprites ||
!camera->player ||
(players[consoleplayer].cheats & CF_CHASECAM))
return;
// This used to use camera->Sector but due to interpolation that can be incorrect
// when the interpolated viewpoint is in a different sector than the camera.
sec = R_FakeFlat (viewsector, &tempsec, &floorlight,
&ceilinglight, false);
// [RH] set foggy flag
foggy = (level.fadeto || sec->ColorMap->Fade || (level.flags & LEVEL_HASFADETABLE));
r_actualextralight = foggy ? 0 : extralight << 4;
// [RH] set basecolormap
basecolormap = sec->ColorMap;
// get light level
lightnum = ((floorlight + ceilinglight) >> 1) + r_actualextralight;
spriteshade = LIGHT2SHADE(lightnum) - 24*FRACUNIT;
// clip to screen bounds
mfloorclip = screenheightarray;
mceilingclip = zeroarray;
if (camera->player != NULL)
{
fixed_t centerhack = centeryfrac;
fixed_t ofsx, ofsy;
centery = viewheight >> 1;
centeryfrac = centery << FRACBITS;
P_BobWeapon (camera->player, &camera->player->psprites[ps_weapon], &ofsx, &ofsy);
// add all active psprites
for (i = 0, psp = camera->player->psprites;
i < NUMPSPRITES;
i++, psp++)
{
// [RH] Don't draw the targeter's crosshair if the player already has a crosshair set.
if (psp->state && (i != ps_targetcenter || CrosshairImage == NULL))
{
R_DrawPSprite (psp, i, camera, psp->sx + ofsx, psp->sy + ofsy);
}
// [RH] Don't bob the targeter.
if (i == ps_flash)
{
ofsx = ofsy = 0;
}
}
centeryfrac = centerhack;
centery = centerhack >> FRACBITS;
}
}
//
// R_SortVisSprites
//
// [RH] The old code for this function used a bubble sort, which was far less
// than optimal with large numbers of sprites. 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.
//
// Sort vissprites by depth, far to near
static int STACK_ARGS sv_compare (const void *arg1, const void *arg2)
{
int diff = (*(vissprite_t **)arg2)->idepth - (*(vissprite_t **)arg1)->idepth;
// If two sprites are the same distance, then the higher one gets precedence
if (diff == 0)
return (*(vissprite_t **)arg2)->gzt - (*(vissprite_t **)arg1)->gzt;
return diff;
}
#if 0
static drawseg_t **drawsegsorter;
static int drawsegsortersize = 0;
// Sort vissprites by leftmost column, left to right
static int STACK_ARGS sv_comparex (const void *arg1, const void *arg2)
{
return (*(vissprite_t **)arg2)->x1 - (*(vissprite_t **)arg1)->x1;
}
// Sort drawsegs by rightmost column, left to right
static int STACK_ARGS sd_comparex (const void *arg1, const void *arg2)
{
return (*(drawseg_t **)arg2)->x2 - (*(drawseg_t **)arg1)->x2;
}
CVAR (Bool, r_splitsprites, true, CVAR_ARCHIVE)
// Split up vissprites that intersect drawsegs
void R_SplitVisSprites ()
{
size_t start, stop;
size_t numdrawsegs = ds_p - firstdrawseg;
size_t numsprites;
size_t spr, dseg, dseg2;
if (!r_splitsprites)
return;
if (numdrawsegs == 0 || vissprite_p - firstvissprite == 0)
return;
// Sort drawsegs from left to right
if (numdrawsegs > drawsegsortersize)
{
if (drawsegsorter != NULL)
delete[] drawsegsorter;
drawsegsortersize = numdrawsegs * 2;
drawsegsorter = new drawseg_t *[drawsegsortersize];
}
for (dseg = dseg2 = 0; dseg < numdrawsegs; ++dseg)
{
// Drawsegs that don't clip any sprites don't need to be considered.
if (firstdrawseg[dseg].silhouette)
{
drawsegsorter[dseg2++] = &firstdrawseg[dseg];
}
}
numdrawsegs = dseg2;
if (numdrawsegs == 0)
{
return;
}
qsort (drawsegsorter, numdrawsegs, sizeof(drawseg_t *), sd_comparex);
// Now sort vissprites from left to right, and walk them simultaneously
// with the drawsegs, splitting any that intersect.
start = firstvissprite - vissprites;
int p = 0;
do
{
p++;
R_SortVisSprites (sv_comparex, start);
stop = vissprite_p - vissprites;
numsprites = stop - start;
spr = dseg = 0;
do
{
vissprite_t *vis = spritesorter[spr], *vis2;
// Skip drawsegs until we get to one that doesn't end before the sprite
// begins.
while (dseg < numdrawsegs && drawsegsorter[dseg]->x2 <= vis->x1)
{
dseg++;
}
// Now split the sprite against any drawsegs it intersects
for (dseg2 = dseg; dseg2 < numdrawsegs; dseg2++)
{
drawseg_t *ds = drawsegsorter[dseg2];
if (ds->x1 > vis->x2 || ds->x2 < vis->x1)
continue;
if ((vis->idepth < ds->siz1) != (vis->idepth < ds->siz2))
{ // The drawseg is crossed; find the x where the intersection occurs
int cross = Scale (vis->idepth - ds->siz1, ds->sx2 - ds->sx1, ds->siz2 - ds->siz1) + ds->sx1 + 1;
/* if (cross < ds->x1 || cross > ds->x2)
{ // The original seg is crossed, but the drawseg is not
continue;
}
*/ if (cross <= vis->x1 || cross >= vis->x2)
{ // Don't create 0-sized sprites
continue;
}
vis->bSplitSprite = true;
// Create a new vissprite for the right part of the sprite
vis2 = R_NewVisSprite ();
*vis2 = *vis;
vis2->startfrac += vis2->xiscale * (cross - vis2->x1);
vis->x2 = cross-1;
vis2->x1 = cross;
//vis2->alpha /= 2;
//vis2->RenderStyle = STYLE_Add;
if (vis->idepth < ds->siz1)
{ // Left is in back, right is in front
vis->sector = ds->curline->backsector;
vis2->sector = ds->curline->frontsector;
}
else
{ // Right is in front, left is in back
vis->sector = ds->curline->frontsector;
vis2->sector = ds->curline->backsector;
}
}
}
}
while (dseg < numdrawsegs && ++spr < numsprites);
// Repeat for any new sprites that were added.
}
while (start = stop, stop != vissprite_p - vissprites);
}
#endif
void R_SortVisSprites (int (STACK_ARGS *compare)(const void *, const void *), size_t first)
{
int i;
vissprite_t **spr;
vsprcount = int(vissprite_p - &vissprites[first]);
if (vsprcount == 0)
return;
if (spritesortersize < MaxVisSprites)
{
if (spritesorter != NULL)
delete[] spritesorter;
spritesorter = new vissprite_t *[MaxVisSprites];
spritesortersize = MaxVisSprites;
}
for (i = 0, spr = firstvissprite; i < vsprcount; i++, spr++)
{
spritesorter[i] = *spr;
}
qsort (spritesorter, vsprcount, sizeof (vissprite_t *), compare);
}
//
// R_DrawSprite
//
void R_DrawSprite (vissprite_t *spr)
{
static short clipbot[MAXWIDTH];
static short cliptop[MAXWIDTH];
drawseg_t *ds;
int i;
int r1, r2;
short topclip, botclip;
short *clip1, *clip2;
// [RH] Check for particles
if (spr->pic == NULL)
{
R_DrawParticle (spr);
return;
}
// [RH] Quickly reject sprites with bad x ranges.
if (spr->x1 > spr->x2)
return;
// [RH] Sprites split behind a one-sided line can also be discarded.
if (spr->sector == NULL)
return;
// [RH] Initialize the clipping arrays to their largest possible range
// instead of using a special "not clipped" value. This eliminates
// visual anomalies when looking down and should be faster, too.
topclip = 0;
botclip = viewheight;
// killough 3/27/98:
// Clip the sprite against deep water and/or fake ceilings.
// [RH] rewrote this to be based on which part of the sector is really visible
fixed_t scale = MulScale19 (InvZtoScale, spr->idepth);
if (spr->heightsec &&
!(spr->heightsec->MoreFlags & SECF_IGNOREHEIGHTSEC))
{ // only things in specially marked sectors
if (spr->FakeFlatStat != FAKED_AboveCeiling)
{
fixed_t h = spr->heightsec->floorplane.ZatPoint (spr->gx, spr->gy);
//h = (centeryfrac - FixedMul (h-viewz, spr->yscale)) >> FRACBITS;
h = (centeryfrac - FixedMul (h-viewz, scale)) >> FRACBITS;
if (spr->FakeFlatStat == FAKED_BelowFloor)
{ // seen below floor: clip top
if (h > topclip)
{
topclip = MIN<short> (h, viewheight);
}
}
else
{ // seen in the middle: clip bottom
if (h < botclip)
{
botclip = MAX<short> (0, h);
}
}
}
if (spr->FakeFlatStat != FAKED_BelowFloor)
{
fixed_t h = spr->heightsec->ceilingplane.ZatPoint (spr->gx, spr->gy);
h = (centeryfrac - FixedMul (h-viewz, scale)) >> FRACBITS;
if (spr->FakeFlatStat == FAKED_AboveCeiling)
{ // seen above ceiling: clip bottom
if (h < botclip)
{
botclip = MAX<short> (0, h);
}
}
else
{ // seen in the middle: clip top
if (h > topclip)
{
topclip = MIN<short> (h, viewheight);
}
}
}
}
// killough 3/27/98: end special clipping for deep water / fake ceilings
else if (spr->floorclip)
{ // [RH] Move floorclip stuff from R_DrawVisSprite to here
int clip = ((centeryfrac - FixedMul (spr->texturemid -
(spr->pic->GetHeight() << FRACBITS) +
spr->floorclip, spr->yscale)) >> FRACBITS);
if (clip < botclip)
{
botclip = MAX<short> (0, clip);
}
}
#if 0
// [RH] Sprites that were split by a drawseg should also be clipped
// by the sector's floor and ceiling. (Not sure how/if to handle this
// with fake floors, since those already do clipping.)
if (spr->bSplitSprite &&
(spr->heightsec == NULL || (spr->heightsec->MoreFlags & SECF_IGNOREHEIGHTSEC)))
{
fixed_t h = spr->sector->floorplane.ZatPoint (spr->gx, spr->gy);
h = (centeryfrac - FixedMul (h-viewz, scale)) >> FRACBITS;
if (h < botclip)
{
botclip = MAX<short> (0, h);
}
h = spr->sector->ceilingplane.ZatPoint (spr->gx, spr->gy);
h = (centeryfrac - FixedMul (h-viewz, scale)) >> FRACBITS;
if (h > topclip)
{
topclip = MIN<short> (h, viewheight);
}
}
#endif
i = spr->x2 - spr->x1 + 1;
clip1 = clipbot + spr->x1;
clip2 = cliptop + spr->x1;
do
{
*clip1++ = botclip;
*clip2++ = topclip;
} while (--i);
// Scan drawsegs from end to start for obscuring segs.
// The first drawseg that is closer than the sprite 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-- > firstdrawseg; ) // new -- killough
{
// determine if the drawseg obscures the sprite
if (ds->x1 > spr->x2 || ds->x2 < spr->x1 ||
(!(ds->silhouette & SIL_BOTH) && ds->maskedtexturecol == -1 &&
!ds->bFogBoundary) )
{
// does not cover sprite
continue;
}
r1 = MAX<int> (ds->x1, spr->x1);
r2 = MIN<int> (ds->x2, spr->x2);
fixed_t nearidepth, faridepth;
if (ds->siz1 > ds->siz2)
{
nearidepth = ds->siz1, faridepth = ds->siz2;
}
else
{
nearidepth = ds->siz2, faridepth = ds->siz1;
}
// (siz2 - siz1)*(rx - sx1)/(sx2 - sx1)
// Lower values are further away
if (nearidepth < spr->idepth || (faridepth < spr->idepth &&
// Check if sprite is in front of draw seg:
Scale (ds->siz2 - ds->siz1, (r1+r2)/2 - ds->sx1, ds->sx2 - ds->sx1) + ds->siz1 < spr->idepth))
{
// seg is behind sprite, so draw the mid texture if it has one
if (ds->maskedtexturecol != -1 || ds->bFogBoundary)
R_RenderMaskedSegRange (ds, r1, r2);
continue;
}
// clip this piece of the sprite
// killough 3/27/98: optimized and made much shorter
// [RH] Optimized further (at least for VC++;
// other compilers should be at least as good as before)
if (ds->silhouette & SIL_BOTTOM) //bottom sil
{
clip1 = clipbot + r1;
clip2 = openings + ds->sprbottomclip + r1 - ds->x1;
i = r2 - r1 + 1;
do
{
if (*clip1 > *clip2)
*clip1 = *clip2;
clip1++;
clip2++;
} while (--i);
}
if (ds->silhouette & SIL_TOP) // top sil
{
clip1 = cliptop + r1;
clip2 = openings + ds->sprtopclip + r1 - ds->x1;
i = r2 - r1 + 1;
do
{
if (*clip1 < *clip2)
*clip1 = *clip2;
clip1++;
clip2++;
} while (--i);
}
}
// all clipping has been performed, so draw the sprite
mfloorclip = clipbot;
mceilingclip = cliptop;
R_DrawVisSprite (spr);
}
//
// R_DrawMasked
//
void R_DrawMasked (void)
{
drawseg_t *ds;
int i;
#if 0
R_SplitVisSprites ();
#endif
R_SortVisSprites (sv_compare, firstvissprite - vissprites);
for (i = vsprcount; i > 0; i--)
{
R_DrawSprite (spritesorter[i-1]);
}
// 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-- > firstdrawseg; ) // new -- killough
{
if (ds->maskedtexturecol != -1 || ds->bFogBoundary)
{
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 ();
}
}
//
// [RH] Particle functions
//
// [BC] Allow the maximum number of particles to be specified by a cvar (so people
// with lots of nice hardware can have lots of particles!).
CUSTOM_CVAR( Int, r_maxparticles, 4000, CVAR_ARCHIVE )
{
if ( self == 0 )
self = 4000;
else if ( self < 100 )
self = 100;
if ( gamestate != GS_STARTUP )
{
R_DeinitParticles( );
R_InitParticles( );
}
}
void R_InitParticles ()
{
char *i;
if ((i = Args->CheckValue ("-numparticles")))
NumParticles = atoi (i);
// [BC] Use r_maxparticles now.
else
NumParticles = r_maxparticles;
// This should be good, but eh...
if ( NumParticles < 100 )
NumParticles = 100;
Particles = new particle_t[NumParticles];
R_ClearParticles ();
atterm (R_DeinitParticles);
}
void R_DeinitParticles()
{
if (Particles != NULL)
{
delete[] Particles;
Particles = NULL;
}
}
void R_ClearParticles ()
{
int i;
memset (Particles, 0, NumParticles * sizeof(particle_t));
ActiveParticles = NO_PARTICLE;
InactiveParticles = 0;
for (i = 0; i < NumParticles-1; i++)
Particles[i].tnext = i + 1;
Particles[i].tnext = NO_PARTICLE;
}
// Group particles by subsectors. Because particles are always
// in motion, there is little benefit to caching this information
// from one frame to the next.
void R_FindParticleSubsectors ()
{
if (ParticlesInSubsec.Size() < (size_t)numsubsectors)
{
ParticlesInSubsec.Reserve (numsubsectors - ParticlesInSubsec.Size());
}
clearbufshort (&ParticlesInSubsec[0], numsubsectors, NO_PARTICLE);
if (!r_particles)
{
return;
}
for (WORD i = ActiveParticles; i != NO_PARTICLE; i = Particles[i].tnext)
{
subsector_t *ssec = R_PointInSubsector (Particles[i].x, Particles[i].y);
int ssnum = ssec-subsectors;
Particles[i].subsector = ssec;
Particles[i].snext = ParticlesInSubsec[ssnum];
ParticlesInSubsec[ssnum] = i;
}
}
void R_ProjectParticle (particle_t *particle, const sector_t *sector, int shade, int fakeside)
{
fixed_t tr_x;
fixed_t tr_y;
fixed_t tx, ty;
fixed_t tz, tiz;
fixed_t xscale, yscale;
int x1, x2, y1, y2;
vissprite_t* vis;
sector_t* heightsec = NULL;
BYTE* map;
// transform the origin point
tr_x = particle->x - viewx;
tr_y = particle->y - viewy;
tz = DMulScale20 (tr_x, viewtancos, tr_y, viewtansin);
// particle is behind view plane?
if (tz < MINZ)
return;
tx = DMulScale20 (tr_x, viewsin, -tr_y, viewcos);
// Flip for mirrors
if (MirrorFlags & RF_XFLIP)
{
tx = viewwidth - tx - 1;
}
// too far off the side?
if (tz <= abs (tx))
return;
tiz = 268435456 / tz;
xscale = centerx * tiz;
// calculate edges of the shape
int psize = particle->size << (12-3);
x1 = MAX<int> (WindowLeft, (centerxfrac + MulScale12 (tx-psize, xscale)) >> FRACBITS);
x2 = MIN<int> (WindowRight, (centerxfrac + MulScale12 (tx+psize, xscale)) >> FRACBITS);
if (x1 >= x2)
return;
yscale = MulScale16 (yaspectmul, xscale);
ty = particle->z - viewz;
psize <<= 4;
y1 = (centeryfrac - FixedMul (ty+psize, yscale)) >> FRACBITS;
y2 = (centeryfrac - FixedMul (ty-psize, yscale)) >> FRACBITS;
// Clip the particle now. Because it's a point and projected as its subsector is
// entered, we don't need to clip it to drawsegs like a normal sprite.
// Clip particles behind walls.
if (y1 < ceilingclip[x1]) y1 = ceilingclip[x1];
if (y1 < ceilingclip[x2-1]) y1 = ceilingclip[x2-1];
if (y2 >= floorclip[x1]) y2 = floorclip[x1] - 1;
if (y2 >= floorclip[x2-1]) y2 = floorclip[x2-1] - 1;
if (y1 > y2)
return;
// Clip particles above the ceiling or below the floor.
heightsec = sector->heightsec;
if (heightsec != NULL && heightsec->MoreFlags & SECF_IGNOREHEIGHTSEC)
{
heightsec = NULL;
}
const secplane_t *topplane;
const secplane_t *botplane;
FTextureID toppic;
FTextureID botpic;
if (heightsec) // only clip things which are in special sectors
{
if (fakeside == FAKED_AboveCeiling)
{
topplane = &sector->ceilingplane;
botplane = &heightsec->ceilingplane;
toppic = sector->ceilingpic;
botpic = heightsec->ceilingpic;
map = heightsec->ColorMap->Maps;
}
else if (fakeside == FAKED_BelowFloor)
{
topplane = &heightsec->floorplane;
botplane = &sector->floorplane;
toppic = heightsec->floorpic;
botpic = sector->floorpic;
map = heightsec->ColorMap->Maps;
}
else
{
topplane = &heightsec->ceilingplane;
botplane = &heightsec->floorplane;
toppic = heightsec->ceilingpic;
botpic = heightsec->floorpic;
map = sector->ColorMap->Maps;
}
}
else
{
topplane = &sector->ceilingplane;
botplane = &sector->floorplane;
toppic = sector->ceilingpic;
botpic = sector->floorpic;
map = sector->ColorMap->Maps;
}
if (botpic != skyflatnum && particle->z < botplane->ZatPoint (particle->x, particle->y))
return;
if (toppic != skyflatnum && particle->z >= topplane->ZatPoint (particle->x, particle->y))
return;
// store information in a vissprite
vis = R_NewVisSprite ();
vis->heightsec = heightsec;
vis->xscale = xscale;
// vis->yscale = FixedMul (xscale, InvZtoScale);
vis->yscale = xscale;
vis->idepth = (DWORD)DivScale32 (1, tz) >> 1;
vis->cx = tx;
vis->gx = particle->x;
vis->gy = particle->y;
vis->gz = y1;
vis->gzt = y2;
vis->x1 = x1;
vis->x2 = x2;
vis->Translation = 0;
vis->startfrac = particle->color;
vis->pic = NULL;
vis->renderflags = particle->trans;
vis->FakeFlatStat = fakeside;
vis->floorclip = 0;
vis->heightsec = heightsec;
if (fixedlightlev)
{
vis->colormap = map + fixedlightlev;
}
else if (fixedcolormap)
{
vis->colormap = fixedcolormap;
}
else
{
// Using MulScale15 instead of 16 makes particles slightly more visible
// than regular sprites.
vis->colormap = map + (GETPALOOKUP (MulScale15 (tiz, r_SpriteVisibility),
shade) << COLORMAPSHIFT);
}
}
static void R_DrawMaskedSegsBehindParticle (const vissprite_t *vis)
{
const int x1 = vis->x1;
const int x2 = vis->x2;
// Draw any masked textures behind this particle so that when the
// particle is drawn, it will be in front of them.
for (unsigned int p = InterestingDrawsegs.Size(); p-- > FirstInterestingDrawseg; )
{
drawseg_t *ds = &drawsegs[InterestingDrawsegs[p]];
if (ds->x1 >= x2 || ds->x2 < x1)
{
continue;
}
if (Scale (ds->siz2 - ds->siz1, (x2 + x1)/2 - ds->sx1, ds->sx2 - ds->sx1) + ds->siz1 < vis->idepth)
{
R_RenderMaskedSegRange (ds, MAX<int> (ds->x1, x1), MIN<int> (ds->x2, x2-1));
}
}
}
void R_DrawParticle (vissprite_t *vis)
{
DWORD *bg2rgb;
int spacing;
BYTE *dest;
DWORD fg;
BYTE color = vis->colormap[vis->startfrac];
int yl = vis->gz;
int ycount = vis->gzt - yl + 1;
int x1 = vis->x1;
int countbase = vis->x2 - x1 + 1;
R_DrawMaskedSegsBehindParticle (vis);
// vis->renderflags holds translucency level (0-255)
{
fixed_t fglevel, bglevel;
DWORD *fg2rgb;
fglevel = ((vis->renderflags + 1) << 8) & ~0x3ff;
bglevel = FRACUNIT-fglevel;
fg2rgb = Col2RGB8[fglevel>>10];
bg2rgb = Col2RGB8[bglevel>>10];
fg = fg2rgb[color];
}
spacing = (RenderTarget->GetPitch()<<detailyshift) - countbase;
dest = ylookup[yl] + x1 + dc_destorg;
do
{
int count = countbase;
do
{
DWORD bg = bg2rgb[*dest];
bg = (fg+bg) | 0x1f07c1f;
*dest++ = RGB32k[0][0][bg & (bg>>15)];
} while (--count);
dest += spacing;
} while (--ycount);
}