mirror of
https://github.com/ZDoom/qzdoom.git
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a908834a11
- replaced __va_copy with va_copy per Chris's suggestion. - replaced #include <malloc.h> with #include <stdlib.h> where possible. SVN r1524 (trunk)
2513 lines
63 KiB
C++
2513 lines
63 KiB
C++
// Emacs style mode select -*- C++ -*-
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//-----------------------------------------------------------------------------
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//
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// $Id:$
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//
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// Copyright (C) 1993-1996 by id Software, Inc.
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//
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// This source is available for distribution and/or modification
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// only under the terms of the DOOM Source Code License as
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// published by id Software. All rights reserved.
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//
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// The source is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
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// for more details.
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//
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// $Log:$
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//
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// DESCRIPTION:
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// Refresh of things, i.e. objects represented by sprites.
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//
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//-----------------------------------------------------------------------------
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#include <stdio.h>
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#include <stdlib.h>
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#include "templates.h"
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#include "doomdef.h"
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#include "m_swap.h"
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#include "m_argv.h"
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#include "i_system.h"
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#include "w_wad.h"
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#include "r_local.h"
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#include "c_console.h"
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#include "c_cvars.h"
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#include "c_dispatch.h"
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#include "doomstat.h"
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#include "v_video.h"
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#include "sc_man.h"
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#include "s_sound.h"
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#include "sbar.h"
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#include "gi.h"
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#include "r_sky.h"
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#include "cmdlib.h"
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#include "g_level.h"
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#include "d_net.h"
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#include "colormatcher.h"
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#include "d_netinf.h"
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#include "r_bsp.h"
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#include "r_plane.h"
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#include "r_segs.h"
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#include "v_palette.h"
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extern FTexture *CrosshairImage;
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extern fixed_t globaluclip, globaldclip;
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#define MINZ (2048*4)
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#define BASEYCENTER (100)
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EXTERN_CVAR (Bool, st_scale)
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CVAR (Bool, r_drawfuzz, true, CVAR_ARCHIVE)
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//
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// Sprite rotation 0 is facing the viewer,
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// rotation 1 is one angle turn CLOCKWISE around the axis.
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// This is not the same as the angle,
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// which increases counter clockwise (protractor).
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//
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fixed_t pspritexscale;
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fixed_t pspriteyscale;
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fixed_t pspritexiscale;
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fixed_t sky1scale; // [RH] Sky 1 scale factor
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fixed_t sky2scale; // [RH] Sky 2 scale factor
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static int spriteshade;
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TArray<WORD> ParticlesInSubsec;
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// constant arrays
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// used for psprite clipping and initializing clipping
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short zeroarray[MAXWIDTH];
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short screenheightarray[MAXWIDTH];
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#define MAX_SPRITE_FRAMES 29 // [RH] Macro-ized as in BOOM.
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CVAR (Bool, r_drawplayersprites, true, 0) // [RH] Draw player sprites?
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//
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// INITIALIZATION FUNCTIONS
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//
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// variables used to look up
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// and range check thing_t sprites patches
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TArray<spritedef_t> sprites;
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TArray<spriteframe_t> SpriteFrames;
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DWORD NumStdSprites; // The first x sprites that don't belong to skins.
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struct spriteframewithrotate : public spriteframe_t
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{
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int rotate;
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}
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sprtemp[MAX_SPRITE_FRAMES];
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int maxframe;
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char* spritename;
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// [RH] skin globals
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FPlayerSkin *skins;
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size_t numskins;
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BYTE OtherGameSkinRemap[256];
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PalEntry OtherGameSkinPalette[256];
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// [RH] particle globals
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WORD NumParticles;
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WORD ActiveParticles;
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WORD InactiveParticles;
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particle_t *Particles;
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CVAR (Bool, r_particles, true, 0);
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//
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// R_InstallSpriteLump
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// Local function for R_InitSprites.
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//
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// [RH] Removed checks for coexistance of rotation 0 with other
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// rotations and made it look more like BOOM's version.
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//
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static void R_InstallSpriteLump (FTextureID lump, unsigned frame, char rot, bool flipped)
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{
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unsigned rotation;
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if (rot >= '0' && rot <= '9')
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{
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rotation = rot - '0';
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}
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else if (rot >= 'A')
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{
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rotation = rot - 'A' + 10;
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}
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else
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{
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rotation = 17;
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}
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if (frame >= MAX_SPRITE_FRAMES || rotation > 16)
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I_FatalError ("R_InstallSpriteLump: Bad frame characters in lump %s", TexMan[lump]->Name);
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if ((int)frame > maxframe)
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maxframe = frame;
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if (rotation == 0)
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{
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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
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// allows doom to have a "no value set yet" boolean value!
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int r;
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for (r = 14; r >= 0; r -= 2)
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{
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if (!sprtemp[frame].Texture[r].isValid())
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{
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sprtemp[frame].Texture[r] = lump;
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if (flipped)
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{
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sprtemp[frame].Flip |= 1 << r;
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}
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sprtemp[frame].rotate = false;
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}
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}
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}
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else
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{
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if (rotation <= 8)
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{
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rotation = (rotation - 1) * 2;
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}
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else
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{
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rotation = (rotation - 9) * 2 + 1;
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}
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if (!sprtemp[frame].Texture[rotation].isValid())
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{
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// the lump is only used for one rotation
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sprtemp[frame].Texture[rotation] = lump;
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if (flipped)
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{
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sprtemp[frame].Flip |= 1 << rotation;
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}
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sprtemp[frame].rotate = true;
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}
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}
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}
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// [RH] Seperated out of R_InitSpriteDefs()
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static void R_InstallSprite (int num)
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{
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int frame;
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int framestart;
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int rot;
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// int undefinedFix;
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if (maxframe == -1)
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{
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sprites[num].numframes = 0;
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return;
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}
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maxframe++;
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// [RH] If any frames are undefined, but there are some defined frames, map
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// them to the first defined frame. This is a fix for Doom Raider, which actually
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// worked with ZDoom 2.0.47, because of a bug here. It does not define frames A,
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// B, or C for the sprite PSBG, but because I had sprtemp[].rotate defined as a
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// bool, this code never detected that it was not actually present. After switching
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// to the unified texture system, this caused it to crash while loading the wad.
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// [RH] Let undefined frames actually be blank because LWM uses this in at least
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// one of her wads.
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// for (frame = 0; frame < maxframe && sprtemp[frame].rotate == -1; ++frame)
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// { }
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//
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// undefinedFix = frame;
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for (frame = 0; frame < maxframe; ++frame)
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{
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switch (sprtemp[frame].rotate)
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{
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case -1:
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// no rotations were found for that frame at all
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//I_FatalError ("R_InstallSprite: No patches found for %s frame %c", sprites[num].name, frame+'A');
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break;
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case 0:
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// only the first rotation is needed
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for (rot = 1; rot < 16; ++rot)
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{
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sprtemp[frame].Texture[rot] = sprtemp[frame].Texture[0];
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}
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// If the frame is flipped, they all should be
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if (sprtemp[frame].Flip & 1)
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{
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sprtemp[frame].Flip = 0xFFFF;
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}
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break;
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case 1:
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// must have all 8 frame pairs
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for (rot = 0; rot < 8; ++rot)
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{
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if (!sprtemp[frame].Texture[rot*2+1].isValid())
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{
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sprtemp[frame].Texture[rot*2+1] = sprtemp[frame].Texture[rot*2];
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if (sprtemp[frame].Flip & (1 << (rot*2)))
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{
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sprtemp[frame].Flip |= 1 << (rot*2+1);
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}
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}
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if (!sprtemp[frame].Texture[rot*2].isValid())
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{
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sprtemp[frame].Texture[rot*2] = sprtemp[frame].Texture[rot*2+1];
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if (sprtemp[frame].Flip & (1 << (rot*2+1)))
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{
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sprtemp[frame].Flip |= 1 << (rot*2);
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}
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}
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}
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for (rot = 0; rot < 16; ++rot)
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{
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if (!sprtemp[frame].Texture[rot].isValid())
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I_FatalError ("R_InstallSprite: Sprite %s frame %c is missing rotations",
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sprites[num].name, frame+'A');
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}
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break;
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}
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}
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for (frame = 0; frame < maxframe; ++frame)
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{
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if (sprtemp[frame].rotate == -1)
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{
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memset (&sprtemp[frame], 0, sizeof(sprtemp[0]));
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}
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}
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// allocate space for the frames present and copy sprtemp to it
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sprites[num].numframes = maxframe;
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sprites[num].spriteframes = WORD(framestart = SpriteFrames.Reserve (maxframe));
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for (frame = 0; frame < maxframe; ++frame)
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{
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memcpy (SpriteFrames[framestart+frame].Texture, sprtemp[frame].Texture, sizeof(sprtemp[frame].Texture));
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SpriteFrames[framestart+frame].Flip = sprtemp[frame].Flip;
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}
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// Let the textures know about the rotations
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for (frame = 0; frame < maxframe; ++frame)
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{
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if (sprtemp[frame].rotate == 1)
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{
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for (int rot = 0; rot < 16; ++rot)
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{
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TexMan[sprtemp[frame].Texture[rot]]->Rotations = framestart + frame;
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}
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}
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}
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}
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//
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// R_InitSpriteDefs
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// Pass a null terminated list of sprite names
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// (4 chars exactly) to be used.
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// Builds the sprite rotation matrices to account
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// for horizontally flipped sprites.
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// Will report an error if the lumps are inconsistant.
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// Only called at startup.
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//
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// Sprite lump names are 4 characters for the actor,
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// a letter for the frame, and a number for the rotation.
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// A sprite that is flippable will have an additional
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// letter/number appended.
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// The rotation character can be 0 to signify no rotations.
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//
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void R_InitSpriteDefs ()
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{
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struct Hasher
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{
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int Head, Next;
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} *hashes;
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unsigned int i, max;
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DWORD intname;
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// Create a hash table to speed up the process
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max = TexMan.NumTextures();
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hashes = (Hasher *)alloca (sizeof(Hasher) * max);
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for (i = 0; i < max; ++i)
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{
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hashes[i].Head = -1;
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}
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for (i = 0; i < max; ++i)
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{
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FTexture *tex = TexMan.ByIndex(i);
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if (tex->UseType == FTexture::TEX_Sprite && strlen (tex->Name) >= 6)
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{
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DWORD bucket = *(DWORD *)tex->Name % max;
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hashes[i].Next = hashes[bucket].Head;
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hashes[bucket].Head = i;
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}
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}
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// scan all the lump names for each of the names, noting the highest frame letter.
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for (i = 0; i < sprites.Size(); ++i)
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{
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memset (sprtemp, 0xFF, sizeof(sprtemp));
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for (int j = 0; j < MAX_SPRITE_FRAMES; ++j)
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{
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sprtemp[j].Flip = 0;
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}
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maxframe = -1;
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intname = *(DWORD *)sprites[i].name;
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// scan the lumps, filling in the frames for whatever is found
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int hash = hashes[intname % max].Head;
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while (hash != -1)
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{
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FTexture *tex = TexMan[hash];
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if (*(DWORD *)tex->Name == intname)
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{
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R_InstallSpriteLump (FTextureID(hash), tex->Name[4] - 'A', tex->Name[5], false);
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if (tex->Name[6])
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R_InstallSpriteLump (FTextureID(hash), tex->Name[6] - 'A', tex->Name[7], true);
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}
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hash = hashes[hash].Next;
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}
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R_InstallSprite ((int)i);
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}
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}
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// [RH]
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// R_InitSkins
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// Reads in everything applicable to a skin. The skins should have already
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// been counted and had their identifiers assigned to namespaces.
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//
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#define NUMSKINSOUNDS 17
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static const char *skinsoundnames[NUMSKINSOUNDS][2] =
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{ // The *painXXX sounds must be the first four
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{ "dsplpain", "*pain100" },
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{ "dsplpain", "*pain75" },
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{ "dsplpain", "*pain50" },
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{ "dsplpain", "*pain25" },
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{ "dsplpain", "*poison" },
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{ "dsoof", "*grunt" },
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{ "dsoof", "*land" },
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{ "dspldeth", "*death" },
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{ "dspldeth", "*wimpydeath" },
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{ "dspdiehi", "*xdeath" },
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{ "dspdiehi", "*crazydeath" },
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{ "dsnoway", "*usefail" },
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{ "dsnoway", "*puzzfail" },
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{ "dsslop", "*gibbed" },
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{ "dsslop", "*splat" },
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{ "dspunch", "*fist" },
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{ "dsjump", "*jump" }
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};
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/*
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static int STACK_ARGS skinsorter (const void *a, const void *b)
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{
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return stricmp (((FPlayerSkin *)a)->name, ((FPlayerSkin *)b)->name);
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}
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*/
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void R_InitSkins (void)
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{
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FSoundID playersoundrefs[NUMSKINSOUNDS];
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spritedef_t temp;
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int sndlumps[NUMSKINSOUNDS];
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char key[65];
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DWORD intname, crouchname;
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size_t i;
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int j, k, base;
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int lastlump;
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int aliasid;
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bool remove;
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const PClass *basetype, *transtype;
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key[sizeof(key)-1] = 0;
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i = PlayerClasses.Size () - 1;
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lastlump = 0;
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for (j = 0; j < NUMSKINSOUNDS; ++j)
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{
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playersoundrefs[j] = skinsoundnames[j][1];
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}
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while ((base = Wads.FindLump ("S_SKIN", &lastlump, true)) != -1)
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{
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// The player sprite has 23 frames. This means that the S_SKIN
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// marker needs a minimum of 23 lumps after it.
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if (base >= Wads.GetNumLumps() - 23 || base == -1)
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continue;
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i++;
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for (j = 0; j < NUMSKINSOUNDS; j++)
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sndlumps[j] = -1;
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skins[i].namespc = Wads.GetLumpNamespace (base);
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FScanner sc(base);
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intname = 0;
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crouchname = 0;
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remove = false;
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basetype = NULL;
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transtype = NULL;
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// Data is stored as "key = data".
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while (sc.GetString ())
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{
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strncpy (key, sc.String, sizeof(key)-1);
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if (!sc.GetString() || sc.String[0] != '=')
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{
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Printf (PRINT_BOLD, "Bad format for skin %d: %s\n", (int)i, key);
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break;
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}
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sc.GetString ();
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if (0 == stricmp (key, "name"))
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{
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strncpy (skins[i].name, sc.String, 16);
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for (j = 0; (size_t)j < i; j++)
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{
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if (stricmp (skins[i].name, skins[j].name) == 0)
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{
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mysnprintf (skins[i].name, countof(skins[i].name), "skin%d", (int)i);
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Printf (PRINT_BOLD, "Skin %s duplicated as %s\n",
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skins[j].name, skins[i].name);
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break;
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}
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}
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}
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else if (0 == stricmp (key, "sprite"))
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{
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for (j = 3; j >= 0; j--)
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sc.String[j] = toupper (sc.String[j]);
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intname = *((DWORD *)sc.String);
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}
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else if (0 == stricmp (key, "crouchsprite"))
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{
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for (j = 3; j >= 0; j--)
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sc.String[j] = toupper (sc.String[j]);
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crouchname = *((DWORD *)sc.String);
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}
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else if (0 == stricmp (key, "face"))
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{
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for (j = 2; j >= 0; j--)
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skins[i].face[j] = toupper (sc.String[j]);
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skins[i].face[3] = '\0';
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}
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else if (0 == stricmp (key, "gender"))
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{
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skins[i].gender = D_GenderToInt (sc.String);
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}
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else if (0 == stricmp (key, "scale"))
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{
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skins[i].ScaleX = clamp<fixed_t> (FLOAT2FIXED(atof (sc.String)), 1, 256*FRACUNIT);
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skins[i].ScaleY = skins[i].ScaleX;
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}
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else if (0 == stricmp (key, "game"))
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{
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if (gameinfo.gametype == GAME_Heretic)
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basetype = PClass::FindClass (NAME_HereticPlayer);
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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_DoomChex)
|
|
{
|
|
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_DoomChex))
|
|
{
|
|
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_DoomChex)
|
|
{
|
|
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 == GetDefaultByType (basetype)->SpawnState->sprite &&
|
|
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)
|
|
{
|
|
if (stricmp ("base", name) == 0)
|
|
{
|
|
return pclass;
|
|
}
|
|
|
|
for (unsigned i = PlayerClasses.Size(); i < numskins; i++)
|
|
{
|
|
if (strnicmp (skins[i].name, name, 16) == 0)
|
|
{
|
|
if (PlayerClasses[pclass].CheckSkin (i))
|
|
return i;
|
|
else
|
|
return pclass;
|
|
}
|
|
}
|
|
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_DoomChex)
|
|
{
|
|
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 (pclassface == NULL || 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;
|
|
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->depth = tz;
|
|
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) || (thing->flags5 & MF5_BRIGHT)))
|
|
{
|
|
// 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 >= (unsigned)sprites.Size ())
|
|
{
|
|
DPrintf ("R_DrawPSprite: invalid sprite number %i\n", psp->state->sprite);
|
|
return;
|
|
}
|
|
sprdef = &sprites[psp->state->sprite];
|
|
if (psp->state->GetFrame() >= sprdef->numframes)
|
|
{
|
|
DPrintf ("R_DrawPSprite: invalid sprite frame %i : %i\n", psp->state->sprite, 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 ||
|
|
viewheight == 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 || viewheight == 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 neardepth, fardepth;
|
|
if (ds->sz1 < ds->sz2)
|
|
{
|
|
neardepth = ds->sz1, fardepth = ds->sz2;
|
|
}
|
|
else
|
|
{
|
|
neardepth = ds->sz2, fardepth = ds->sz1;
|
|
}
|
|
if (neardepth > spr->depth || (fardepth > spr->depth &&
|
|
// Check if sprite is in front of draw seg:
|
|
DMulScale24 (spr->depth - ds->cy, ds->cdx, ds->cdy, ds->cx - spr->cx) < 0))
|
|
|
|
{
|
|
// 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 = §or->ceilingplane;
|
|
botplane = &heightsec->ceilingplane;
|
|
toppic = sector->GetTexture(sector_t::ceiling);
|
|
botpic = heightsec->GetTexture(sector_t::ceiling);
|
|
map = heightsec->ColorMap->Maps;
|
|
}
|
|
else if (fakeside == FAKED_BelowFloor)
|
|
{
|
|
topplane = &heightsec->floorplane;
|
|
botplane = §or->floorplane;
|
|
toppic = heightsec->GetTexture(sector_t::floor);
|
|
botpic = sector->GetTexture(sector_t::floor);
|
|
map = heightsec->ColorMap->Maps;
|
|
}
|
|
else
|
|
{
|
|
topplane = &heightsec->ceilingplane;
|
|
botplane = &heightsec->floorplane;
|
|
toppic = heightsec->GetTexture(sector_t::ceiling);
|
|
botpic = heightsec->GetTexture(sector_t::floor);
|
|
map = sector->ColorMap->Maps;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
topplane = §or->ceilingplane;
|
|
botplane = §or->floorplane;
|
|
toppic = sector->GetTexture(sector_t::ceiling);
|
|
botpic = sector->GetTexture(sector_t::floor);
|
|
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->depth = tz;
|
|
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() - 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);
|
|
}
|