qzdoom/src/r_things.cpp
Christoph Oelckers a908834a11 - added some default definitions for constants that may miss in some headers.
- replaced __va_copy with va_copy per Chris's suggestion.
- replaced #include <malloc.h> with #include <stdlib.h> where possible.


SVN r1524 (trunk)
2009-04-07 07:06:07 +00:00

2513 lines
63 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 "templates.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 "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"
#include "cmdlib.h"
#include "g_level.h"
#include "d_net.h"
#include "colormatcher.h"
#include "d_netinf.h"
#include "r_bsp.h"
#include "r_plane.h"
#include "r_segs.h"
#include "v_palette.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_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 = &sector->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 = &sector->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 = &sector->ceilingplane;
botplane = &sector->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);
}