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			995 lines
		
	
	
	
		
			28 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			995 lines
		
	
	
	
		
			28 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
| /* Emacs style mode select   -*- C++ -*-
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|  *-----------------------------------------------------------------------------
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|  *
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|  *
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|  *  PrBoom a Doom port merged with LxDoom and LSDLDoom
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|  *  based on BOOM, a modified and improved DOOM engine
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|  *  Copyright (C) 1999 by
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|  *  id Software, Chi Hoang, Lee Killough, Jim Flynn, Rand Phares, Ty Halderman
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|  *  Copyright (C) 1999-2000 by
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|  *  Jess Haas, Nicolas Kalkhof, Colin Phipps, Florian Schulze
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|  *
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|  *  This program is free software; you can redistribute it and/or
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|  *  modify it under the terms of the GNU General Public License
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|  *  as published by the Free Software Foundation; either version 2
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|  *  of the License, or (at your option) any later version.
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|  *
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|  *  This program 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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|  *  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
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|  *  GNU General Public License for more details.
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|  *
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|  *  You should have received a copy of the GNU General Public License
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|  *  along with this program; if not, write to the Free Software
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|  *  Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
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|  *  02111-1307, USA.
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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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| 
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| #include "doomdef.h"
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| #include "m_swap.h"
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| 
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| #include "doomstat.h"
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| #include "w_wad.h"
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| #include "r_main.h"
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| #include "r_bsp.h"
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| #include "r_segs.h"
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| #include "r_draw.h"
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| #include "r_things.h"
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| #include "i_system.h"
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| //#include "lprintf.h"
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| #include "rockmacros.h"
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| 
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| #define MINZ    (FRACUNIT*4)
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| #define BASEYCENTER   100
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| 
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| typedef struct {
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|    int x1;
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|    int x2;
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|    int column;
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|    int topclip;
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|    int bottomclip;
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| }
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| maskdraw_t;
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| 
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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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| // There was a lot of stuff grabbed wrong, so I changed it...
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| //
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| fixed_t  pspritescale;
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| fixed_t  pspriteiscale;
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| // proff 11/06/98: Added for high-res
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| fixed_t pspriteyscale;
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| 
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| static lighttable_t** spritelights;
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| 
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| // constant arrays
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| //  used for psprite clipping and initializing clipping
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| short  negonearray[MAX_SCREENWIDTH];
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| short  screenheightarray[MAX_SCREENWIDTH];
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| 
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| 
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| //
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| // INITIALIZATION FUNCTIONS
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| //
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| 
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| // variables used to look up and range check thing_t sprites patches
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| 
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| spritedef_t* sprites;
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| int  numsprites;
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| 
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| #define MAX_SPRITE_FRAMES 29          /* Macroized -- killough 1/25/98 */
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| 
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| static spriteframe_t sprtemp[MAX_SPRITE_FRAMES];
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| static int maxframe;
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| 
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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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| 
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| static void R_InstallSpriteLump(int lump, unsigned frame,
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|                                 unsigned rotation, boolean flipped)
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| {
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| 
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|    if (frame >= MAX_SPRITE_FRAMES || rotation > 8)
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|       I_Error("R_InstallSpriteLump: Bad frame characters in lump %i", lump);
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| 
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|    if ((int)frame > maxframe)
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|       maxframe = frame;
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| 
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|    if (rotation == 0)
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|    {    // the lump should be used for all rotations
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|       int r;
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|       for (r=0 ; r<8 ; r++)
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|          if (sprtemp[frame].lump[r]==-1)
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|          {
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|             sprtemp[frame].lump[r] = lump - firstspritelump;
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|             sprtemp[frame].flip[r] = (byte) flipped;
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|             sprtemp[frame].rotate = false; //jff 4/24/98 if any subbed, rotless
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|          }
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|       return;
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|    }
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| 
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|    // the lump is only used for one rotation
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| 
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|    if (sprtemp[frame].lump[--rotation] == -1)
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|    {
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|       sprtemp[frame].lump[rotation] = lump - firstspritelump;
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|       sprtemp[frame].flip[rotation] = (byte) flipped;
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|       sprtemp[frame].rotate = true; //jff 4/24/98 only change if rot used
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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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| //
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| // Builds the sprite rotation matrixes to account
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| // for horizontally flipped sprites.
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| //
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| // Will report an error if the lumps are inconsistent.
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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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| //
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| // A sprite that is flippable will have an additional
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| //  letter/number appended.
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| //
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| // The rotation character can be 0 to signify no rotations.
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| //
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| // 1/25/98, 1/31/98 killough : Rewritten for performance
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| //
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| // Empirically verified to have excellent hash
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| // properties across standard Doom sprites:
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| 
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| #define R_SpriteNameHash(s) ((unsigned)((s)[0]-((s)[1]*3-(s)[3]*2-(s)[2])*2))
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| 
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| void R_InitSpriteDefs(const char * const * namelist)
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| {
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|    size_t numentries = lastspritelump-firstspritelump+1;
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|    struct {
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|       int index, next;
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|    }
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|    *hash;
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|    int i;
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| 
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|    if (!numentries || !*namelist)
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|       return;
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| 
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|    // count the number of sprite names
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|    for (i=0; namelist[i]; i++)
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|       ;
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| 
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|    numsprites = i;
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| 
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|    sprites = Z_Malloc(numsprites *sizeof(*sprites), PU_STATIC, NULL);
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| 
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|    // Create hash table based on just the first four letters of each sprite
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|    // killough 1/31/98
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| 
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|    hash = malloc(sizeof(*hash)*numentries); // allocate hash table
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| 
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|    for (i=0; (size_t)i<numentries; i++)             // initialize hash table as empty
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|       hash[i].index = -1;
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| 
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|    for (i=0; (size_t)i<numentries; i++)             // Prepend each sprite to hash chain
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|    {                                      // prepend so that later ones win
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|       int j = R_SpriteNameHash(lumpinfo[i+firstspritelump].name) % numentries;
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|       hash[i].next = hash[j].index;
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|       hash[j].index = i;
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|    }
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| 
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|    // scan all the lump names for each of the names,
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|    //  noting the highest frame letter.
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| 
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|    for (i=0 ; i<numsprites ; i++)
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|    {
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|       const char *spritename = namelist[i];
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|       int j = hash[R_SpriteNameHash(spritename) % numentries].index;
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| 
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|       if (j >= 0)
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|       {
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|          memset(sprtemp, -1, sizeof(sprtemp));
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|          maxframe = -1;
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|          do
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|          {
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|             register lumpinfo_t *lump = lumpinfo + j + firstspritelump;
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| 
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|             // Fast portable comparison -- killough
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|             // (using int pointer cast is nonportable):
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| 
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|             if (!((lump->name[0] ^ spritename[0]) |
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|                   (lump->name[1] ^ spritename[1]) |
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|                   (lump->name[2] ^ spritename[2]) |
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|                   (lump->name[3] ^ spritename[3])))
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|             {
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|                R_InstallSpriteLump(j+firstspritelump,
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|                                    lump->name[4] - 'A',
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|                                    lump->name[5] - '0',
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|                                    false);
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|                if (lump->name[6])
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|                   R_InstallSpriteLump(j+firstspritelump,
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|                                       lump->name[6] - 'A',
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|                                       lump->name[7] - '0',
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|                                       true);
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|             }
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|          }
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|          while ((j = hash[j].next) >= 0)
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|             ;
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| 
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|          // check the frames that were found for completeness
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|          if ((sprites[i].numframes = ++maxframe))  // killough 1/31/98
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|          {
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|             int frame;
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|             for (frame = 0; frame < maxframe; frame++)
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|                switch ((int) 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_Error ("R_InitSprites: No patches found "
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|                            "for %.8s frame %c", namelist[i], frame+'A');
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|                   break;
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| 
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|                case 0:
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|                   // only the first rotation is needed
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|                   break;
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| 
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|                case 1:
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|                   // must have all 8 frames
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|                   {
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|                      int rotation;
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|                      for (rotation=0 ; rotation<8 ; rotation++)
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|                         if (sprtemp[frame].lump[rotation] == -1)
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|                            I_Error ("R_InitSprites: Sprite %.8s frame %c "
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|                                     "is missing rotations",
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|                                     namelist[i], frame+'A');
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|                      break;
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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[i].spriteframes =
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|                Z_Malloc (maxframe * sizeof(spriteframe_t), PU_STATIC, NULL);
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|             memcpy (sprites[i].spriteframes, sprtemp,
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|                     maxframe*sizeof(spriteframe_t));
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|          }
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|       }
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|    }
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|    free(hash);             // free hash table
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| }
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| 
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| //
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| // GAME FUNCTIONS
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| //
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| 
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| static vissprite_t *vissprites, **vissprite_ptrs;  // killough
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| static size_t num_vissprite, num_vissprite_alloc, num_vissprite_ptrs;
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| 
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| 
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| //
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| // R_InitSprites
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| // Called at program start.
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| //
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| void R_InitSprites(const char * const *namelist)
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| {
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|    int  i;
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| 
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|    for (i=0 ; i<MAX_SCREENWIDTH ; i++)
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|       negonearray[i] = -1;
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|    R_InitSpriteDefs (namelist);
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| }
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| 
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| void R_ClearSprites (void)
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| {
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|    num_vissprite = 0;            // killough
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| }
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| 
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| //
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| // R_NewVisSprite
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| //
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| 
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| vissprite_t *R_NewVisSprite(void)
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| {
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|    if (num_vissprite >= num_vissprite_alloc)             // killough
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|    {
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|       num_vissprite_alloc = num_vissprite_alloc ? num_vissprite_alloc*2 : 128;
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|       vissprites = realloc(vissprites,num_vissprite_alloc*sizeof(*vissprites));
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|    }
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|    return vissprites + num_vissprite++;
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| }
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| 
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| //
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| // R_DrawMaskedColumn
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| // Used for sprites and masked mid textures.
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| // Masked means: partly transparent, i.e. stored
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| //  in posts/runs of opaque pixels.
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| //
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| 
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| short*  mfloorclip;
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| short*  mceilingclip;
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| fixed_t  spryscale;
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| fixed_t  sprtopscreen;
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| 
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| void R_DrawMaskedColumn(const column_t *column)
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| {
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|    int     topscreen;
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|    int     bottomscreen;
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|    fixed_t basetexturemid = dc_texturemid;
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| 
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|    dc_texheight = 0; // killough 11/98
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|    while (column->topdelta != 0xff)
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|    {
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|       // calculate unclipped screen coordinates for post
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|       topscreen = sprtopscreen + spryscale*column->topdelta;
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|       bottomscreen = topscreen + spryscale*column->length;
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| 
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|       dc_yl = (topscreen+FRACUNIT-1)>>FRACBITS;
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|       dc_yh = (bottomscreen-1)>>FRACBITS;
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| 
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|       if (dc_yh >= mfloorclip[dc_x])
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|          dc_yh = mfloorclip[dc_x]-1;
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| 
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|       if (dc_yl <= mceilingclip[dc_x])
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|          dc_yl = mceilingclip[dc_x]+1;
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| 
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|       // killough 3/2/98, 3/27/98: Failsafe against overflow/crash:
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|       if (dc_yl <= dc_yh && dc_yh < viewheight)
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|       {
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|          dc_source = (byte *)column + 3;
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|          dc_texturemid = basetexturemid - (column->topdelta<<FRACBITS);
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| 
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|          // Drawn by either R_DrawColumn
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|          //  or (SHADOW) R_DrawFuzzColumn.
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|          colfunc ();
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|       }
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|       column = (const column_t *)(  (byte *)column + column->length + 4);
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|    }
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|    dc_texturemid = basetexturemid;
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| }
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| 
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| //
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| // R_DrawVisSprite
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| //  mfloorclip and mceilingclip should also be set.
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| //
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| // CPhipps - new wad lump handling, *'s to const*'s
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| void R_DrawVisSprite(vissprite_t *vis, int x1, int x2)
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| {
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|    (void)x1;
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|    (void)x2;
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|    const column_t *column;
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|    int      texturecolumn;
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|    fixed_t  frac;
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|    const patch_t *patch = W_CacheLumpNum (vis->patch+firstspritelump);
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| 
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|    dc_colormap = vis->colormap;
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| 
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|    // killough 4/11/98: rearrange and handle translucent sprites
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|    // mixed with translucent/non-translucenct 2s normals
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| 
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|    if (!dc_colormap)   // NULL colormap = shadow draw
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|       colfunc = R_DrawFuzzColumn;    // killough 3/14/98
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|    else
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|       if (vis->mobjflags & MF_TRANSLATION)
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|       {
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|          colfunc = R_DrawTranslatedColumn;
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|          dc_translation = translationtables - 256 +
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|                           ((vis->mobjflags & MF_TRANSLATION) >> (MF_TRANSSHIFT-8) );
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|       }
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|       else
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|          if (vis->mobjflags & MF_TRANSLUCENT && general_translucency) // phares
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|          {
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|             colfunc = R_DrawTLColumn;
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|             tranmap = main_tranmap;       // killough 4/11/98
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|          }
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|          else
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|             colfunc = R_DrawColumn;         // killough 3/14/98, 4/11/98
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| 
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| 
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|    // proff 11/06/98: Changed for high-res
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|    dc_iscale = FixedDiv (FRACUNIT, vis->scale);
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|    dc_texturemid = vis->texturemid;
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|    frac = vis->startfrac;
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|    spryscale = vis->scale;
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|    sprtopscreen = centeryfrac - FixedMul(dc_texturemid,spryscale);
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| 
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|    for (dc_x=vis->x1 ; dc_x<=vis->x2 ; dc_x++, frac += vis->xiscale)
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|    {
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|       texturecolumn = frac>>FRACBITS;
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| 
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| #ifdef RANGECHECK
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| 
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|       if (texturecolumn < 0 || texturecolumn >= SHORT(patch->width))
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|          I_Error ("R_DrawSpriteRange: Bad texturecolumn");
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| #endif
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| 
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|       column = (const column_t *)((const byte *) patch +
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|                                   LONG(patch->columnofs[texturecolumn]));
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|       R_DrawMaskedColumn (column);
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|    }
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|    colfunc = R_DrawColumn;         // killough 3/14/98
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|    W_UnlockLumpNum(vis->patch+firstspritelump); // cph - release lump
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| }
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| 
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| //
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| // R_ProjectSprite
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| // Generates a vissprite for a thing if it might be visible.
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| //
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| 
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| void R_ProjectSprite (mobj_t* thing)
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| {
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|    fixed_t   gzt;               // killough 3/27/98
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|    fixed_t   tx;
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|    fixed_t   xscale;
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|    int       x1;
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|    int       x2;
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|    spritedef_t   *sprdef;
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|    spriteframe_t *sprframe;
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|    int       lump;
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|    boolean   flip;
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|    vissprite_t *vis;
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| #ifndef GL_DOOM
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| 
 | |
|    fixed_t   iscale;
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| #endif
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| 
 | |
|    int heightsec;      // killough 3/27/98
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| 
 | |
|    // transform the origin point
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|    fixed_t tr_x = thing->x - viewx;
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|    fixed_t tr_y = thing->y - viewy;
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| 
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|    fixed_t gxt = FixedMul(tr_x,viewcos);
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|    fixed_t gyt = -FixedMul(tr_y,viewsin);
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| 
 | |
|    fixed_t tz = gxt-gyt;
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| 
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|    // thing is behind view plane?
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|    if (tz < MINZ)
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|       return;
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| 
 | |
|    xscale = FixedDiv(projection, tz);
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| 
 | |
|    gxt = -FixedMul(tr_x,viewsin);
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|    gyt = FixedMul(tr_y,viewcos);
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|    tx = -(gyt+gxt);
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| 
 | |
|    // too far off the side?
 | |
|    if (D_abs(tx)>(tz<<2))
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|       return;
 | |
| 
 | |
|    // decide which patch to use for sprite relative to player
 | |
| #ifdef RANGECHECK
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| 
 | |
|    if ((unsigned) thing->sprite >= (unsigned)numsprites)
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|       I_Error ("R_ProjectSprite: Invalid sprite number %i", thing->sprite);
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| #endif
 | |
| 
 | |
|    sprdef = &sprites[thing->sprite];
 | |
| 
 | |
| #ifdef RANGECHECK
 | |
| 
 | |
|    if ((thing->frame&FF_FRAMEMASK) >= sprdef->numframes)
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|       I_Error ("R_ProjectSprite: Invalid sprite frame %i : %i", thing->sprite,
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|                thing->frame);
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| #endif
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| 
 | |
|    sprframe = &sprdef->spriteframes[thing->frame & FF_FRAMEMASK];
 | |
| 
 | |
|    if (sprframe->rotate)
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|    {
 | |
|       // choose a different rotation based on player view
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|       angle_t ang = R_PointToAngle(thing->x, thing->y);
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|       unsigned rot = (ang-thing->angle+(unsigned)(ANG45/2)*9)>>29;
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|       lump = sprframe->lump[rot];
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|       flip = (boolean) sprframe->flip[rot];
 | |
|    }
 | |
|    else
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|    {
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|       // use single rotation for all views
 | |
|       lump = sprframe->lump[0];
 | |
|       flip = (boolean) sprframe->flip[0];
 | |
|    }
 | |
| 
 | |
|    /* calculate edges of the shape
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|     * cph 2003/08/1 - fraggle points out that this offset must be flipped if the
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|     * sprite is flipped; e.g. FreeDoom imp is messed up by this. */
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|    tx -= flip ? spritewidth[lump] - spriteoffset[lump] : spriteoffset[lump];
 | |
|    x1 = (centerxfrac + FixedMul(tx,xscale)) >>FRACBITS;
 | |
| 
 | |
|    // off the right side?
 | |
|    if (x1 > viewwidth)
 | |
|       return;
 | |
| 
 | |
|    tx +=  spritewidth[lump];
 | |
|    x2 = ((centerxfrac + FixedMul (tx,xscale) ) >>FRACBITS) - 1;
 | |
| 
 | |
|    // off the left side
 | |
|    if (x2 < 0)
 | |
|       return;
 | |
| 
 | |
|    gzt = thing->z + spritetopoffset[lump];
 | |
| 
 | |
|    // killough 4/9/98: clip things which are out of view due to height
 | |
|    if (thing->z > viewz + FixedDiv(centeryfrac, xscale) ||
 | |
|          gzt      < viewz - FixedDiv(centeryfrac-viewheight, xscale))
 | |
|       return;
 | |
| 
 | |
|    // killough 3/27/98: exclude things totally separated
 | |
|    // from the viewer, by either water or fake ceilings
 | |
|    // killough 4/11/98: improve sprite clipping for underwater/fake ceilings
 | |
| 
 | |
|    heightsec = thing->subsector->sector->heightsec;
 | |
| 
 | |
|    if (heightsec != -1)   // only clip things which are in special sectors
 | |
|    {
 | |
|       int phs = viewplayer->mo->subsector->sector->heightsec;
 | |
|       if (phs != -1 && viewz < sectors[phs].floorheight ?
 | |
|             thing->z >= sectors[heightsec].floorheight :
 | |
|             gzt < sectors[heightsec].floorheight)
 | |
|          return;
 | |
|       if (phs != -1 && viewz > sectors[phs].ceilingheight ?
 | |
|             gzt < sectors[heightsec].ceilingheight &&
 | |
|             viewz >= sectors[heightsec].ceilingheight :
 | |
|             thing->z >= sectors[heightsec].ceilingheight)
 | |
|          return;
 | |
|    }
 | |
| 
 | |
|    // store information in a vissprite
 | |
|    vis = R_NewVisSprite ();
 | |
| 
 | |
|    // killough 3/27/98: save sector for special clipping later
 | |
|    vis->heightsec = heightsec;
 | |
| 
 | |
|    vis->mobjflags = thing->flags;
 | |
|    // proff 11/06/98: Changed for high-res
 | |
|    vis->scale = FixedDiv(projectiony, tz);
 | |
|    vis->gx = thing->x;
 | |
|    vis->gy = thing->y;
 | |
|    vis->gz = thing->z;
 | |
|    vis->gzt = gzt;                          // killough 3/27/98
 | |
|    vis->texturemid = vis->gzt - viewz;
 | |
|    vis->x1 = x1 < 0 ? 0 : x1;
 | |
|    vis->x2 = x2 >= viewwidth ? viewwidth-1 : x2;
 | |
|    iscale = FixedDiv (FRACUNIT, xscale);
 | |
| 
 | |
|    if (flip)
 | |
|    {
 | |
|       vis->startfrac = spritewidth[lump]-1;
 | |
|       vis->xiscale = -iscale;
 | |
|    }
 | |
|    else
 | |
|    {
 | |
|       vis->startfrac = 0;
 | |
|       vis->xiscale = iscale;
 | |
|    }
 | |
| 
 | |
|    if (vis->x1 > x1)
 | |
|       vis->startfrac += vis->xiscale*(vis->x1-x1);
 | |
|    vis->patch = lump;
 | |
| 
 | |
|    // get light level
 | |
|    if (thing->flags & MF_SHADOW)
 | |
|       vis->colormap = NULL;             // shadow draw
 | |
|    else if (fixedcolormap)
 | |
|       vis->colormap = fixedcolormap;      // fixed map
 | |
|    else if (thing->frame & FF_FULLBRIGHT)
 | |
|       vis->colormap = fullcolormap;     // full bright  // killough 3/20/98
 | |
|    else
 | |
|    {      // diminished light
 | |
|       int index = xscale>>LIGHTSCALESHIFT;
 | |
|       if (index >= MAXLIGHTSCALE)
 | |
|          index = MAXLIGHTSCALE-1;
 | |
|       vis->colormap = spritelights[index];
 | |
|    }
 | |
| }
 | |
| 
 | |
| //
 | |
| // R_AddSprites
 | |
| // During BSP traversal, this adds sprites by sector.
 | |
| //
 | |
| // killough 9/18/98: add lightlevel as parameter, fixing underwater lighting
 | |
| void R_AddSprites(subsector_t* subsec, int lightlevel)
 | |
| {
 | |
|    sector_t* sec=subsec->sector;
 | |
|    mobj_t *thing;
 | |
|    int    lightnum;
 | |
| 
 | |
|    // BSP is traversed by subsector.
 | |
|    // A sector might have been split into several
 | |
|    //  subsectors during BSP building.
 | |
|    // Thus we check whether its already added.
 | |
| 
 | |
|    if (sec->validcount == validcount)
 | |
|       return;
 | |
| 
 | |
|    // Well, now it will be done.
 | |
|    sec->validcount = validcount;
 | |
| 
 | |
|    lightnum = (lightlevel >> LIGHTSEGSHIFT)+extralight;
 | |
| 
 | |
|    if (lightnum < 0)
 | |
|       spritelights = scalelight[0];
 | |
|    else if (lightnum >= LIGHTLEVELS)
 | |
|       spritelights = scalelight[LIGHTLEVELS-1];
 | |
|    else
 | |
|       spritelights = scalelight[lightnum];
 | |
| 
 | |
|    // Handle all things in sector.
 | |
| 
 | |
|    for (thing = sec->thinglist; thing; thing = thing->snext)
 | |
|       R_ProjectSprite(thing);
 | |
| }
 | |
| 
 | |
| //
 | |
| // R_DrawPSprite
 | |
| //
 | |
| 
 | |
| void R_DrawPSprite (pspdef_t *psp)
 | |
| {
 | |
|    fixed_t       tx;
 | |
|    int           x1, x2;
 | |
|    spritedef_t   *sprdef;
 | |
|    spriteframe_t *sprframe;
 | |
|    int           lump;
 | |
|    boolean       flip;
 | |
|    vissprite_t   *vis;
 | |
|    vissprite_t   avis;
 | |
| 
 | |
|    // decide which patch to use
 | |
| 
 | |
| #ifdef RANGECHECK
 | |
| 
 | |
|    if ( (unsigned)psp->state->sprite >= (unsigned)numsprites)
 | |
|       I_Error ("R_ProjectSprite: Invalid sprite number %i", psp->state->sprite);
 | |
| #endif
 | |
| 
 | |
|    sprdef = &sprites[psp->state->sprite];
 | |
| 
 | |
| #ifdef RANGECHECK
 | |
| 
 | |
|    if ( (psp->state->frame & FF_FRAMEMASK)  >= sprdef->numframes)
 | |
|       I_Error ("R_ProjectSprite: Invalid sprite frame %i : %li",
 | |
|                psp->state->sprite, psp->state->frame);
 | |
| #endif
 | |
| 
 | |
|    sprframe = &sprdef->spriteframes[psp->state->frame & FF_FRAMEMASK];
 | |
| 
 | |
|    lump = sprframe->lump[0];
 | |
|    flip = (boolean) sprframe->flip[0];
 | |
| 
 | |
|    // calculate edges of the shape
 | |
|    tx = psp->sx-160*FRACUNIT;
 | |
| 
 | |
|    tx -= spriteoffset[lump];
 | |
|    x1 = (centerxfrac + FixedMul (tx,pspritescale))>>FRACBITS;
 | |
| 
 | |
|    // off the right side
 | |
|    if (x1 > viewwidth)
 | |
|       return;
 | |
| 
 | |
|    tx +=  spritewidth[lump];
 | |
|    x2 = ((centerxfrac + FixedMul (tx, pspritescale) ) >>FRACBITS) - 1;
 | |
| 
 | |
|    // off the left side
 | |
|    if (x2 < 0)
 | |
|       return;
 | |
| 
 | |
|    // store information in a vissprite
 | |
|    vis = &avis;
 | |
|    vis->mobjflags = 0;
 | |
|    // killough 12/98: fix psprite positioning problem
 | |
|    vis->texturemid = (BASEYCENTER<<FRACBITS) /* +  FRACUNIT/2 */ -
 | |
|                      (psp->sy-spritetopoffset[lump]);
 | |
|    vis->x1 = x1 < 0 ? 0 : x1;
 | |
|    vis->x2 = x2 >= viewwidth ? viewwidth-1 : x2;
 | |
|    // proff 11/06/98: Added for high-res
 | |
|    vis->scale = pspriteyscale;
 | |
| 
 | |
|    if (flip)
 | |
|    {
 | |
|       vis->xiscale = -pspriteiscale;
 | |
|       vis->startfrac = spritewidth[lump]-1;
 | |
|    }
 | |
|    else
 | |
|    {
 | |
|       vis->xiscale = pspriteiscale;
 | |
|       vis->startfrac = 0;
 | |
|    }
 | |
| 
 | |
|    if (vis->x1 > x1)
 | |
|       vis->startfrac += vis->xiscale*(vis->x1-x1);
 | |
| 
 | |
|    vis->patch = lump;
 | |
| 
 | |
|    if (viewplayer->powers[pw_invisibility] > 4*32
 | |
|          || viewplayer->powers[pw_invisibility] & 8)
 | |
|       vis->colormap = NULL;                    // shadow draw
 | |
|    else if (fixedcolormap)
 | |
|       vis->colormap = fixedcolormap;           // fixed color
 | |
|    else if (psp->state->frame & FF_FULLBRIGHT)
 | |
|       vis->colormap = fullcolormap;            // full bright // killough 3/20/98
 | |
|    else
 | |
|       vis->colormap = spritelights[MAXLIGHTSCALE-1];  // local light
 | |
| 
 | |
|    R_DrawVisSprite(vis, vis->x1, vis->x2);
 | |
| }
 | |
| 
 | |
| //
 | |
| // R_DrawPlayerSprites
 | |
| //
 | |
| 
 | |
| void R_DrawPlayerSprites(void)
 | |
| {
 | |
|    int i, lightnum;
 | |
|    pspdef_t *psp;
 | |
| 
 | |
|    // get light level
 | |
|    lightnum = (viewplayer->mo->subsector->sector->lightlevel >> LIGHTSEGSHIFT)
 | |
|               + extralight;
 | |
| 
 | |
|    if (lightnum < 0)
 | |
|       spritelights = scalelight[0];
 | |
|    else if (lightnum >= LIGHTLEVELS)
 | |
|       spritelights = scalelight[LIGHTLEVELS-1];
 | |
|    else
 | |
|       spritelights = scalelight[lightnum];
 | |
| 
 | |
|    // clip to screen bounds
 | |
|    mfloorclip = screenheightarray;
 | |
|    mceilingclip = negonearray;
 | |
| 
 | |
|    // add all active psprites
 | |
|    for (i=0, psp=viewplayer->psprites; i<NUMPSPRITES; i++,psp++)
 | |
|       if (psp->state)
 | |
|          R_DrawPSprite (psp);
 | |
| }
 | |
| 
 | |
| //
 | |
| // R_SortVisSprites
 | |
| //
 | |
| // Rewritten by Lee Killough to avoid using unnecessary
 | |
| // linked lists, and to use faster sorting algorithm.
 | |
| //
 | |
| 
 | |
| #define bcopyp(d, s, n) memcpy(d, s, (n) * sizeof(void *))
 | |
| 
 | |
| // killough 9/2/98: merge sort
 | |
| 
 | |
| static void msort(vissprite_t **s, vissprite_t **t, int n)
 | |
| {
 | |
|    if (n >= 16)
 | |
|    {
 | |
|       int n1 = n/2, n2 = n - n1;
 | |
|       vissprite_t **s1 = s, **s2 = s + n1, **d = t;
 | |
| 
 | |
|       msort(s1, t, n1);
 | |
|       msort(s2, t, n2);
 | |
| 
 | |
|       while ((*s1)->scale > (*s2)->scale ?
 | |
|              (*d++ = *s1++, --n1) : (*d++ = *s2++, --n2))
 | |
|          ;
 | |
| 
 | |
|       if (n2)
 | |
|          bcopyp(d, s2, n2);
 | |
|       else
 | |
|          bcopyp(d, s1, n1);
 | |
| 
 | |
|       bcopyp(s, t, n);
 | |
|    }
 | |
|    else
 | |
|    {
 | |
|       int i;
 | |
|       for (i = 1; i < n; i++)
 | |
|       {
 | |
|          vissprite_t *temp = s[i];
 | |
|          if (s[i-1]->scale < temp->scale)
 | |
|          {
 | |
|             int j = i;
 | |
|             while ((s[j] = s[j-1])->scale < temp->scale && --j)
 | |
|                ;
 | |
|             s[j] = temp;
 | |
|          }
 | |
|       }
 | |
|    }
 | |
| }
 | |
| 
 | |
| void R_SortVisSprites (void)
 | |
| {
 | |
|    if (num_vissprite)
 | |
|    {
 | |
|       int i = num_vissprite;
 | |
| 
 | |
|       // If we need to allocate more pointers for the vissprites,
 | |
|       // allocate as many as were allocated for sprites -- killough
 | |
|       // killough 9/22/98: allocate twice as many
 | |
| 
 | |
|       if (num_vissprite_ptrs < num_vissprite*2)
 | |
|       {
 | |
|          free(vissprite_ptrs);  // better than realloc -- no preserving needed
 | |
|          vissprite_ptrs = malloc((num_vissprite_ptrs = num_vissprite_alloc*2)
 | |
|                                  * sizeof *vissprite_ptrs);
 | |
|       }
 | |
| 
 | |
|       while (--i>=0)
 | |
|          vissprite_ptrs[i] = vissprites+i;
 | |
| 
 | |
|       // killough 9/22/98: replace qsort with merge sort, since the keys
 | |
|       // are roughly in order to begin with, due to BSP rendering.
 | |
| 
 | |
|       msort(vissprite_ptrs, vissprite_ptrs + num_vissprite, num_vissprite);
 | |
|    }
 | |
| }
 | |
| 
 | |
| //
 | |
| // R_DrawSprite
 | |
| //
 | |
| 
 | |
| void R_DrawSprite (vissprite_t* spr)
 | |
| {
 | |
|    drawseg_t *ds;
 | |
|    short   clipbot[MAX_SCREENWIDTH];       // killough 2/8/98:
 | |
|    short   cliptop[MAX_SCREENWIDTH];       // change to MAX_*
 | |
|    int     x;
 | |
|    int     r1;
 | |
|    int     r2;
 | |
|    fixed_t scale;
 | |
|    fixed_t lowscale;
 | |
| 
 | |
|    for (x = spr->x1 ; x<=spr->x2 ; x++)
 | |
|       clipbot[x] = cliptop[x] = -2;
 | |
| 
 | |
|    // Scan drawsegs from end to start for obscuring segs.
 | |
|    // The first drawseg that has a greater scale is the clip seg.
 | |
| 
 | |
|    // Modified by Lee Killough:
 | |
|    // (pointer check was originally nonportable
 | |
|    // and buggy, by going past LEFT end of array):
 | |
| 
 | |
|    //    for (ds=ds_p-1 ; ds >= drawsegs ; ds--)    old buggy code
 | |
| 
 | |
|    for (ds=ds_p ; ds-- > drawsegs ; )  // new -- killough
 | |
|    {      // determine if the drawseg obscures the sprite
 | |
|       if (ds->x1 > spr->x2 || ds->x2 < spr->x1 ||
 | |
|             (!ds->silhouette && !ds->maskedtexturecol))
 | |
|          continue;      // does not cover sprite
 | |
| 
 | |
|       r1 = ds->x1 < spr->x1 ? spr->x1 : ds->x1;
 | |
|       r2 = ds->x2 > spr->x2 ? spr->x2 : ds->x2;
 | |
| 
 | |
|       if (ds->scale1 > ds->scale2)
 | |
|       {
 | |
|          lowscale = ds->scale2;
 | |
|          scale = ds->scale1;
 | |
|       }
 | |
|       else
 | |
|       {
 | |
|          lowscale = ds->scale1;
 | |
|          scale = ds->scale2;
 | |
|       }
 | |
| 
 | |
|       if (scale < spr->scale || (lowscale < spr->scale &&
 | |
|                                  !R_PointOnSegSide (spr->gx, spr->gy, ds->curline)))
 | |
|       {
 | |
|          if (ds->maskedtexturecol)       // masked mid texture?
 | |
|             R_RenderMaskedSegRange(ds, r1, r2);
 | |
|          continue;               // seg is behind sprite
 | |
|       }
 | |
| 
 | |
|       // clip this piece of the sprite
 | |
|       // killough 3/27/98: optimized and made much shorter
 | |
| 
 | |
|       if (ds->silhouette&SIL_BOTTOM && spr->gz < ds->bsilheight) //bottom sil
 | |
|          for (x=r1 ; x<=r2 ; x++)
 | |
|             if (clipbot[x] == -2)
 | |
|                clipbot[x] = ds->sprbottomclip[x];
 | |
| 
 | |
|       if (ds->silhouette&SIL_TOP && spr->gzt > ds->tsilheight)   // top sil
 | |
|          for (x=r1 ; x<=r2 ; x++)
 | |
|             if (cliptop[x] == -2)
 | |
|                cliptop[x] = ds->sprtopclip[x];
 | |
|    }
 | |
| 
 | |
|    // killough 3/27/98:
 | |
|    // Clip the sprite against deep water and/or fake ceilings.
 | |
|    // killough 4/9/98: optimize by adding mh
 | |
|    // killough 4/11/98: improve sprite clipping for underwater/fake ceilings
 | |
|    // killough 11/98: fix disappearing sprites
 | |
| 
 | |
|    if (spr->heightsec != -1)  // only things in specially marked sectors
 | |
|    {
 | |
|       fixed_t h,mh;
 | |
|       int phs = viewplayer->mo->subsector->sector->heightsec;
 | |
|       if ((mh = sectors[spr->heightsec].floorheight) > spr->gz &&
 | |
|             (h = centeryfrac - FixedMul(mh-=viewz, spr->scale)) >= 0 &&
 | |
|             (h >>= FRACBITS) < viewheight)
 | |
|       {
 | |
|          if (mh <= 0 || (phs != -1 && viewz > sectors[phs].floorheight))
 | |
|          {                          // clip bottom
 | |
|             for (x=spr->x1 ; x<=spr->x2 ; x++)
 | |
|                if (clipbot[x] == -2 || h < clipbot[x])
 | |
|                   clipbot[x] = h;
 | |
|          }
 | |
|          else                        // clip top
 | |
|             if (phs != -1 && viewz <= sectors[phs].floorheight) // killough 11/98
 | |
|                for (x=spr->x1 ; x<=spr->x2 ; x++)
 | |
|                   if (cliptop[x] == -2 || h > cliptop[x])
 | |
|                      cliptop[x] = h;
 | |
|       }
 | |
| 
 | |
|       if ((mh = sectors[spr->heightsec].ceilingheight) < spr->gzt &&
 | |
|             (h = centeryfrac - FixedMul(mh-viewz, spr->scale)) >= 0 &&
 | |
|             (h >>= FRACBITS) < viewheight)
 | |
|       {
 | |
|          if (phs != -1 && viewz >= sectors[phs].ceilingheight)
 | |
|          {                         // clip bottom
 | |
|             for (x=spr->x1 ; x<=spr->x2 ; x++)
 | |
|                if (clipbot[x] == -2 || h < clipbot[x])
 | |
|                   clipbot[x] = h;
 | |
|          }
 | |
|          else                       // clip top
 | |
|             for (x=spr->x1 ; x<=spr->x2 ; x++)
 | |
|                if (cliptop[x] == -2 || h > cliptop[x])
 | |
|                   cliptop[x] = h;
 | |
|       }
 | |
|    }
 | |
|    // killough 3/27/98: end special clipping for deep water / fake ceilings
 | |
| 
 | |
|    // all clipping has been performed, so draw the sprite
 | |
|    // check for unclipped columns
 | |
| 
 | |
|    for (x = spr->x1 ; x<=spr->x2 ; x++)
 | |
|    {
 | |
|       if (clipbot[x] == -2)
 | |
|          clipbot[x] = viewheight;
 | |
| 
 | |
|       if (cliptop[x] == -2)
 | |
|          cliptop[x] = -1;
 | |
|    }
 | |
| 
 | |
|    mfloorclip = clipbot;
 | |
|    mceilingclip = cliptop;
 | |
|    R_DrawVisSprite (spr, spr->x1, spr->x2);
 | |
| }
 | |
| 
 | |
| //
 | |
| // R_DrawMasked
 | |
| //
 | |
| 
 | |
| void R_DrawMasked(void)
 | |
| {
 | |
|    int i;
 | |
|    drawseg_t *ds;
 | |
| 
 | |
|    R_SortVisSprites();
 | |
| 
 | |
|    // draw all vissprites back to front
 | |
| 
 | |
|    //   rendered_vissprites = num_vissprite;
 | |
|    for (i = num_vissprite ;--i>=0; )
 | |
|       R_DrawSprite(vissprite_ptrs[i]);         // killough
 | |
| 
 | |
|    // 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-- > drawsegs ; )  // new -- killough
 | |
|       if (ds->maskedtexturecol)
 | |
|          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 ();
 | |
| }
 |