summaryrefslogtreecommitdiff
path: root/apps/plugins/doom/r_things.c
diff options
context:
space:
mode:
authorDave Chapman <dave@dchapman.com>2006-03-28 15:44:01 +0000
committerDave Chapman <dave@dchapman.com>2006-03-28 15:44:01 +0000
commit47f4a458d636a889e955e68f896708f1276febc0 (patch)
tree99f770c02ef606f0abbdcd332ac39e69830d8007 /apps/plugins/doom/r_things.c
parentfff7d6157d56f233cad5c2003475e47a5ff809a7 (diff)
Patch #2969 - Doom! Currently only working on the H300.
git-svn-id: svn://svn.rockbox.org/rockbox/trunk@9312 a1c6a512-1295-4272-9138-f99709370657
Diffstat (limited to 'apps/plugins/doom/r_things.c')
-rw-r--r--apps/plugins/doom/r_things.c976
1 files changed, 976 insertions, 0 deletions
diff --git a/apps/plugins/doom/r_things.c b/apps/plugins/doom/r_things.c
new file mode 100644
index 0000000000..2e1f72e34c
--- /dev/null
+++ b/apps/plugins/doom/r_things.c
@@ -0,0 +1,976 @@
+/* Emacs style mode select -*- C++ -*-
+ *-----------------------------------------------------------------------------
+ *
+ *
+ * PrBoom a Doom port merged with LxDoom and LSDLDoom
+ * based on BOOM, a modified and improved DOOM engine
+ * Copyright (C) 1999 by
+ * id Software, Chi Hoang, Lee Killough, Jim Flynn, Rand Phares, Ty Halderman
+ * Copyright (C) 1999-2000 by
+ * Jess Haas, Nicolas Kalkhof, Colin Phipps, Florian Schulze
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software
+ * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
+ * 02111-1307, USA.
+ *
+ * DESCRIPTION:
+ * Refresh of things, i.e. objects represented by sprites.
+ *
+ *-----------------------------------------------------------------------------*/
+
+#include "doomdef.h"
+#include "m_swap.h"
+
+#include "doomstat.h"
+#include "w_wad.h"
+#include "r_main.h"
+#include "r_bsp.h"
+#include "r_segs.h"
+#include "r_draw.h"
+#include "r_things.h"
+#include "i_system.h"
+//#include "lprintf.h"
+#include "rockmacros.h"
+
+#define MINZ (FRACUNIT*4)
+#define BASEYCENTER 100
+
+typedef struct {
+ int x1;
+ int x2;
+ int column;
+ int topclip;
+ int bottomclip;
+} maskdraw_t;
+
+//
+// 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).
+// There was a lot of stuff grabbed wrong, so I changed it...
+//
+fixed_t pspritescale;
+fixed_t pspriteiscale;
+
+static lighttable_t** spritelights;
+
+// constant arrays
+// used for psprite clipping and initializing clipping
+short negonearray[SCREENWIDTH];
+short screenheightarray[SCREENWIDTH];
+
+
+//
+// INITIALIZATION FUNCTIONS
+//
+
+// variables used to look up and range check thing_t sprites patches
+
+spritedef_t* sprites;
+int numsprites;
+
+#define MAX_SPRITE_FRAMES 29 /* Macroized -- killough 1/25/98 */
+
+static spriteframe_t sprtemp[MAX_SPRITE_FRAMES];
+static int maxframe;
+
+//
+// R_InstallSpriteLump
+// Local function for R_InitSprites.
+//
+
+static void R_InstallSpriteLump(int lump, unsigned frame,
+ unsigned rotation, boolean flipped)
+{
+
+ if (frame >= MAX_SPRITE_FRAMES || rotation > 8)
+ I_Error("R_InstallSpriteLump: Bad frame characters in lump %i", lump);
+
+ if ((int)frame > maxframe)
+ maxframe = frame;
+
+ if (rotation == 0)
+ { // the lump should be used for all rotations
+ int r;
+ for (r=0 ; r<8 ; r++)
+ if (sprtemp[frame].lump[r]==-1)
+ {
+ sprtemp[frame].lump[r] = lump - firstspritelump;
+ sprtemp[frame].flip[r] = (byte) flipped;
+ sprtemp[frame].rotate = false; //jff 4/24/98 if any subbed, rotless
+ }
+ return;
+ }
+
+ // the lump is only used for one rotation
+
+ if (sprtemp[frame].lump[--rotation] == -1)
+ {
+ sprtemp[frame].lump[rotation] = lump - firstspritelump;
+ sprtemp[frame].flip[rotation] = (byte) flipped;
+ sprtemp[frame].rotate = true; //jff 4/24/98 only change if rot used
+ }
+}
+
+//
+// R_InitSpriteDefs
+// Pass a null terminated list of sprite names
+// (4 chars exactly) to be used.
+//
+// Builds the sprite rotation matrixes to account
+// for horizontally flipped sprites.
+//
+// Will report an error if the lumps are inconsistent.
+// 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.
+//
+// 1/25/98, 1/31/98 killough : Rewritten for performance
+//
+// Empirically verified to have excellent hash
+// properties across standard Doom sprites:
+
+#define R_SpriteNameHash(s) ((unsigned)((s)[0]-((s)[1]*3-(s)[3]*2-(s)[2])*2))
+
+void R_InitSpriteDefs(const char * const * namelist)
+{
+ size_t numentries = lastspritelump-firstspritelump+1;
+ struct { int index, next; } *hash;
+ int i;
+
+ if (!numentries || !*namelist)
+ return;
+
+ // count the number of sprite names
+ for (i=0; namelist[i]; i++)
+ ;
+
+ numsprites = i;
+
+ sprites = Z_Malloc(numsprites *sizeof(*sprites), PU_STATIC, NULL);
+
+ // Create hash table based on just the first four letters of each sprite
+ // killough 1/31/98
+
+ hash = malloc(sizeof(*hash)*numentries); // allocate hash table
+
+ for (i=0; (size_t)i<numentries; i++) // initialize hash table as empty
+ hash[i].index = -1;
+
+ for (i=0; (size_t)i<numentries; i++) // Prepend each sprite to hash chain
+ { // prepend so that later ones win
+ int j = R_SpriteNameHash(lumpinfo[i+firstspritelump].name) % numentries;
+ hash[i].next = hash[j].index;
+ hash[j].index = i;
+ }
+
+ // scan all the lump names for each of the names,
+ // noting the highest frame letter.
+
+ for (i=0 ; i<numsprites ; i++)
+ {
+ const char *spritename = namelist[i];
+ int j = hash[R_SpriteNameHash(spritename) % numentries].index;
+
+ if (j >= 0)
+ {
+ memset(sprtemp, -1, sizeof(sprtemp));
+ maxframe = -1;
+ do
+ {
+ register lumpinfo_t *lump = lumpinfo + j + firstspritelump;
+
+ // Fast portable comparison -- killough
+ // (using int pointer cast is nonportable):
+
+ if (!((lump->name[0] ^ spritename[0]) |
+ (lump->name[1] ^ spritename[1]) |
+ (lump->name[2] ^ spritename[2]) |
+ (lump->name[3] ^ spritename[3])))
+ {
+ R_InstallSpriteLump(j+firstspritelump,
+ lump->name[4] - 'A',
+ lump->name[5] - '0',
+ false);
+ if (lump->name[6])
+ R_InstallSpriteLump(j+firstspritelump,
+ lump->name[6] - 'A',
+ lump->name[7] - '0',
+ true);
+ }
+ }
+ while ((j = hash[j].next) >= 0);
+
+ // check the frames that were found for completeness
+ if ((sprites[i].numframes = ++maxframe)) // killough 1/31/98
+ {
+ int frame;
+ for (frame = 0; frame < maxframe; frame++)
+ switch ((int) sprtemp[frame].rotate)
+ {
+ case -1:
+ // no rotations were found for that frame at all
+ I_Error ("R_InitSprites: No patches found "
+ "for %.8s frame %c", namelist[i], frame+'A');
+ break;
+
+ case 0:
+ // only the first rotation is needed
+ break;
+
+ case 1:
+ // must have all 8 frames
+ {
+ int rotation;
+ for (rotation=0 ; rotation<8 ; rotation++)
+ if (sprtemp[frame].lump[rotation] == -1)
+ I_Error ("R_InitSprites: Sprite %.8s frame %c "
+ "is missing rotations",
+ namelist[i], frame+'A');
+ break;
+ }
+ }
+ // allocate space for the frames present and copy sprtemp to it
+ sprites[i].spriteframes =
+ Z_Malloc (maxframe * sizeof(spriteframe_t), PU_STATIC, NULL);
+ memcpy (sprites[i].spriteframes, sprtemp,
+ maxframe*sizeof(spriteframe_t));
+ }
+ }
+ }
+ free(hash); // free hash table
+}
+
+//
+// GAME FUNCTIONS
+//
+
+static vissprite_t *vissprites, **vissprite_ptrs; // killough
+static size_t num_vissprite, num_vissprite_alloc, num_vissprite_ptrs;
+
+
+//
+// R_InitSprites
+// Called at program start.
+//
+void R_InitSprites(const char * const *namelist)
+{
+ int i;
+
+ for (i=0 ; i<SCREENWIDTH ; i++)
+ negonearray[i] = -1;
+ R_InitSpriteDefs (namelist);
+}
+
+void R_ClearSprites (void)
+{
+ num_vissprite = 0; // killough
+}
+
+//
+// R_NewVisSprite
+//
+
+vissprite_t *R_NewVisSprite(void)
+{
+ if (num_vissprite >= num_vissprite_alloc) // killough
+ {
+ num_vissprite_alloc = num_vissprite_alloc ? num_vissprite_alloc*2 : 128;
+ vissprites = realloc(vissprites,num_vissprite_alloc*sizeof(*vissprites));
+ }
+ return vissprites + num_vissprite++;
+}
+
+//
+// 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;
+
+void R_DrawMaskedColumn(const column_t *column)
+{
+ int topscreen;
+ int bottomscreen;
+ fixed_t basetexturemid = dc_texturemid;
+
+ dc_texheight = 0; // killough 11/98
+ while (column->topdelta != 0xff)
+ {
+ // calculate unclipped screen coordinates for post
+ topscreen = sprtopscreen + spryscale*column->topdelta;
+ bottomscreen = topscreen + spryscale*column->length;
+
+ dc_yl = (topscreen+FRACUNIT-1)>>FRACBITS;
+ dc_yh = (bottomscreen-1)>>FRACBITS;
+
+ if (dc_yh >= mfloorclip[dc_x])
+ dc_yh = mfloorclip[dc_x]-1;
+
+ if (dc_yl <= mceilingclip[dc_x])
+ dc_yl = mceilingclip[dc_x]+1;
+
+ // killough 3/2/98, 3/27/98: Failsafe against overflow/crash:
+ if (dc_yl <= dc_yh && dc_yh < viewheight)
+ {
+ dc_source = (byte *)column + 3;
+ dc_texturemid = basetexturemid - (column->topdelta<<FRACBITS);
+
+ // Drawn by either R_DrawColumn
+ // or (SHADOW) R_DrawFuzzColumn.
+ colfunc ();
+ }
+ column = (const column_t *)( (byte *)column + column->length + 4);
+ }
+ dc_texturemid = basetexturemid;
+}
+
+//
+// R_DrawVisSprite
+// mfloorclip and mceilingclip should also be set.
+//
+// CPhipps - new wad lump handling, *'s to const*'s
+void R_DrawVisSprite(vissprite_t *vis, int x1, int x2)
+{
+ (void)x1;
+ (void)x2;
+ const column_t *column;
+ int texturecolumn;
+ fixed_t frac;
+ const patch_t *patch = W_CacheLumpNum (vis->patch+firstspritelump);
+
+ dc_colormap = vis->colormap;
+
+ // killough 4/11/98: rearrange and handle translucent sprites
+ // mixed with translucent/non-translucenct 2s normals
+
+ if (!dc_colormap) // NULL colormap = shadow draw
+ colfunc = R_DrawFuzzColumn; // killough 3/14/98
+ else
+ if (vis->mobjflags & MF_TRANSLATION)
+ {
+ colfunc = R_DrawTranslatedColumn;
+ dc_translation = translationtables - 256 +
+ ((vis->mobjflags & MF_TRANSLATION) >> (MF_TRANSSHIFT-8) );
+ }
+ else
+ if (vis->mobjflags & MF_TRANSLUCENT && general_translucency) // phares
+ {
+ colfunc = R_DrawTLColumn;
+ tranmap = main_tranmap; // killough 4/11/98
+ }
+ else
+ colfunc = R_DrawColumn; // killough 3/14/98, 4/11/98
+
+
+ // proff 11/06/98: Changed for high-res
+ dc_iscale = D_abs(vis->xiscale);
+ dc_texturemid = vis->texturemid;
+ frac = vis->startfrac;
+ spryscale = vis->scale;
+ sprtopscreen = centeryfrac - FixedMul(dc_texturemid,spryscale);
+
+ for (dc_x=vis->x1 ; dc_x<=vis->x2 ; dc_x++, frac += vis->xiscale)
+ {
+ texturecolumn = frac>>FRACBITS;
+
+#ifdef RANGECHECK
+ if (texturecolumn < 0 || texturecolumn >= SHORT(patch->width))
+ I_Error ("R_DrawSpriteRange: Bad texturecolumn");
+#endif
+
+ column = (const column_t *)((const byte *) patch +
+ LONG(patch->columnofs[texturecolumn]));
+ R_DrawMaskedColumn (column);
+ }
+ colfunc = R_DrawColumn; // killough 3/14/98
+ W_UnlockLumpNum(vis->patch+firstspritelump); // cph - release lump
+}
+
+//
+// R_ProjectSprite
+// Generates a vissprite for a thing if it might be visible.
+//
+
+void R_ProjectSprite (mobj_t* thing)
+{
+ fixed_t gzt; // killough 3/27/98
+ fixed_t tx;
+ fixed_t xscale;
+ int x1;
+ int x2;
+ spritedef_t *sprdef;
+ spriteframe_t *sprframe;
+ int lump;
+ boolean flip;
+ vissprite_t *vis;
+#ifndef GL_DOOM
+ fixed_t iscale;
+#endif
+ int heightsec; // killough 3/27/98
+
+ // transform the origin point
+ fixed_t tr_x = thing->x - viewx;
+ fixed_t tr_y = thing->y - viewy;
+
+ fixed_t gxt = FixedMul(tr_x,viewcos);
+ fixed_t gyt = -FixedMul(tr_y,viewsin);
+
+ fixed_t tz = gxt-gyt;
+
+ // thing is behind view plane?
+ if (tz < MINZ)
+ return;
+
+ xscale = FixedDiv(projection, tz);
+
+ gxt = -FixedMul(tr_x,viewsin);
+ gyt = FixedMul(tr_y,viewcos);
+ tx = -(gyt+gxt);
+
+ // too far off the side?
+ if (D_abs(tx)>(tz<<2))
+ return;
+
+ // decide which patch to use for sprite relative to player
+#ifdef RANGECHECK
+ if ((unsigned) thing->sprite >= (unsigned)numsprites)
+ I_Error ("R_ProjectSprite: Invalid sprite number %i", thing->sprite);
+#endif
+
+ sprdef = &sprites[thing->sprite];
+
+#ifdef RANGECHECK
+ if ((thing->frame&FF_FRAMEMASK) >= sprdef->numframes)
+ I_Error ("R_ProjectSprite: Invalid sprite frame %i : %i", thing->sprite,
+ thing->frame);
+#endif
+
+ sprframe = &sprdef->spriteframes[thing->frame & FF_FRAMEMASK];
+
+ if (sprframe->rotate)
+ {
+ // choose a different rotation based on player view
+ angle_t ang = R_PointToAngle(thing->x, thing->y);
+ unsigned rot = (ang-thing->angle+(unsigned)(ANG45/2)*9)>>29;
+ lump = sprframe->lump[rot];
+ flip = (boolean) sprframe->flip[rot];
+ }
+ else
+ {
+ // use single rotation for all views
+ lump = sprframe->lump[0];
+ flip = (boolean) sprframe->flip[0];
+ }
+
+ /* calculate edges of the shape
+ * cph 2003/08/1 - fraggle points out that this offset must be flipped if the
+ * sprite is flipped; e.g. FreeDoom imp is messed up by this. */
+ 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 = xscale;
+ 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 = pspritescale;
+
+ 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[SCREENWIDTH]; // killough 2/8/98:
+ short cliptop[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 ();
+}