diff options
author | Dave Chapman <dave@dchapman.com> | 2006-03-28 15:44:01 +0000 |
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committer | Dave Chapman <dave@dchapman.com> | 2006-03-28 15:44:01 +0000 |
commit | 47f4a458d636a889e955e68f896708f1276febc0 (patch) | |
tree | 99f770c02ef606f0abbdcd332ac39e69830d8007 /apps/plugins/doom/r_things.c | |
parent | fff7d6157d56f233cad5c2003475e47a5ff809a7 (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.c | 976 |
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 (); +} |