summaryrefslogtreecommitdiff
path: root/apps/plugins/doom/r_things.c
blob: 461edadce1c77cfd0828a0cac54ac4d44682d1dd (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
/* 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;
// proff 11/06/98: Added for high-res
fixed_t pspriteyscale;

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 = FixedDiv (FRACUNIT, vis->scale);
   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 = 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[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 ();
}