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- // R_things.c
- #include <stdio.h>
- #include <stdlib.h>
- #include "DoomDef.h"
- #include "R_local.h"
- void R_DrawColumn (void);
- void R_DrawFuzzColumn (void);
- typedef struct
- {
- int x1, 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, pspriteiscale;
- 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;
- spriteframe_t sprtemp[26];
- int maxframe;
- char *spritename;
- /*
- =================
- =
- = R_InstallSpriteLump
- =
- = Local function for R_InitSprites
- =================
- */
- void R_InstallSpriteLump (int lump, unsigned frame, unsigned rotation, boolean flipped)
- {
- int r;
- if (frame >= 26 || 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
- if (sprtemp[frame].rotate == false)
- I_Error ("R_InitSprites: Sprite %s frame %c has multip rot=0 lump"
- , spritename, 'A'+frame);
- if (sprtemp[frame].rotate == true)
- I_Error ("R_InitSprites: Sprite %s frame %c has rotations and a rot=0 lump"
- , spritename, 'A'+frame);
- sprtemp[frame].rotate = false;
- for (r=0 ; r<8 ; r++)
- {
- sprtemp[frame].lump[r] = lump - firstspritelump;
- sprtemp[frame].flip[r] = (byte)flipped;
- }
- return;
- }
- // the lump is only used for one rotation
- if (sprtemp[frame].rotate == false)
- I_Error ("R_InitSprites: Sprite %s frame %c has rotations and a rot=0 lump"
- , spritename, 'A'+frame);
- sprtemp[frame].rotate = true;
- rotation--; // make 0 based
- if (sprtemp[frame].lump[rotation] != -1)
- I_Error ("R_InitSprites: Sprite %s : %c : %c has two lumps mapped to it"
- ,spritename, 'A'+frame, '1'+rotation);
- sprtemp[frame].lump[rotation] = lump - firstspritelump;
- sprtemp[frame].flip[rotation] = (byte)flipped;
- }
- /*
- =================
- =
- = 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 inconsistant
- =
Only called at startup
- =
- = Sprite lump names are 4 characters for the actor, a letter for the frame,
- = and a number for the rotation, A sprite that is flippable will have an
- = additional letter/number appended. The rotation character can be 0 to
- = signify no rotations
- =================
- */
- void R_InitSpriteDefs (char **namelist)
- {
- char **check;
- int i, l, intname, frame, rotation;
- int start, end;
- // count the number of sprite names
- check = namelist;
- while (*check != NULL)
- check++;
- numsprites = check-namelist;
- if (!numsprites)
- return;
- sprites = Z_Malloc(numsprites *sizeof(*sprites), PU_STATIC, NULL);
- start = firstspritelump-1;
- end = lastspritelump+1;
- // scan all the lump names for each of the names, noting the highest
- // frame letter
- // Just compare 4 characters as ints
- for (i=0 ; i<numsprites ; i++)
- {
- spritename = namelist[i];
- memset (sprtemp,-1, sizeof(sprtemp));
- maxframe = -1;
- intname = *(int *)namelist[i];
- //
- // scan the lumps, filling in the frames for whatever is found
- //
- for (l=start+1 ; l<end ; l++)
- if (*(int *)lumpinfo[l].name == intname)
- {
- frame = lumpinfo[l].name[4] - 'A';
- rotation = lumpinfo[l].name[5] - '0';
- R_InstallSpriteLump (l, frame, rotation, false);
- if (lumpinfo[l].name[6])
- {
- frame = lumpinfo[l].name[6] - 'A';
- rotation = lumpinfo[l].name[7] - '0';
- R_InstallSpriteLump (l, frame, rotation, true);
- }
- }
- //
- // check the frames that were found for completeness
- //
- if (maxframe == -1)
- {
- //continue;
- sprites[i].numframes = 0;
- if (shareware)
- continue;
- I_Error ("R_InitSprites: No lumps found for sprite %s"
- ,namelist[i]);
- }
- maxframe++;
- 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 %s frame %c"
- , namelist[i], frame+'A');
- case 0: // only the first rotation is needed
- break;
- case 1: // must have all 8 frames
- for (rotation=0 ; rotation<8 ; rotation++)
- if (sprtemp[frame].lump[rotation] == -1)
- I_Error ("R_InitSprites: Sprite %s frame %c is missing rotations"
- , namelist[i], frame+'A');
- }
- }
- //
- // allocate space for the frames present and copy sprtemp to it
- //
- sprites[i].numframes = maxframe;
- sprites[i].spriteframes =
- Z_Malloc (maxframe * sizeof(spriteframe_t), PU_STATIC, NULL);
- memcpy (sprites[i].spriteframes, sprtemp, maxframe*sizeof(spriteframe_t));
- }
- }
- /*
- ===============================================================================
- GAME FUNCTIONS
- ===============================================================================
- */
- vissprite_t vissprites[MAXVISSPRITES], *vissprite_p;
- int newvissprite;
- /*
- ===================
- =
- = R_InitSprites
- =
- = Called at program start
- ===================
- */
- void R_InitSprites (char **namelist)
- {
- int i;
- for (i=0 ; i<SCREENWIDTH ; i++)
- {
- negonearray[i] = -1;
- }
- R_InitSpriteDefs (namelist);
- }
- /*
- ===================
- =
- = R_ClearSprites
- =
- = Called at frame start
- ===================
- */
- void R_ClearSprites (void)
- {
- vissprite_p = vissprites;
- }
- /*
- ===================
- =
- = R_NewVisSprite
- =
- ===================
- */
- vissprite_t overflowsprite;
- vissprite_t *R_NewVisSprite (void)
- {
- if (vissprite_p == &vissprites[MAXVISSPRITES])
- return &overflowsprite;
- vissprite_p++;
- return vissprite_p-1;
- }
- /*
- ================
- =
- = R_DrawMaskedColumn
- =
- = Used for sprites and masked mid textures
- ================
- */
- short *mfloorclip;
- short *mceilingclip;
- fixed_t spryscale;
- fixed_t sprtopscreen;
- fixed_t sprbotscreen;
- void R_DrawMaskedColumn (column_t *column, signed int baseclip)
- {
- int topscreen, bottomscreen;
- fixed_t basetexturemid;
- basetexturemid = dc_texturemid;
- for ( ; 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;
- if(dc_yh >= baseclip && baseclip != -1)
- dc_yh = baseclip;
- if (dc_yl <= dc_yh)
- {
- dc_source = (byte *)column + 3;
- dc_texturemid = basetexturemid - (column->topdelta<<FRACBITS);
- // dc_source = (byte *)column + 3 - column->topdelta;
- colfunc (); // either R_DrawColumn or R_DrawFuzzColumn
- }
- column = (column_t *)( (byte *)column + column->length + 4);
- }
- dc_texturemid = basetexturemid;
- }
- /*
- ================
- =
- = R_DrawVisSprite
- =
- = mfloorclip and mceilingclip should also be set
- ================
- */
- void R_DrawVisSprite (vissprite_t *vis, int x1, int x2)
- {
- column_t *column;
- int texturecolumn;
- fixed_t frac;
- patch_t *patch;
- fixed_t baseclip;
- patch = W_CacheLumpNum(vis->patch+firstspritelump, PU_CACHE);
- dc_colormap = vis->colormap;
- // if(!dc_colormap)
- // colfunc = fuzzcolfunc; // NULL colormap = shadow draw
- if(vis->mobjflags&MF_SHADOW)
- {
- if(vis->mobjflags&MF_TRANSLATION)
- {
- colfunc = R_DrawTranslatedFuzzColumn;
- dc_translation = translationtables - 256 +
- ((vis->mobjflags & MF_TRANSLATION) >> (MF_TRANSSHIFT-8));
- }
- else
- { // Draw using shadow column function
- colfunc = fuzzcolfunc;
- }
- }
- else if(vis->mobjflags&MF_TRANSLATION)
- {
- // Draw using translated column function
- colfunc = R_DrawTranslatedColumn;
- dc_translation = translationtables - 256 +
- ( (vis->mobjflags & MF_TRANSLATION) >> (MF_TRANSSHIFT-8) );
- }
- dc_iscale = abs(vis->xiscale)>>detailshift;
- dc_texturemid = vis->texturemid;
- frac = vis->startfrac;
- spryscale = vis->scale;
- sprtopscreen = centeryfrac - FixedMul(dc_texturemid,spryscale);
- // check to see if weapon is a vissprite
- if(vis->psprite)
- {
- dc_texturemid += FixedMul(((centery-viewheight/2)<<FRACBITS),
- vis->xiscale);
- sprtopscreen += (viewheight/2-centery)<<FRACBITS;
- }
- if(vis->footclip && !vis->psprite)
- {
- sprbotscreen = sprtopscreen+FixedMul(patch->height<<FRACBITS,
- spryscale);
- baseclip = (sprbotscreen-FixedMul(vis->footclip<<FRACBITS,
- spryscale))>>FRACBITS;
- }
- else
- {
- baseclip = -1;
- }
- 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 = (column_t *) ((byte *)patch +
- LONG(patch->columnofs[texturecolumn]));
- R_DrawMaskedColumn (column, baseclip);
- }
- colfunc = basecolfunc;
- }
- /*
- ===================
- =
- = R_ProjectSprite
- =
- = Generates a vissprite for a thing if it might be visible
- =
- ===================
- */
- void R_ProjectSprite (mobj_t *thing)
- {
- fixed_t trx,try;
- fixed_t gxt,gyt;
- fixed_t tx,tz;
- fixed_t xscale;
- int x1, x2;
- spritedef_t *sprdef;
- spriteframe_t *sprframe;
- int lump;
- unsigned rot;
- boolean flip;
- int index;
- vissprite_t *vis;
- angle_t ang;
- fixed_t iscale;
- if(thing->flags2&MF2_DONTDRAW)
- { // Never make a vissprite when MF2_DONTDRAW is flagged.
- return;
- }
- //
- // transform the origin point
- //
- trx = thing->x - viewx;
- try = thing->y - viewy;
- gxt = FixedMul(trx,viewcos);
- gyt = -FixedMul(try,viewsin);
- tz = gxt-gyt;
- if (tz < MINZ)
- return; // thing is behind view plane
- xscale = FixedDiv(projection, tz);
- gxt = -FixedMul(trx,viewsin);
- gyt = FixedMul(try,viewcos);
- tx = -(gyt+gxt);
-
- if (abs(tx)>(tz<<2))
- return; // too far off the side
- //
- // decide which patch to use for sprite reletive to player
- //
- #ifdef RANGECHECK
- if ((unsigned)thing->sprite >= 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
- ang = R_PointToAngle (thing->x, thing->y);
- 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
- //
- tx -= spriteoffset[lump];
- x1 = (centerxfrac + FixedMul (tx,xscale) ) >>FRACBITS;
- if (x1 > viewwidth)
- return; // off the right side
- tx += spritewidth[lump];
- x2 = ((centerxfrac + FixedMul (tx,xscale) ) >>FRACBITS) - 1;
- if (x2 < 0)
- return; // off the left side
- //
- // store information in a vissprite
- //
- vis = R_NewVisSprite ();
- vis->mobjflags = thing->flags;
- vis->psprite = false;
- vis->scale = xscale<<detailshift;
- vis->gx = thing->x;
- vis->gy = thing->y;
- vis->gz = thing->z;
- vis->gzt = thing->z + spritetopoffset[lump];
- // foot clipping
- if(thing->flags2&MF2_FEETARECLIPPED
- && thing->z <= thing->subsector->sector->floorheight)
- {
- vis->footclip = 10;
- }
- else vis->footclip = 0;
- vis->texturemid = vis->gzt - viewz - (vis->footclip<<FRACBITS);
- 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 = colormaps; // full bright
- else
- { // diminished light
- index = xscale>>(LIGHTSCALESHIFT-detailshift);
- if (index >= MAXLIGHTSCALE)
- index = MAXLIGHTSCALE-1;
- vis->colormap = spritelights[index];
- }
- }
- /*
- ========================
- =
- = R_AddSprites
- =
- ========================
- */
- void R_AddSprites (sector_t *sec)
- {
- mobj_t *thing;
- int lightnum;
- if (sec->validcount == validcount)
- return; // already added
- sec->validcount = validcount;
- lightnum = (sec->lightlevel >> LIGHTSEGSHIFT)+extralight;
- if (lightnum < 0)
- spritelights = scalelight[0];
- else if (lightnum >= LIGHTLEVELS)
- spritelights = scalelight[LIGHTLEVELS-1];
- else
- spritelights = scalelight[lightnum];
- for (thing = sec->thinglist ; thing ; thing = thing->snext)
- R_ProjectSprite (thing);
- }
- /*
- ========================
- =
- = R_DrawPSprite
- =
- ========================
- */
- int PSpriteSY[NUMWEAPONS] =
- {
- 0, // staff
- 5*FRACUNIT, // goldwand
- 15*FRACUNIT, // crossbow
- 15*FRACUNIT, // blaster
- 15*FRACUNIT, // skullrod
- 15*FRACUNIT, // phoenix rod
- 15*FRACUNIT, // mace
- 15*FRACUNIT, // gauntlets
- 15*FRACUNIT // beak
- };
- 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, avis;
- int tempangle;
- //
- // decide which patch to use
- //
- #ifdef RANGECHECK
- if ( (unsigned)psp->state->sprite >= 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 : %i "
- , 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];
- if(viewangleoffset)
- {
- tempangle = ((centerxfrac/1024)*(viewangleoffset>>ANGLETOFINESHIFT));
- }
- else
- {
- tempangle = 0;
- }
- x1 = (centerxfrac + FixedMul (tx,pspritescale)+tempangle ) >>FRACBITS;
- if (x1 > viewwidth)
- return; // off the right side
- tx += spritewidth[lump];
- x2 = ((centerxfrac + FixedMul (tx, pspritescale)+tempangle ) >>FRACBITS) - 1;
- if (x2 < 0)
- return; // off the left side
- //
- // store information in a vissprite
- //
- vis = &avis;
- vis->mobjflags = 0;
- vis->psprite = true;
- vis->texturemid = (BASEYCENTER<<FRACBITS)+FRACUNIT/2-(psp->sy-spritetopoffset[lump]);
- if(viewheight == SCREENHEIGHT)
- {
- vis->texturemid -= PSpriteSY[players[consoleplayer].readyweapon];
- }
- vis->x1 = x1 < 0 ? 0 : x1;
- vis->x2 = x2 >= viewwidth ? viewwidth-1 : x2;
- vis->scale = pspritescale<<detailshift;
- 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)
- {
- // Invisibility
- vis->colormap = spritelights[MAXLIGHTSCALE-1];
- vis->mobjflags |= MF_SHADOW;
- }
- else if(fixedcolormap)
- {
- // Fixed color
- vis->colormap = fixedcolormap;
- }
- else if(psp->state->frame & FF_FULLBRIGHT)
- {
- // Full bright
- vis->colormap = colormaps;
- }
- else
- {
- // local light
- vis->colormap = spritelights[MAXLIGHTSCALE-1];
- }
- 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
- =
- ========================
- */
- vissprite_t vsprsortedhead;
- void R_SortVisSprites (void)
- {
- int i, count;
- vissprite_t *ds, *best;
- vissprite_t unsorted;
- fixed_t bestscale;
- count = vissprite_p - vissprites;
- unsorted.next = unsorted.prev = &unsorted;
- if (!count)
- return;
- for (ds=vissprites ; ds<vissprite_p ; ds++)
- {
- ds->next = ds+1;
- ds->prev = ds-1;
- }
- vissprites[0].prev = &unsorted;
- unsorted.next = &vissprites[0];
- (vissprite_p-1)->next = &unsorted;
- unsorted.prev = vissprite_p-1;
- //
- // pull the vissprites out by scale
- //
- best = 0; // shut up the compiler warning
- vsprsortedhead.next = vsprsortedhead.prev = &vsprsortedhead;
- for (i=0 ; i<count ; i++)
- {
- bestscale = MAXINT;
- for (ds=unsorted.next ; ds!= &unsorted ; ds=ds->next)
- {
- if (ds->scale < bestscale)
- {
- bestscale = ds->scale;
- best = ds;
- }
- }
- best->next->prev = best->prev;
- best->prev->next = best->next;
- best->next = &vsprsortedhead;
- best->prev = vsprsortedhead.prev;
- vsprsortedhead.prev->next = best;
- vsprsortedhead.prev = best;
- }
- }
- /*
- ========================
- =
- = R_DrawSprite
- =
- ========================
- */
- void R_DrawSprite (vissprite_t *spr)
- {
- drawseg_t *ds;
- short clipbot[SCREENWIDTH], cliptop[SCREENWIDTH];
- int x, r1, r2;
- fixed_t scale, lowscale;
- int silhouette;
- 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
- //
- for (ds=ds_p-1 ; ds >= drawsegs ; ds--)
- {
- //
- // determine if the drawseg obscures the sprite
- //
- if (ds->x1 > spr->x2 || ds->x2 < spr->x1 ||
- (!ds->silhouette && !ds->maskedtexturecol) )
- continue; // doesn't 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
- //
- silhouette = ds->silhouette;
- if (spr->gz >= ds->bsilheight)
- silhouette &= ~SIL_BOTTOM;
- if (spr->gzt <= ds->tsilheight)
- silhouette &= ~SIL_TOP;
- if (silhouette == 1)
- { // bottom sil
- for (x=r1 ; x<=r2 ; x++)
- if (clipbot[x] == -2)
- clipbot[x] = ds->sprbottomclip[x];
- }
- else if (silhouette == 2)
- { // top sil
- for (x=r1 ; x<=r2 ; x++)
- if (cliptop[x] == -2)
- cliptop[x] = ds->sprtopclip[x];
- }
- else if (silhouette == 3)
- { // both
- for (x=r1 ; x<=r2 ; x++)
- {
- if (clipbot[x] == -2)
- clipbot[x] = ds->sprbottomclip[x];
- if (cliptop[x] == -2)
- cliptop[x] = ds->sprtopclip[x];
- }
- }
- }
- //
- // 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)
- {
- vissprite_t *spr;
- drawseg_t *ds;
- R_SortVisSprites ();
- if (vissprite_p > vissprites)
- {
- // draw all vissprites back to front
- for (spr = vsprsortedhead.next ; spr != &vsprsortedhead
- ; spr=spr->next)
- R_DrawSprite (spr);
- }
- //
- // render any remaining masked mid textures
- //
- for (ds=ds_p-1 ; ds >= drawsegs ; ds--)
- if (ds->maskedtexturecol)
- R_RenderMaskedSegRange (ds, ds->x1, ds->x2);
- //
- // draw the psprites on top of everything
- //
- // Added for the sideviewing with an external device
- if (viewangleoffset <= 1024<<ANGLETOFINESHIFT || viewangleoffset >=
- -1024<<ANGLETOFINESHIFT)
- { // don't draw on side views
- R_DrawPlayerSprites ();
- }
- // if (!viewangleoffset) // don't draw on side views
- // R_DrawPlayerSprites ();
- }
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