ref: 1c9458bd4fb64dcc74c08041c59a5088ccee9dd8
dir: /r_things.c/
//**************************************************************************
//**
//** r_things.c : Heretic 2 : Raven Software, Corp.
//**
//** $Revision: 575 $
//** $Date: 2011-04-13 22:06:28 +0300 (Wed, 13 Apr 2011) $
//**
//**************************************************************************
#include "h2stdinc.h"
#include "h2def.h"
#include "r_local.h"
#ifdef RENDER3D
#include "ogl_def.h"
#endif
void R_DrawColumn (void);
void R_DrawFuzzColumn (void);
void R_DrawAltFuzzColumn(void);
//void R_DrawTranslatedAltFuzzColumn(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;
// constant arrays used for psprite clipping and initializing clipping
#ifndef RENDER3D
short negonearray[SCREENWIDTH];
short screenheightarray[SCREENWIDTH];
#endif
boolean LevelUseFullBright;
// variables used to look up and range check thing_t sprites patches
spritedef_t *sprites;
int numsprites;
#ifndef RENDER3D
static lighttable_t **spritelights;
#endif
static spriteframe_t sprtemp[30];
static int maxframe;
static const char *spritename;
/*
===============================================================================
INITIALIZATION FUNCTIONS
===============================================================================
*/
/*
=================
=
= R_InstallSpriteLump
=
= Local function for R_InitSprites
=================
*/
void R_InstallSpriteLump (int lump, unsigned frame, unsigned rotation, boolean flipped)
{
int r;
if (frame >= 30 || 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 (const char **namelist)
{
const char **check;
int i, l, frame, rotation;
int start, end;
// count the number of sprite names
check = namelist;
while (*check != NULL)
check++;
numsprites = check - namelist;
if (!numsprites)
return;
sprites = (spritedef_t *) 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;
//
// scan the lumps, filling in the frames for whatever is found
//
for (l = start + 1; l < end; l++)
{
if (memcmp(lumpinfo[l].name, namelist[i], 4) == 0)
{
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 =
(spriteframe_t *) 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;
/*
===================
=
= R_InitSprites
=
= Called at program start
===================
*/
void R_InitSprites (const char **namelist)
{
#ifndef RENDER3D
int i;
for (i = 0; i < SCREENWIDTH; i++)
{
negonearray[i] = -1;
}
#endif
R_InitSpriteDefs (namelist);
}
/*
===================
=
= R_ClearSprites
=
= Called at frame start
===================
*/
void R_ClearSprites (void)
{
vissprite_p = vissprites;
}
/*
===================
=
= R_NewVisSprite
=
===================
*/
static vissprite_t overflowsprite;
static vissprite_t *R_NewVisSprite (void)
{
if (vissprite_p == &vissprites[MAXVISSPRITES])
return &overflowsprite;
vissprite_p++;
return vissprite_p - 1;
}
#ifndef RENDER3D
/*
================
=
= 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;
USED(x1);
USED(x2);
patch = (patch_t *) 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|MF_ALTSHADOW))
{
if (vis->mobjflags & MF_TRANSLATION)
{
colfunc = R_DrawTranslatedFuzzColumn;
dc_translation = translationtables - 256 + vis->playerclass * ((MAXPLAYERS - 1) * 256) +
((vis->mobjflags & MF_TRANSLATION)>>(MF_TRANSSHIFT - 8));
}
else if (vis->mobjflags & MF_SHADOW)
{ // Draw using shadow column function
colfunc = fuzzcolfunc;
}
else
{
colfunc = R_DrawAltFuzzColumn;
}
}
else if (vis->mobjflags & MF_TRANSLATION)
{
// Draw using translated column function
colfunc = R_DrawTranslatedColumn;
dc_translation = translationtables - 256 + vis->playerclass * ((MAXPLAYERS - 1) * 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 vissprite is a weapon
if (vis->psprite)
{
dc_texturemid += FixedMul(((centery-viewheight/2)<<FRACBITS), vis->xiscale);
sprtopscreen += (viewheight/2 - centery)<<FRACBITS;
}
if (vis->floorclip && !vis->psprite)
{
sprbotscreen = sprtopscreen + FixedMul(SHORT(patch->height)<<FRACBITS, spryscale);
baseclip = (sprbotscreen - FixedMul(vis->floorclip, 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;
}
#endif /* RENDER3D */
/*
===================
=
= R_ProjectSprite
=
= Generates a vissprite for a thing if it might be visible
=
===================
*/
void R_ProjectSprite (mobj_t *thing)
{
fixed_t xtr, ytr;
fixed_t gxt, gyt;
fixed_t tz;
fixed_t xscale;
int x1 = 0, x2 = 0;
spritedef_t *sprdef;
spriteframe_t *sprframe;
int lump;
unsigned int rot;
boolean flip;
#ifndef RENDER3D
fixed_t tx;
int idx;
#endif
vissprite_t *vis;
angle_t ang;
fixed_t iscale;
#ifdef RENDER3D
float v1[2], v2[2];
float sinrv, cosrv, thangle; // rv = real value
#endif
USED(x1);
USED(x2);
if (thing->flags2 & MF2_DONTDRAW)
{ // Never make a vissprite when MF2_DONTDRAW is flagged.
return;
}
//
// transform the origin point
//
xtr = thing->x - viewx;
ytr = thing->y - viewy;
gxt = FixedMul(xtr,viewcos);
gyt = -FixedMul(ytr,viewsin);
tz = gxt - gyt;
#ifdef RENDER3D
if (tz < 0)
tz = -tz; // Make it positive. The clipper will handle backside.
if (tz < FRACUNIT)
tz = FRACUNIT;
#else
if (tz < MINZ)
return; // thing is behind view plane
#endif
xscale = FixedDiv(projection, tz);
#ifndef RENDER3D
gxt = -FixedMul(xtr,viewsin);
gyt = FixedMul(ytr,viewcos);
tx = -(gyt + gxt);
if (abs(tx) > (tz<<2))
return; // too far off the side
#endif
//
// decide which patch to use for sprite reletive to player
//
#ifdef RANGECHECK
if ((unsigned int)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 int)(ANG45/2)*9) >> 29;
lump = sprframe->lump[rot];
flip = !!(sprframe->flip[rot]);
}
else
{ // use single rotation for all views
lump = sprframe->lump[0];
flip = !!(sprframe->flip[0]);
}
//
// calculate edges of the shape
//
#ifdef RENDER3D
v1[VX] = FIX2FLT(thing->x);
v1[VY] = FIX2FLT(thing->y);
// thangle = BANG2RAD(bamsAtan2((v1[VY]-FIX2FLT(viewy))*10, (v1[VX]-FIX2FLT(viewx))*10)) - PI/2;
thangle = BANG2RAD(bamsAtan2(FIX2FLT(ytr)*10, FIX2FLT(xtr)*10)) - PI/2;
sinrv = sin(thangle);
cosrv = cos(thangle);
v1[VX] -= cosrv*(spriteoffset[lump]>>FRACBITS);
v1[VY] -= sinrv*(spriteoffset[lump]>>FRACBITS);
v2[VX] = v1[VX] + cosrv*(spritewidth[lump]>>FRACBITS);
v2[VY] = v1[VY] + sinrv*(spritewidth[lump]>>FRACBITS);
// Check for visibility.
if (!C_CheckViewRelSeg(v1[VX], v1[VY], v2[VX], v2[VY]))
//if (!C_IsAngleVisible(RAD2BANG(thangle+PI/2)))
return; // Isn't visible.
#else
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
#endif
//
// 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];
#ifdef RENDER3D
vis->secfloor = FIX2FLT(thing->subsector->sector->floorheight);
vis->secceil = FIX2FLT(thing->subsector->sector->ceilingheight);
#endif
if (thing->flags & MF_TRANSLATION)
{
if (thing->player)
{
vis->playerclass = thing->player->playerclass;
}
else
{
vis->playerclass = thing->special1;
}
if (vis->playerclass > 2)
{
// O.S. -- FIXME: HARDCODED NUMBER: 2 == PCLASS_MAGE
vis->playerclass = 0;
}
}
// foot clipping
vis->floorclip = thing->floorclip;
vis->texturemid = vis->gzt - viewz - vis->floorclip;
#ifdef RENDER3D
// The start and end vertices.
vis->v1[VX] = v1[VX];
vis->v1[VY] = v1[VY];
vis->v2[VX] = v2[VX];
vis->v2[VY] = v2[VY];
#endif
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 ...
#ifdef RENDER3D
if (thing->frame & FF_FULLBRIGHT)
{ // full bright
vis->lightlevel = -1;
}
else
{ // diminished light
vis->lightlevel = thing->subsector->sector->lightlevel;
}
#else
if (fixedcolormap)
vis->colormap = fixedcolormap; // fixed map
else if (LevelUseFullBright && thing->frame & FF_FULLBRIGHT)
vis->colormap = colormaps; // full bright
else
{ // diminished light
idx = xscale>>(LIGHTSCALESHIFT - detailshift);
if (idx >= MAXLIGHTSCALE)
idx = MAXLIGHTSCALE-1;
vis->colormap = spritelights[idx];
}
#endif
}
/*
========================
=
= R_AddSprites
=
========================
*/
void R_AddSprites (sector_t *sec)
{
if (sec->validcount == validcount)
{
return; // already added
}
else
{
mobj_t *thing;
#ifndef RENDER3D
int lightnum;
lightnum = (sec->lightlevel >> LIGHTSEGSHIFT) + extralight;
if (lightnum < 0)
spritelights = scalelight[0];
else if (lightnum >= LIGHTLEVELS)
spritelights = scalelight[LIGHTLEVELS-1];
else
spritelights = scalelight[lightnum];
#endif
sec->validcount = validcount;
for (thing = sec->thinglist ; thing ; thing = thing->snext)
R_ProjectSprite (thing);
}
}
/*
========================
=
= R_DrawPSprite
=
========================
*/
/* Y-adjustment values for full screen (4 weapons) */
static int PSpriteSY[NUMCLASSES][NUMWEAPONS] =
{
{ 0, -12 * FRACUNIT, -10 * FRACUNIT, 10 * FRACUNIT }, /* Fighter */
{ -8 * FRACUNIT, 10 * FRACUNIT, 10 * FRACUNIT, 0 }, /* Cleric */
{ 9 * FRACUNIT, 20 * FRACUNIT, 20 * FRACUNIT, 20 * FRACUNIT }, /* Mage */
{ 10 * FRACUNIT, 10 * FRACUNIT, 10 * FRACUNIT, 10 * FRACUNIT } /* Pig */
};
void R_DrawPSprite (pspdef_t *psp)
{
fixed_t tx;
int x1;
#ifndef RENDER3D
int x2;
#endif
spritedef_t *sprdef;
spriteframe_t *sprframe;
int lump;
boolean flip;
#ifdef RENDER3D
float light, alpha;
int y;
#else
vissprite_t *vis, avis;
#endif
int tempangle;
//
// decide which patch to use
//
#ifdef RANGECHECK
if ( (unsigned int)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 = !!(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;
#ifdef RENDER3D
// Set the OpenGL color & alpha.
light = 1;
alpha = 1;
if (viewplayer->powers[pw_invulnerability] &&
viewplayer->playerclass == PCLASS_CLERIC)
{
if (viewplayer->powers[pw_invulnerability] > 4*32)
{
if (viewplayer->mo->flags2 & MF2_DONTDRAW)
{ // don't draw the psprite
alpha = .333f;
}
else if (viewplayer->mo->flags & MF_SHADOW)
{
alpha = .666f;
}
}
else if (viewplayer->powers[pw_invulnerability] & 8)
{
alpha = .333f;
}
}
else if (fixedcolormap)
{
// Fixed color
light = 1;
}
else if (psp->state->frame & FF_FULLBRIGHT)
{
// Full bright
light = 1;
}
else
{
// local light
light = viewplayer->mo->subsector->sector->lightlevel / 255.0;
}
//
// do some OpenGL rendering, oh yeah
//
y = -(spritetopoffset[lump]>>FRACBITS) + (psp->sy>>FRACBITS);
if (viewheight == SCREENHEIGHT)
{
y += PSpriteSY[viewplayer->playerclass][players[consoleplayer].readyweapon] >> FRACBITS;
}
else
y -= 39/2;
light += .1f; // Add some extra light.
OGL_SetColorAndAlpha(light, light, light, alpha);
OGL_DrawPSprite(x1, y, 1, flip, lump);
#else
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->playerclass = 0;
vis->psprite = true;
vis->texturemid = (BASEYCENTER<<FRACBITS)+FRACUNIT/2 - (psp->sy-spritetopoffset[lump]);
if (viewheight == SCREENHEIGHT)
{
vis->texturemid -= PSpriteSY[viewplayer->playerclass][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_invulnerability] &&
viewplayer->playerclass == PCLASS_CLERIC)
{
vis->colormap = spritelights[MAXLIGHTSCALE-1];
if (viewplayer->powers[pw_invulnerability] > 4*32)
{
if (viewplayer->mo->flags2 & MF2_DONTDRAW)
{ // don't draw the psprite
vis->mobjflags |= MF_SHADOW;
}
else if (viewplayer->mo->flags & MF_SHADOW)
{
vis->mobjflags |= MF_ALTSHADOW;
}
}
else if (viewplayer->powers[pw_invulnerability] & 8)
{
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);
#endif
}
/*
========================
=
= R_DrawPlayerSprites
=
========================
*/
void R_DrawPlayerSprites (void)
{
int i;
pspdef_t *psp;
#ifndef RENDER3D
int lightnum;
//
// 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;
#endif
//
// 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 = H2MAXINT;
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;
}
}
#ifndef RENDER3D
/*
========================
=
= 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);
}
#endif /* !RENDER3D */
/*
========================
=
= R_DrawMasked
=
========================
*/
void R_DrawMasked (void)
{
vissprite_t *spr;
#ifdef RENDER3D
extern boolean willRenderSprites;
if (!willRenderSprites)
return;
R_SortVisSprites();
if (vissprite_p > vissprites)
{
// draw all vissprites back to front
glDepthMask(GL_FALSE);
for (spr = vsprsortedhead.next; spr != &vsprsortedhead;
spr = spr->next)
{
R_RenderSprite(spr);
}
glDepthMask(GL_TRUE);
}
#else
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 ();
#endif
}