ref: 2db2e37b148b01e53e10631ecfbfd437a06b4391
dir: /src/hexen/r_things.c/
// // Copyright(C) 1993-1996 Id Software, Inc. // Copyright(C) 1993-2008 Raven Software // Copyright(C) 2005-2014 Simon Howard // // 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. // #include <stdio.h> #include <stdlib.h> #include "h2def.h" #include "i_system.h" #include "i_swap.h" #include "r_local.h" //void R_DrawTranslatedAltTLColumn(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]; boolean LevelUseFullBright; /* =============================================================================== INITIALIZATION FUNCTIONS =============================================================================== */ // variables used to look up and range check thing_t sprites patches spritedef_t *sprites; int numsprites; spriteframe_t sprtemp[30]; 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 >= 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(char **namelist) { 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 = 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 (!strncmp(lumpinfo[l]->name, namelist[i], 4)) { 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 (gamemode == 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_DrawTLColumn } 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 = tlcolfunc; // NULL colormap = shadow draw if (vis->mobjflags & (MF_SHADOW | MF_ALTSHADOW)) { if (vis->mobjflags & MF_TRANSLATION) { colfunc = R_DrawTranslatedTLColumn; dc_translation = translationtables - 256 + vis->class * ((maxplayers - 1) * 256) + ((vis->mobjflags & MF_TRANSLATION) >> (MF_TRANSSHIFT - 8)); } else if (vis->mobjflags & MF_SHADOW) { // Draw using shadow column function colfunc = tlcolfunc; } else { colfunc = R_DrawAltTLColumn; } } else if (vis->mobjflags & MF_TRANSLATION) { // Draw using translated column function colfunc = R_DrawTranslatedColumn; dc_translation = translationtables - 256 + vis->class * ((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; } /* =================== = = 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]; if (thing->flags & MF_TRANSLATION) { if (thing->player) { vis->class = thing->player->class; } else { vis->class = thing->special1.i; } if (vis->class > 2) { vis->class = 0; } } // foot clipping vis->floorclip = thing->floorclip; vis->texturemid = vis->gzt - viewz - vis->floorclip; 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 (LevelUseFullBright && 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 = ======================== */ // Y-adjustment values for full screen (4 weapons) 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, 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->class = 0; vis->psprite = true; vis->texturemid = (BASEYCENTER << FRACBITS) + FRACUNIT / 2 - (psp->sy - spritetopoffset[lump]); if (viewheight == SCREENHEIGHT) { vis->texturemid -= PSpriteSY[viewplayer->class] [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->class == 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); } /* ======================== = = 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 = INT_MAX; 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 (); }