ref: ead40dfce12f1c4fefa4f736c7ff380e1e4bbdd8
dir: /src/strife/r_things.c/
// // Copyright(C) 1993-1996 Id Software, Inc. // 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. // // DESCRIPTION: // Refresh of things, i.e. objects represented by sprites. // #include <stdio.h> #include <stdlib.h> #include "deh_main.h" #include "doomdef.h" #include "i_swap.h" #include "i_system.h" #include "z_zone.h" #include "w_wad.h" #include "r_local.h" #include "doomstat.h" // haleyjd #include "p_local.h" #define MINZ (FRACUNIT*4) #define BASEYCENTER 100 //void R_DrawColumn (void); //void R_DrawFuzzColumn (void); 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; 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[29]; int maxframe; const char *spritename; // // R_InstallSpriteLump // Local function for R_InitSprites. // void R_InstallSpriteLump ( int lump, unsigned frame, unsigned rotation, boolean flipped ) { int r; if (frame >= 29 || 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; // make 0 based rotation--; 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; int l; int frame; int rotation; int start; int end; int patched; // 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 = DEH_String(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 (!strncasecmp(lumpinfo[l]->name, spritename, 4)) { frame = lumpinfo[l]->name[4] - 'A'; rotation = lumpinfo[l]->name[5] - '0'; if (modifiedgame) patched = W_GetNumForName (lumpinfo[l]->name); else patched = l; R_InstallSpriteLump (patched, 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) { sprites[i].numframes = 0; continue; } 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", spritename, frame+'A'); break; 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", spritename, frame+'A'); break; } } // 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_t* vissprite_p; int newvissprite; int sprbotscreen; // villsa [STRIFE] // // R_InitSprites // Called at program start. // void R_InitSprites (const 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. // Masked means: partly transparent, i.e. stored // in posts/runs of opaque pixels. // short* mfloorclip; short* mceilingclip; fixed_t spryscale; fixed_t sprtopscreen; // // R_DrawMaskedColumn // // villsa [STRIFE] new baseclip argument // void R_DrawMaskedColumn (column_t *column, int baseclip) { int topscreen; int 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; // villsa [STRIFE] checks for clipping if(baseclip) { if(dc_yh > baseclip) 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; // Drawn by either R_DrawColumn // or (SHADOW) R_DrawFuzzColumn. colfunc (); } 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; int clip; // villsa [STRIFE] int translation; // villsa [STRIFE] patch = W_CacheLumpNum (vis->patch+firstspritelump, PU_CACHE); dc_colormap = vis->colormap; // villsa [STRIFE] // haleyjd 09/06/10: updated MF_TRANSLATION for Strife translation = vis->mobjflags & MF_TRANSLATION; // villsa [STRIFE] unused /*if (!dc_colormap) { // NULL colormap = shadow draw colfunc = fuzzcolfunc; }*/ // villsa [STRIFE] Handle the two types of translucency if(vis->mobjflags & MF_SHADOW) { if(!translation) { if(vis->mobjflags & MF_MVIS) colfunc = R_DrawMVisTLColumn; else colfunc = fuzzcolfunc; } else { colfunc = R_DrawTRTLColumn; dc_translation = translationtables - 256 + (translation >> (MF_TRANSSHIFT - 8)); } } else if(vis->mobjflags & MF_MVIS) { // haleyjd 20141215: [STRIFE] Objects which are *only* MF_MVIS (players // using double Shadow Armors, in particular) are totally invisible. // Upstreamed after discovered in SVE. Note this causes a // vanilla-accurate glitch with Shadow Acolytes - if they die while // MF_MVIS is set, A_Fall fails to remove it and their corpse will // completely disappear (that's also fixed in SVE, but not here). return; } else if(translation) // villsa [STRIFE] new translation tables { colfunc = transcolfunc; dc_translation = translationtables - 256 + (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); // villsa [STRIFE] clip sprite's feet if needed if(vis->mobjflags & MF_FEETCLIPPED) { sprbotscreen = sprtopscreen + FixedMul(spryscale, SHORT(patch->height) << FRACBITS); clip = (sprbotscreen - FixedMul(10*FRACUNIT, spryscale)) >> FRACBITS; } else clip = 0; 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, clip); // villsa [STRIFE] clip argument } colfunc = basecolfunc; } // // R_ProjectSprite // Generates a vissprite for a thing // if it might be visible. // void R_ProjectSprite (mobj_t* thing) { fixed_t tr_x; fixed_t tr_y; fixed_t gxt; fixed_t gyt; fixed_t tx; fixed_t tz; fixed_t xscale; int x1; int x2; spritedef_t* sprdef; spriteframe_t* sprframe; int lump; unsigned rot; boolean flip; int index; vissprite_t* vis; angle_t ang; fixed_t iscale; // transform the origin point tr_x = thing->x - viewx; tr_y = thing->y - viewy; gxt = FixedMul(tr_x,viewcos); gyt = -FixedMul(tr_y,viewsin); 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 (abs(tx)>(tz<<2)) return; // decide which patch to use for sprite relative to player #ifdef RANGECHECK if ((unsigned int) thing->sprite >= (unsigned int) 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; // 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; // store information in a vissprite vis = R_NewVisSprite (); vis->mobjflags = thing->flags; vis->scale = xscale<<detailshift; vis->gx = thing->x; vis->gy = thing->y; vis->gz = thing->z; // villsa [STRIFE] if(thing->flags & MF_FEETCLIPPED) vis->gz -= (10*FRACUNIT); // villsa [STRIFE] vis->gzt = vis->gz + spritetopoffset[lump]; 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 // villsa [STRIFE] unused /*if (thing->flags & MF_SHADOW) { // shadow draw vis->colormap = NULL; } else */if (fixedcolormap) { // fixed map vis->colormap = fixedcolormap; } else if (thing->frame & FF_FULLBRIGHT) { // full bright vis->colormap = colormaps; } else { // diminished light index = xscale>>(LIGHTSCALESHIFT-detailshift); if (index >= MAXLIGHTSCALE) index = MAXLIGHTSCALE-1; vis->colormap = spritelights[index]; } } // // R_AddSprites // During BSP traversal, this adds sprites by sector. // void R_AddSprites (sector_t* sec) { 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 = (sec->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; int 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 int) 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]; // [STRIFE] haleyjd 20110629: -flip replaces this. //flip = (boolean)sprframe->flip[0]; flip = flipparm; // 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; 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; } // villsa [STRIFE] calculate y offset with view pitch vis->texturemid = ((BASEYCENTER<<FRACBITS)+FRACUNIT/2)-(psp->sy-spritetopoffset[lump]) + FixedMul(vis->xiscale, (centery-viewheight/2)<<FRACBITS); 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)) { // shadow draw vis->colormap = spritelights[MAXLIGHTSCALE-1]; vis->mobjflags |= MF_SHADOW; } else if(viewplayer->powers[pw_invisibility] & 4) { vis->mobjflags |= (MF_SHADOW|MF_MVIS); } // When not MVIS, or if SHADOW, behave normally: if(!(viewplayer->mo->flags & MF_MVIS) || (viewplayer->mo->flags & MF_SHADOW)) { 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]; } } else { // When MVIS, use invulnerability colormap vis->colormap = colormaps + INVERSECOLORMAP * 256 * sizeof(lighttable_t); } R_DrawVisSprite (vis, vis->x1, vis->x2); } // // R_DrawPlayerSprites // void R_DrawPlayerSprites (void) { int i; int 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; int count; vissprite_t* ds; vissprite_t* 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 vsprsortedhead.next = vsprsortedhead.prev = &vsprsortedhead; for (i=0 ; i<count ; i++) { bestscale = INT_MAX; best = unsorted.next; 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]; short cliptop[SCREENWIDTH]; int x; int r1; int r2; fixed_t scale; fixed_t 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) ) { // does not cover sprite continue; } 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) ) ) { // masked mid texture? if (ds->maskedtexturecol) R_RenderMaskedSegRange (ds, r1, r2); // seg is behind sprite continue; } // 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 // but does not draw on side views if (!viewangleoffset) R_DrawPlayerSprites (); }