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Diffstat (limited to 'src/doom/r_things.c')
-rw-r--r-- | src/doom/r_things.c | 990 |
1 files changed, 990 insertions, 0 deletions
diff --git a/src/doom/r_things.c b/src/doom/r_things.c new file mode 100644 index 00000000..68f4b2fe --- /dev/null +++ b/src/doom/r_things.c @@ -0,0 +1,990 @@ +// Emacs style mode select -*- C++ -*- +//----------------------------------------------------------------------------- +// +// Copyright(C) 1993-1996 Id Software, Inc. +// Copyright(C) 2005 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. +// +// 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 <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" + + + +#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; +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 (char** namelist) +{ + 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; + + + +// +// 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. +// 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 (column_t* column) +{ + 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; + + 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; + + + patch = W_CacheLumpNum (vis->patch+firstspritelump, PU_CACHE); + + dc_colormap = vis->colormap; + + if (!dc_colormap) + { + // NULL colormap = shadow draw + colfunc = fuzzcolfunc; + } + else if (vis->mobjflags & MF_TRANSLATION) + { + colfunc = transcolfunc; + 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); + + 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); + } + + 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; + vis->gzt = thing->z + 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 + 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]; + 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; + vis->texturemid = (BASEYCENTER<<FRACBITS)+FRACUNIT/2-(psp->sy-spritetopoffset[lump]); + 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) + { + // shadow draw + vis->colormap = NULL; + } + 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; + 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 (); +} + + + |