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Diffstat (limited to 'src/heretic/r_things.c')
-rw-r--r-- | src/heretic/r_things.c | 1027 |
1 files changed, 1027 insertions, 0 deletions
diff --git a/src/heretic/r_things.c b/src/heretic/r_things.c new file mode 100644 index 00000000..6302303e --- /dev/null +++ b/src/heretic/r_things.c @@ -0,0 +1,1027 @@ +// Emacs style mode select -*- C++ -*- +//----------------------------------------------------------------------------- +// +// Copyright(C) 1993-1996 Id Software, Inc. +// Copyright(C) 1993-2008 Raven Software +// Copyright(C) 2008 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. +// +//----------------------------------------------------------------------------- +// R_things.c +#include <stdio.h> +#include <stdlib.h> +#include "doomdef.h" +#include "i_swap.h" +#include "i_system.h" +#include "r_local.h" + +void R_DrawColumn(void); +void R_DrawTLColumn(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 (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) + { + if (vis->mobjflags & MF_TRANSLATION) + { + colfunc = R_DrawTranslatedTLColumn; + dc_translation = translationtables - 256 + + ((vis->mobjflags & MF_TRANSLATION) >> (MF_TRANSSHIFT - 8)); + } + else + { // Draw using shadow column function + colfunc = tlcolfunc; + } + } + 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 = 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 (); +} |