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+// Emacs style mode select -*- C++ -*-
+//-----------------------------------------------------------------------------
+//
+// $Id: r_things.c 4 2005-07-23 16:19:41Z fraggle $
+//
+// Copyright (C) 1993-1996 by id Software, Inc.
+//
+// This source is available for distribution and/or modification
+// only under the terms of the DOOM Source Code License as
+// published by id Software. All rights reserved.
+//
+// The source is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
+// for more details.
+//
+// $Log$
+// Revision 1.1 2005/07/23 16:19:44 fraggle
+// Initial revision
+//
+//
+// DESCRIPTION:
+// Refresh of things, i.e. objects represented by sprites.
+//
+//-----------------------------------------------------------------------------
+
+
+static const char
+rcsid[] = "$Id: r_things.c 4 2005-07-23 16:19:41Z fraggle $";
+
+
+#include <stdio.h>
+#include <stdlib.h>
+
+
+#include "doomdef.h"
+#include "m_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 intname;
+ 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 = 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';
+
+ 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", namelist[i], 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",
+ namelist[i], 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 = 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);
+
+ 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)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;
+
+ // 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 >= 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
+ //best = 0; // shut up the compiler warning
+ vsprsortedhead.next = vsprsortedhead.prev = &vsprsortedhead;
+ for (i=0 ; i<count ; i++)
+ {
+ bestscale = MAXINT;
+ 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 ();
+}
+
+
+