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r_things.c
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r_things.c
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//
// 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"
#include "v_trans.h" // [crispy] colored blood sprites
#include "p_local.h" // [crispy] MLOOKUNIT
#include "r_bmaps.h" // [crispy] R_BrightmapForTexName()
#define MINZ (FRACUNIT*4)
#define BASEYCENTER (ORIGHEIGHT/2)
//void R_DrawColumn (void);
//void R_DrawFuzzColumn (void);
typedef struct
{
int x1;
int x2;
int column;
int topclip;
int bottomclip;
} maskdraw_t;
static degenmobj_t laserspot_m = {{0}};
degenmobj_t *laserspot = &laserspot_m;
// [crispy] extendable, but the last char element must be zero,
// keep in sync with multiitem_t multiitem_crosshairtype[] in m_menu.c
static laserpatch_t laserpatch_m[NUM_CROSSHAIRTYPES + 1] = {
{'+', "cross1", 0, 0, 0},
{'^', "cross2", 0, 0, 0},
{'.', "cross3", 0, 0, 0},
{0, "", 0, 0, 0},
};
laserpatch_t *laserpatch = laserpatch_m;
//
// 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
int negonearray[MAXWIDTH]; // [crispy] 32-bit integer math
int screenheightarray[MAXWIDTH]; // [crispy] 32-bit integer math
//
// 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,
char rot,
boolean flipped )
{
int r;
// [crispy] support 16 sprite rotations
unsigned rotation = (rot >= 'A') ? rot - 'A' + 10 : (rot >= '0') ? rot - '0' : 17;
if (frame >= 29 || rotation > 16) // [crispy] support 16 sprite rotations
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
// [crispy] make non-fatal
if (sprtemp[frame].rotate == false)
fprintf (stderr, "R_InitSprites: Sprite %s frame %c has "
"multip rot=0 lump\n", spritename, 'A'+frame);
// [crispy] make non-fatal
if (sprtemp[frame].rotate == true)
fprintf (stderr, "R_InitSprites: Sprite %s frame %c has rotations "
"and a rot=0 lump\n", spritename, 'A'+frame);
// [crispy] moved ...
// sprtemp[frame].rotate = false;
for (r=0 ; r<8 ; r++)
{
// [crispy] only if not yet substituted
if (sprtemp[frame].lump[r] == -1)
{
sprtemp[frame].lump[r] = lump - firstspritelump;
sprtemp[frame].flip[r] = (byte)flipped;
// [crispy] ... here
sprtemp[frame].rotate = false;
}
}
return;
}
// the lump is only used for one rotation
// [crispy] make non-fatal
if (sprtemp[frame].rotate == false)
fprintf (stderr, "R_InitSprites: Sprite %s frame %c has rotations "
"and a rot=0 lump\n", spritename, 'A'+frame);
// [crispy] moved ...
// sprtemp[frame].rotate = true;
// make 0 based
rotation--;
if (sprtemp[frame].lump[rotation] != -1)
{
// [crispy] make non-fatal
fprintf (stderr, "R_InitSprites: Sprite %s : %c : %c "
"has two lumps mapped to it\n",
spritename, 'A'+frame, '1'+rotation);
return;
}
sprtemp[frame].lump[rotation] = lump - firstspritelump;
sprtemp[frame].flip[rotation] = (byte)flipped;
// [crispy] ... here
sprtemp[frame].rotate = true;
}
//
// 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];
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];
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
// [crispy] make non-fatal
fprintf (stderr, "R_InitSprites: No patches found "
"for %s frame %c\n", 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');
// [crispy] support 16 sprite rotations
sprtemp[frame].rotate = 2;
for ( ; rotation<16 ; rotation++)
if (sprtemp[frame].lump[rotation] == -1)
{
sprtemp[frame].rotate = 1;
break;
}
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 = NULL;
vissprite_t* vissprite_p;
int newvissprite;
static int numvissprites;
//
// 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)
{
// [crispy] remove MAXVISSPRITE Vanilla limit
if (vissprite_p == &vissprites[numvissprites])
{
static int max;
int numvissprites_old = numvissprites;
// [crispy] cap MAXVISSPRITES limit at 4096
if (!max && numvissprites == 32 * MAXVISSPRITES)
{
fprintf(stderr, "R_NewVisSprite: MAXVISSPRITES limit capped at %d.\n", numvissprites);
max++;
}
if (max)
return &overflowsprite;
numvissprites = numvissprites ? 2 * numvissprites : MAXVISSPRITES;
vissprites = I_Realloc(vissprites, numvissprites * sizeof(*vissprites));
memset(vissprites + numvissprites_old, 0, (numvissprites - numvissprites_old) * sizeof(*vissprites));
vissprite_p = vissprites + numvissprites_old;
if (numvissprites_old)
fprintf(stderr, "R_NewVisSprite: Hit MAXVISSPRITES limit at %d, raised to %d.\n", numvissprites_old, numvissprites);
}
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.
//
int* mfloorclip; // [crispy] 32-bit integer math
int* mceilingclip; // [crispy] 32-bit integer math
fixed_t spryscale;
int64_t sprtopscreen; // [crispy] WiggleFix
void R_DrawMaskedColumn (column_t* column)
{
int64_t topscreen; // [crispy] WiggleFix
int64_t bottomscreen; // [crispy] WiggleFix
fixed_t basetexturemid;
int top = -1;
basetexturemid = dc_texturemid;
dc_texheight = 0; // [crispy] Tutti-Frutti fix
for ( ; column->topdelta != 0xff ; )
{
// [crispy] support for DeePsea tall patches
if (column->topdelta <= top)
{
top += column->topdelta;
}
else
{
top = column->topdelta;
}
// calculate unclipped screen coordinates
// for post
topscreen = sprtopscreen + spryscale*top;
bottomscreen = topscreen + spryscale*column->length;
dc_yl = (int)((topscreen+FRACUNIT-1)>>FRACBITS); // [crispy] WiggleFix
dc_yh = (int)((bottomscreen-1)>>FRACBITS); // [crispy] WiggleFix
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 - (top<<FRACBITS);
// dc_source = (byte *)column + 3 - top;
// 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);
// [crispy] brightmaps for select sprites
dc_colormap[0] = vis->colormap[0];
dc_colormap[1] = vis->colormap[1];
dc_brightmap = vis->brightmap;
if (!dc_colormap[0])
{
// 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) );
}
// [crispy] color-translated sprites (i.e. blood)
else if (vis->translation)
{
colfunc = transcolfunc;
dc_translation = vis->translation;
}
// [crispy] translucent sprites
else if (crispy->translucency && vis->mobjflags & MF_TRANSLUCENT)
{
if (!(vis->mobjflags & (MF_NOGRAVITY | MF_COUNTITEM)) ||
(vis->mobjflags & MF_NOGRAVITY && crispy->translucency & TRANSLUCENCY_MISSILE) ||
(vis->mobjflags & MF_COUNTITEM && crispy->translucency & TRANSLUCENCY_ITEM))
{
colfunc = tlcolfunc;
}
#ifdef CRISPY_TRUECOLOR
blendfunc = vis->blendfunc;
#endif
}
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)
{
static boolean error = false;
texturecolumn = frac>>FRACBITS;
#ifdef RANGECHECK
if (texturecolumn < 0 || texturecolumn >= SHORT(patch->width))
{
// [crispy] make non-fatal
if (!error)
{
fprintf (stderr, "R_DrawSpriteRange: bad texturecolumn\n");
error = true;
}
continue;
}
#endif
column = (column_t *) ((byte *)patch +
LONG(patch->columnofs[texturecolumn]));
R_DrawMaskedColumn (column);
}
colfunc = basecolfunc;
#ifdef CRISPY_TRUECOLOR
blendfunc = I_BlendOverTranmap;
#endif
}
//
// 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 gzt; // [JN] killough 3/27/98
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;
fixed_t interpx;
fixed_t interpy;
fixed_t interpz;
fixed_t interpangle;
// [AM] Interpolate between current and last position,
// if prudent.
if (crispy->uncapped &&
// Don't interpolate if the mobj did something
// that would necessitate turning it off for a tic.
thing->interp == true &&
// Don't interpolate during a paused state.
leveltime > oldleveltime)
{
interpx = LerpFixed(thing->oldx, thing->x);
interpy = LerpFixed(thing->oldy, thing->y);
interpz = LerpFixed(thing->oldz, thing->z);
interpangle = LerpAngle(thing->oldangle, thing->angle);
}
else
{
interpx = thing->x;
interpy = thing->y;
interpz = thing->z;
interpangle = thing->angle;
}
// transform the origin point
tr_x = interpx - viewx;
tr_y = interpy - 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];
// [crispy] the TNT1 sprite is not supposed to be rendered anyway
if (!sprdef->numframes && thing->sprite == SPR_TNT1)
{
return;
}
#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 (interpx, interpy);
// [crispy] now made non-fatal
if (sprframe->rotate == -1)
{
return;
}
else
// [crispy] support 16 sprite rotations
if (sprframe->rotate == 2)
{
const unsigned rot2 = (ang-interpangle+(unsigned)(ANG45/4)*17);
rot = (rot2>>29) + ((rot2>>25)&8);
}
else
{
rot = (ang-interpangle+(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];
}
// [crispy] randomly flip corpse, blood and death animation sprites
if (crispy->flipcorpses &&
(thing->flags & MF_FLIPPABLE) &&
!(thing->flags & MF_SHOOTABLE) &&
(thing->health & 1))
{
flip = !flip;
}
// calculate edges of the shape
// [crispy] fix sprite offsets for mirrored sprites
tx -= flip ? spritewidth[lump] - spriteoffset[lump] : 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;
// [JN] killough 4/9/98: clip things which are out of view due to height
gzt = interpz + spritetopoffset[lump];
if (interpz > viewz + FixedDiv(viewheight << FRACBITS, xscale) ||
gzt < (int64_t)viewz - FixedDiv((viewheight << FRACBITS)-viewheight, xscale))
{
return;
}
// [JN] quickly reject sprites with bad x ranges
if (x1 >= x2)
{
return;
}
// store information in a vissprite
vis = R_NewVisSprite ();
vis->translation = NULL; // [crispy] no color translation
vis->mobjflags = thing->flags;
vis->scale = xscale<<detailshift;
vis->gx = interpx;
vis->gy = interpy;
vis->gz = interpz;
vis->gzt = gzt; // [JN] killough 3/27/98
vis->texturemid = 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[0] = vis->colormap[1] = NULL;
}
else if (fixedcolormap)
{
// fixed map
vis->colormap[0] = vis->colormap[1] = fixedcolormap;
}
else if (thing->frame & FF_FULLBRIGHT)
{
// full bright
vis->colormap[0] = vis->colormap[1] = colormaps;
}
else
{
// diminished light
index = xscale>>(LIGHTSCALESHIFT-detailshift+crispy->hires);
if (index >= MAXLIGHTSCALE)
index = MAXLIGHTSCALE-1;
// [crispy] brightmaps for select sprites
vis->colormap[0] = spritelights[index];
vis->colormap[1] = colormaps;
}
vis->brightmap = R_BrightmapForSprite(thing->sprite);
// [crispy] colored blood
if (crispy->coloredblood &&
(thing->type == MT_BLOOD || thing->state - states == S_GIBS) &&
thing->target)
{
// [crispy] Thorn Things in Hacx bleed green blood
if (gamemission == pack_hacx)
{
if (thing->target->type == MT_BABY)
{
vis->translation = cr[CR_RED2GREEN];
}
}
else
{
// [crispy] Barons of Hell and Hell Knights bleed green blood
if (thing->target->type == MT_BRUISER || thing->target->type == MT_KNIGHT)
{
vis->translation = cr[CR_RED2GREEN];
}
else
// [crispy] Cacodemons bleed blue blood
if (thing->target->type == MT_HEAD)
{
vis->translation = cr[CR_RED2BLUE];
}
}
}
#ifdef CRISPY_TRUECOLOR
// [crispy] translucent sprites
if (thing->flags & MF_TRANSLUCENT)
{
vis->blendfunc = (thing->frame & FF_FULLBRIGHT) ? I_BlendAdd : I_BlendOverTranmap;
}
#endif
}
extern void P_LineLaser (mobj_t* t1, angle_t angle, fixed_t distance, fixed_t slope);
byte *R_LaserspotColor (void)
{
if (crispy->crosshairtarget)
{
// [crispy] the projected crosshair code calls P_LineLaser() itself
if (crispy->crosshair == CROSSHAIR_STATIC)
{
P_LineLaser(viewplayer->mo, viewangle,
16*64*FRACUNIT, PLAYER_SLOPE(viewplayer));
}
if (linetarget)
{
return cr[CR_GRAY];
}
}
// [crispy] keep in sync with st_stuff.c:ST_WidgetColor(hudcolor_health)
if (crispy->crosshairhealth)
{
const int health = viewplayer->health;
// [crispy] Invulnerability powerup and God Mode cheat turn Health values gray
if (viewplayer->cheats & CF_GODMODE ||
viewplayer->powers[pw_invulnerability])
return cr[CR_GRAY];
else if (health < 25)
return cr[CR_RED];
else if (health < 50)
return cr[CR_GOLD];
else if (health <= 100)
return cr[CR_GREEN];
else
return cr[CR_BLUE];
}
return NULL;
}
// [crispy] generate a vissprite for the laser spot
static void R_DrawLSprite (void)
{
fixed_t xscale;
fixed_t tx, tz;
vissprite_t* vis;
static int lump;
static patch_t* patch;
if (weaponinfo[viewplayer->readyweapon].ammo == am_noammo ||
viewplayer->playerstate != PST_LIVE)
return;
if (lump != laserpatch[crispy->crosshairtype].l)
{
lump = laserpatch[crispy->crosshairtype].l;
patch = W_CacheLumpNum(lump, PU_STATIC);
}
P_LineLaser(viewplayer->mo, viewangle,
16*64*FRACUNIT, PLAYER_SLOPE(viewplayer));
if (!laserspot->thinker.function.acv)
return;
tz = FixedMul(laserspot->x - viewx, viewcos) +
FixedMul(laserspot->y - viewy, viewsin);
if (tz < MINZ)
return;
xscale = FixedDiv(projection, tz);
// [crispy] the original patch has 5x5 pixels, cap the projection at 20x20
xscale = (xscale > 4*FRACUNIT) ? 4*FRACUNIT : xscale;
tx = -(FixedMul(laserspot->y - viewy, viewcos) -
FixedMul(laserspot->x - viewx, viewsin));
if (abs(tx) > (tz<<2))
return;
vis = R_NewVisSprite();
memset(vis, 0, sizeof(*vis)); // [crispy] set all fields to NULL, except ...
vis->patch = lump - firstspritelump; // [crispy] not a sprite patch
vis->colormap[0] = vis->colormap[1] = fixedcolormap ? fixedcolormap : colormaps; // [crispy] always full brightness
vis->brightmap = dc_brightmap;
vis->translation = R_LaserspotColor();
#ifdef CRISPY_TRUECOLOR
vis->mobjflags |= MF_TRANSLUCENT;
vis->blendfunc = I_BlendAdd;
#endif
vis->xiscale = FixedDiv (FRACUNIT, xscale);
vis->texturemid = laserspot->z - viewz;
vis->scale = xscale<<detailshift;
tx -= SHORT(patch->width/2)<<FRACBITS;
vis->x1 = (centerxfrac + FixedMul(tx, xscale))>>FRACBITS;
tx += SHORT(patch->width)<<FRACBITS;
vis->x2 = ((centerxfrac + FixedMul(tx, xscale))>>FRACBITS) - 1;
if (vis->x1 < 0 || vis->x1 >= viewwidth ||
vis->x2 < 0 || vis->x2 >= viewwidth)
return;
R_DrawVisSprite (vis, vis->x1, vis->x2);
}
//
// 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->rlightlevel >> LIGHTSEGSHIFT)+(extralight * LIGHTBRIGHT); // [crispy] A11Y
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
//
boolean pspr_interp = true; // interpolate weapon bobbing
void R_DrawPSprite (pspdef_t* psp, psprnum_t psprnum) // [crispy] differentiate gun from flash sprites
{
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];
// [crispy] the TNT1 sprite is not supposed to be rendered anyway
if (!sprdef->numframes && psp->state->sprite == SPR_TNT1)
{
return;
}
#ifdef RANGECHECK
if ( (psp->state->frame & FF_FRAMEMASK) >= sprdef->numframes)