RingRacers/src/r_bsp.c
Sally Coolatta 8953cf54bb Speed Pads are now a TERRAIN effect
- Use `SpeedPad` to set the strength. Intended to be scaled like Trick Panels, so 1 for yellow, 2 for red, so on. Can use floating point.
- Use `SpeedPadAngle` to rotate the thrust direction. This is in the same system as map angles, so east is 0, north is 90, west is 180, and south is 270. Also accepts floating point.
- Speed Pad angle accounts for the flat alignment itself, as well.
- Like Sneaker and Trick Panels, the sector / line special are now deprecated.
2022-10-11 02:26:54 -04:00

1363 lines
39 KiB
C

// SONIC ROBO BLAST 2
//-----------------------------------------------------------------------------
// Copyright (C) 1993-1996 by id Software, Inc.
// Copyright (C) 1998-2000 by DooM Legacy Team.
// Copyright (C) 1999-2020 by Sonic Team Junior.
//
// This program is free software distributed under the
// terms of the GNU General Public License, version 2.
// See the 'LICENSE' file for more details.
//-----------------------------------------------------------------------------
/// \file r_bsp.c
/// \brief BSP traversal, handling of LineSegs for rendering
#include "doomdef.h"
#include "g_game.h"
#include "r_local.h"
#include "r_state.h"
#include "r_portal.h" // Add seg portals
#include "r_splats.h"
#include "p_local.h" // camera
#include "p_slopes.h"
#include "z_zone.h" // Check R_Prep3DFloors
#include "taglist.h"
#include "k_terrain.h"
seg_t *curline;
side_t *sidedef;
line_t *linedef;
sector_t *frontsector;
sector_t *backsector;
// very ugly realloc() of drawsegs at run-time, I upped it to 512
// instead of 256.. and someone managed to send me a level with
// 896 drawsegs! So too bad here's a limit removal a-la-Boom
drawseg_t *curdrawsegs = NULL; /**< This is used to handle multiple lists for masked drawsegs. */
drawseg_t *drawsegs = NULL;
drawseg_t *ds_p = NULL;
// indicates doors closed wrt automap bugfix:
INT32 doorclosed;
boolean R_NoEncore(sector_t *sector, levelflat_t *flat, boolean ceiling)
{
const boolean invertEncore = (sector->flags & MSF_INVERTENCORE);
const terrain_t *terrain = (flat != NULL ? flat->terrain : NULL);
if ((terrain == NULL)
|| (terrain->trickPanel <= 0
&& terrain->speedPad <= 0
&& !(terrain->flags & TRF_SNEAKERPANEL)))
{
return invertEncore;
}
if (invertEncore)
{
return false;
}
if (ceiling)
{
return ((boolean)(sector->flags & MSF_FLIPSPECIAL_CEILING));
}
return ((boolean)(sector->flags & MSF_FLIPSPECIAL_FLOOR));
}
boolean R_IsRipplePlane(sector_t *sector, ffloor_t *rover, int ceiling)
{
return rover ? (rover->fofflags & FOF_RIPPLE) :
(sector->flags & (MSF_RIPPLE_FLOOR << ceiling));
}
//
// R_ClearDrawSegs
//
void R_ClearDrawSegs(void)
{
ds_p = drawsegs;
}
// Fix from boom.
#define MAXSEGS (MAXVIDWIDTH/2+1)
// newend is one past the last valid seg
static cliprange_t *newend;
static cliprange_t solidsegs[MAXSEGS];
//
// R_ClipSolidWallSegment
// Does handle solid walls,
// e.g. single sided LineDefs (middle texture)
// that entirely block the view.
//
static void R_ClipSolidWallSegment(INT32 first, INT32 last)
{
cliprange_t *next;
cliprange_t *start;
// Find the first range that touches the range (adjacent pixels are touching).
start = solidsegs;
while (start->last < first - 1)
start++;
if (first < start->first)
{
if (last < start->first - 1)
{
// Post is entirely visible (above start), so insert a new clippost.
R_StoreWallRange(first, last);
next = newend;
newend++;
// NO MORE CRASHING!
if (newend - solidsegs > MAXSEGS)
I_Error("R_ClipSolidWallSegment: Solid Segs overflow!\n");
while (next != start)
{
*next = *(next-1);
next--;
}
next->first = first;
next->last = last;
return;
}
// There is a fragment above *start.
R_StoreWallRange(first, start->first - 1);
// Now adjust the clip size.
start->first = first;
}
// Bottom contained in start?
if (last <= start->last)
return;
next = start;
while (last >= (next+1)->first - 1)
{
// There is a fragment between two posts.
R_StoreWallRange(next->last + 1, (next+1)->first - 1);
next++;
if (last <= next->last)
{
// Bottom is contained in next.
// Adjust the clip size.
start->last = next->last;
goto crunch;
}
}
// There is a fragment after *next.
R_StoreWallRange(next->last + 1, last);
// Adjust the clip size.
start->last = last;
// Remove start+1 to next from the clip list, because start now covers their area.
crunch:
if (next == start)
return; // Post just extended past the bottom of one post.
while (next++ != newend)
*++start = *next; // Remove a post.
newend = start + 1;
// NO MORE CRASHING!
if (newend - solidsegs > MAXSEGS)
I_Error("R_ClipSolidWallSegment: Solid Segs overflow!\n");
}
//
// R_ClipPassWallSegment
// Clips the given range of columns, but does not include it in the clip list.
// Does handle windows, e.g. LineDefs with upper and lower texture.
//
static inline void R_ClipPassWallSegment(INT32 first, INT32 last)
{
cliprange_t *start;
// Find the first range that touches the range
// (adjacent pixels are touching).
start = solidsegs;
while (start->last < first - 1)
start++;
if (first < start->first)
{
if (last < start->first - 1)
{
// Post is entirely visible (above start).
R_StoreWallRange(first, last);
return;
}
// There is a fragment above *start.
R_StoreWallRange(first, start->first - 1);
}
// Bottom contained in start?
if (last <= start->last)
return;
while (last >= (start+1)->first - 1)
{
// There is a fragment between two posts.
R_StoreWallRange(start->last + 1, (start+1)->first - 1);
start++;
if (last <= start->last)
return;
}
// There is a fragment after *next.
R_StoreWallRange(start->last + 1, last);
}
//
// R_ClearClipSegs
//
void R_ClearClipSegs(void)
{
solidsegs[0].first = -0x7fffffff;
solidsegs[0].last = -1;
solidsegs[1].first = viewwidth;
solidsegs[1].last = 0x7fffffff;
newend = solidsegs + 2;
}
void R_PortalClearClipSegs(INT32 start, INT32 end)
{
solidsegs[0].first = -0x7fffffff;
solidsegs[0].last = start-1;
solidsegs[1].first = end;
solidsegs[1].last = 0x7fffffff;
newend = solidsegs + 2;
}
// R_DoorClosed
//
// This function is used to fix the automap bug which
// showed lines behind closed doors simply because the door had a dropoff.
//
// It assumes that Doom has already ruled out a door being closed because
// of front-back closure (e.g. front floor is taller than back ceiling).
static INT32 R_DoorClosed(void)
{
return
// if door is closed because back is shut:
backsector->ceilingheight <= backsector->floorheight
// preserve a kind of transparent door/lift special effect:
&& (backsector->ceilingheight >= frontsector->ceilingheight || curline->sidedef->toptexture)
&& (backsector->floorheight <= frontsector->floorheight || curline->sidedef->bottomtexture);
}
//
// If player's view height is underneath fake floor, lower the
// drawn ceiling to be just under the floor height, and replace
// the drawn floor and ceiling textures, and light level, with
// the control sector's.
//
// Similar for ceiling, only reflected.
//
sector_t *R_FakeFlat(sector_t *sec, sector_t *tempsec, INT32 *floorlightlevel,
INT32 *ceilinglightlevel, boolean back)
{
if (floorlightlevel)
*floorlightlevel = sec->floorlightsec == -1 ?
(sec->floorlightabsolute ? sec->floorlightlevel : max(0, min(255, sec->lightlevel + sec->floorlightlevel))) : sectors[sec->floorlightsec].lightlevel;
if (ceilinglightlevel)
*ceilinglightlevel = sec->ceilinglightsec == -1 ?
(sec->ceilinglightabsolute ? sec->ceilinglightlevel : max(0, min(255, sec->lightlevel + sec->ceilinglightlevel))) : sectors[sec->ceilinglightsec].lightlevel;
// if (sec->midmap != -1)
// mapnum = sec->midmap;
// In original colormap code, this block did not run if sec->midmap was set
if (!sec->extra_colormap && sec->heightsec != -1)
{
const sector_t *s = &sectors[sec->heightsec];
mobj_t *viewmobj = viewplayer->mo;
INT32 heightsec;
boolean underwater;
UINT8 i;
for (i = 0; i <= r_splitscreen; i++)
{
if (viewplayer == &players[displayplayers[i]] && camera[i].chase)
{
heightsec = R_PointInSubsector(camera[i].x, camera[i].y)->sector->heightsec;
break;
}
}
if (i > r_splitscreen && viewmobj)
heightsec = R_PointInSubsector(viewmobj->x, viewmobj->y)->sector->heightsec;
else
return sec;
underwater = (heightsec != -1 && viewz <= sectors[heightsec].floorheight);
// Replace sector being drawn, with a copy to be hacked
*tempsec = *sec;
// Replace floor and ceiling height with other sector's heights.
tempsec->floorheight = s->floorheight;
tempsec->ceilingheight = s->ceilingheight;
if ((underwater && (tempsec-> floorheight = sec->floorheight,
tempsec->ceilingheight = s->floorheight - 1, !back)) || viewz <= s->floorheight)
{ // head-below-floor hack
tempsec->floorpic = s->floorpic;
tempsec->floor_xoffs = s->floor_xoffs;
tempsec->floor_yoffs = s->floor_yoffs;
tempsec->floorpic_angle = s->floorpic_angle;
if (underwater)
{
if (s->ceilingpic == skyflatnum)
{
tempsec->floorheight = tempsec->ceilingheight+1;
tempsec->ceilingpic = tempsec->floorpic;
tempsec->ceiling_xoffs = tempsec->floor_xoffs;
tempsec->ceiling_yoffs = tempsec->floor_yoffs;
tempsec->ceilingpic_angle = tempsec->floorpic_angle;
}
else
{
tempsec->ceilingpic = s->ceilingpic;
tempsec->ceiling_xoffs = s->ceiling_xoffs;
tempsec->ceiling_yoffs = s->ceiling_yoffs;
tempsec->ceilingpic_angle = s->ceilingpic_angle;
}
}
tempsec->lightlevel = s->lightlevel;
if (floorlightlevel)
*floorlightlevel = s->floorlightsec == -1 ? (s->floorlightabsolute ? s->floorlightlevel : max(0, min(255, s->lightlevel + s->floorlightlevel)))
: sectors[s->floorlightsec].lightlevel;
if (ceilinglightlevel)
*ceilinglightlevel = s->ceilinglightsec == -1 ? (s->ceilinglightabsolute ? s->ceilinglightlevel : max(0, min(255, s->lightlevel + s->ceilinglightlevel)))
: sectors[s->ceilinglightsec].lightlevel;
}
else if (heightsec != -1 && viewz >= sectors[heightsec].ceilingheight
&& sec->ceilingheight > s->ceilingheight)
{ // Above-ceiling hack
tempsec->ceilingheight = s->ceilingheight;
tempsec->floorheight = s->ceilingheight + 1;
tempsec->floorpic = tempsec->ceilingpic = s->ceilingpic;
tempsec->floor_xoffs = tempsec->ceiling_xoffs = s->ceiling_xoffs;
tempsec->floor_yoffs = tempsec->ceiling_yoffs = s->ceiling_yoffs;
tempsec->floorpic_angle = tempsec->ceilingpic_angle = s->ceilingpic_angle;
if (s->floorpic == skyflatnum) // SKYFIX?
{
tempsec->ceilingheight = tempsec->floorheight-1;
tempsec->floorpic = tempsec->ceilingpic;
tempsec->floor_xoffs = tempsec->ceiling_xoffs;
tempsec->floor_yoffs = tempsec->ceiling_yoffs;
tempsec->floorpic_angle = tempsec->ceilingpic_angle;
}
else
{
tempsec->ceilingheight = sec->ceilingheight;
tempsec->floorpic = s->floorpic;
tempsec->floor_xoffs = s->floor_xoffs;
tempsec->floor_yoffs = s->floor_yoffs;
tempsec->floorpic_angle = s->floorpic_angle;
}
tempsec->lightlevel = s->lightlevel;
if (floorlightlevel)
*floorlightlevel = s->floorlightsec == -1 ? (s->floorlightabsolute ? s->floorlightlevel : max(0, min(255, s->lightlevel + s->floorlightlevel)))
: sectors[s->floorlightsec].lightlevel;
if (ceilinglightlevel)
*ceilinglightlevel = s->ceilinglightsec == -1 ? (s->ceilinglightabsolute ? s->ceilinglightlevel : max(0, min(255, s->lightlevel + s->ceilinglightlevel)))
: sectors[s->ceilinglightsec].lightlevel;
}
sec = tempsec;
}
return sec;
}
boolean R_IsEmptyLine(seg_t *line, sector_t *front, sector_t *back)
{
return (
!line->polyseg &&
back->ceilingpic == front->ceilingpic
&& back->floorpic == front->floorpic
&& back->f_slope == front->f_slope
&& back->c_slope == front->c_slope
&& back->lightlevel == front->lightlevel
&& !line->sidedef->midtexture
// Check offsets too!
&& back->floor_xoffs == front->floor_xoffs
&& back->floor_yoffs == front->floor_yoffs
&& back->floorpic_angle == front->floorpic_angle
&& back->ceiling_xoffs == front->ceiling_xoffs
&& back->ceiling_yoffs == front->ceiling_yoffs
&& back->ceilingpic_angle == front->ceilingpic_angle
// Consider altered lighting.
&& back->floorlightlevel == front->floorlightlevel
&& back->floorlightabsolute == front->floorlightabsolute
&& back->ceilinglightlevel == front->ceilinglightlevel
&& back->ceilinglightabsolute == front->ceilinglightabsolute
&& back->floorlightsec == front->floorlightsec
&& back->ceilinglightsec == front->ceilinglightsec
// Consider colormaps
&& back->extra_colormap == front->extra_colormap
&& ((!front->ffloors && !back->ffloors)
|| Tag_Compare(&front->tags, &back->tags)));
}
//
// R_AddLine
// Clips the given segment and adds any visible pieces to the line list.
//
static void R_AddLine(seg_t *line)
{
INT32 x1, x2;
angle_t angle1, angle2, span, tspan;
static sector_t tempsec;
boolean bothceilingssky = false, bothfloorssky = false;
portalline = false;
if (line->polyseg && !(line->polyseg->flags & POF_RENDERSIDES))
return;
// big room fix
angle1 = R_PointToAngleEx(viewx, viewy, line->v1->x, line->v1->y);
angle2 = R_PointToAngleEx(viewx, viewy, line->v2->x, line->v2->y);
curline = line;
// Clip to view edges.
span = angle1 - angle2;
// Back side? i.e. backface culling?
if (span >= ANGLE_180)
return;
// Global angle needed by segcalc.
rw_angle1 = angle1;
angle1 -= viewangle;
angle2 -= viewangle;
tspan = angle1 + clipangle[viewssnum];
if (tspan > doubleclipangle[viewssnum])
{
tspan -= doubleclipangle[viewssnum];
// Totally off the left edge?
if (tspan >= span)
return;
angle1 = clipangle[viewssnum];
}
tspan = clipangle[viewssnum] - angle2;
if (tspan > doubleclipangle[viewssnum])
{
tspan -= doubleclipangle[viewssnum];
// Totally off the left edge?
if (tspan >= span)
return;
angle2 = -(signed)clipangle[viewssnum];
}
// The seg is in the view range, but not necessarily visible.
angle1 = (angle1+ANGLE_90)>>ANGLETOFINESHIFT;
angle2 = (angle2+ANGLE_90)>>ANGLETOFINESHIFT;
x1 = viewangletox[viewssnum][angle1];
x2 = viewangletox[viewssnum][angle2];
// Does not cross a pixel?
if (x1 >= x2) // killough 1/31/98 -- change == to >= for robustness
return;
backsector = line->backsector;
// Portal line
if (line->linedef->special == 40 && line->side == 0)
{
// Render portal if recursiveness limit hasn't been reached.
// Otherwise, render the wall normally.
if (portalrender < cv_maxportals.value)
{
size_t p;
mtag_t tag = Tag_FGet(&line->linedef->tags);
INT32 li1 = line->linedef-lines;
INT32 li2;
for (p = 0; (li2 = Tag_Iterate_Lines(tag, p)) >= 0; p++)
{
// Skip invalid lines.
if ((tag != Tag_FGet(&lines[li2].tags)) || (lines[li1].special != lines[li2].special) || (li1 == li2))
continue;
Portal_Add2Lines(li1, li2, x1, x2);
goto clipsolid;
}
}
}
// Single sided line?
if (!backsector)
goto clipsolid;
backsector = R_FakeFlat(backsector, &tempsec, NULL, NULL, true);
doorclosed = 0;
if (backsector->ceilingpic == skyflatnum && frontsector->ceilingpic == skyflatnum)
bothceilingssky = true;
if (backsector->floorpic == skyflatnum && frontsector->floorpic == skyflatnum)
bothfloorssky = true;
if (bothceilingssky && bothfloorssky) // everything's sky? let's save us a bit of time then
{
if (!line->polyseg &&
!line->sidedef->midtexture
&& ((!frontsector->ffloors && !backsector->ffloors)
|| Tag_Compare(&frontsector->tags, &backsector->tags)))
return; // line is empty, don't even bother
goto clippass; // treat like wide open window instead
}
// Closed door.
if (frontsector->f_slope || frontsector->c_slope || backsector->f_slope || backsector->c_slope)
{
fixed_t frontf1,frontf2, frontc1, frontc2; // front floor/ceiling ends
fixed_t backf1, backf2, backc1, backc2; // back floor ceiling ends
#define SLOPEPARAMS(slope, end1, end2, normalheight) \
end1 = P_GetZAt(slope, line->v1->x, line->v1->y, normalheight); \
end2 = P_GetZAt(slope, line->v2->x, line->v2->y, normalheight);
SLOPEPARAMS(frontsector->f_slope, frontf1, frontf2, frontsector-> floorheight)
SLOPEPARAMS(frontsector->c_slope, frontc1, frontc2, frontsector->ceilingheight)
SLOPEPARAMS( backsector->f_slope, backf1, backf2, backsector-> floorheight)
SLOPEPARAMS( backsector->c_slope, backc1, backc2, backsector->ceilingheight)
#undef SLOPEPARAMS
// if both ceilings are skies, consider it always "open"
// same for floors
if (!bothceilingssky && !bothfloorssky)
{
if ((backc1 <= frontf1 && backc2 <= frontf2)
|| (backf1 >= frontc1 && backf2 >= frontc2))
{
goto clipsolid;
}
// Check for automap fix. Store in doorclosed for r_segs.c
doorclosed = (backc1 <= backf1 && backc2 <= backf2
&& ((backc1 >= frontc1 && backc2 >= frontc2) || curline->sidedef->toptexture)
&& ((backf1 <= frontf1 && backf2 >= frontf2) || curline->sidedef->bottomtexture));
if (doorclosed)
goto clipsolid;
}
// Window.
if (!bothceilingssky) // ceilings are always the "same" when sky
if (backc1 != frontc1 || backc2 != frontc2)
goto clippass;
if (!bothfloorssky) // floors are always the "same" when sky
if (backf1 != frontf1 || backf2 != frontf2)
goto clippass;
}
else
{
// if both ceilings are skies, consider it always "open"
// same for floors
if (!bothceilingssky && !bothfloorssky)
{
if (backsector->ceilingheight <= frontsector->floorheight
|| backsector->floorheight >= frontsector->ceilingheight)
{
goto clipsolid;
}
// Check for automap fix. Store in doorclosed for r_segs.c
doorclosed = R_DoorClosed();
if (doorclosed)
goto clipsolid;
}
// Window.
if (!bothceilingssky) // ceilings are always the "same" when sky
if (backsector->ceilingheight != frontsector->ceilingheight)
goto clippass;
if (!bothfloorssky) // floors are always the "same" when sky
if (backsector->floorheight != frontsector->floorheight)
goto clippass;
}
// Reject empty lines used for triggers and special events.
// Identical floor and ceiling on both sides, identical light levels on both sides,
// and no middle texture.
if (R_IsEmptyLine(line, frontsector, backsector))
return;
clippass:
R_ClipPassWallSegment(x1, x2 - 1);
return;
clipsolid:
R_ClipSolidWallSegment(x1, x2 - 1);
}
//
// R_CheckBBox
// Checks BSP node/subtree bounding box.
// Returns true if some part of the bbox might be visible.
//
// | 0 | 1 | 2
// --+---+---+---
// 0 | 0 | 1 | 2
// 1 | 4 | 5 | 6
// 2 | 8 | 9 | A
INT32 checkcoord[12][4] =
{
{3, 0, 2, 1},
{3, 0, 2, 0},
{3, 1, 2, 0},
{0}, // UNUSED
{2, 0, 2, 1},
{0}, // UNUSED
{3, 1, 3, 0},
{0}, // UNUSED
{2, 0, 3, 1},
{2, 1, 3, 1},
{2, 1, 3, 0}
};
static boolean R_CheckBBox(const fixed_t *bspcoord)
{
angle_t angle1, angle2;
INT32 sx1, sx2, boxpos;
const INT32* check;
cliprange_t *start;
// Find the corners of the box that define the edges from current viewpoint.
if ((boxpos = (viewx <= bspcoord[BOXLEFT] ? 0 : viewx < bspcoord[BOXRIGHT] ? 1 : 2) + (viewy >= bspcoord[BOXTOP] ? 0 : viewy > bspcoord[BOXBOTTOM] ? 4 : 8)) == 5)
return true;
check = checkcoord[boxpos];
// big room fix
angle1 = R_PointToAngleEx(viewx, viewy, bspcoord[check[0]], bspcoord[check[1]]) - viewangle;
angle2 = R_PointToAngleEx(viewx, viewy, bspcoord[check[2]], bspcoord[check[3]]) - viewangle;
if ((signed)angle1 < (signed)angle2)
{
if ((angle1 >= ANGLE_180) && (angle1 < ANGLE_270))
angle1 = ANGLE_180-1;
else
angle2 = ANGLE_180;
}
if ((signed)angle2 >= (signed)clipangle[viewssnum]) return false;
if ((signed)angle1 <= -(signed)clipangle[viewssnum]) return false;
if ((signed)angle1 >= (signed)clipangle[viewssnum]) angle1 = clipangle[viewssnum];
if ((signed)angle2 <= -(signed)clipangle[viewssnum]) angle2 = 0-clipangle[viewssnum];
// Find the first clippost that touches the source post (adjacent pixels are touching).
angle1 = (angle1+ANGLE_90)>>ANGLETOFINESHIFT;
angle2 = (angle2+ANGLE_90)>>ANGLETOFINESHIFT;
sx1 = viewangletox[viewssnum][angle1];
sx2 = viewangletox[viewssnum][angle2];
// Does not cross a pixel.
if (sx1 >= sx2) return false;
start = solidsegs;
while (start->last < sx2)
start++;
if (sx1 >= start->first && sx2 <= start->last)
return false; // The clippost contains the new span.
return true;
}
size_t numpolys; // number of polyobjects in current subsector
size_t num_po_ptrs; // number of polyobject pointers allocated
polyobj_t **po_ptrs; // temp ptr array to sort polyobject pointers
//
// R_PolyobjCompare
//
// Callback for qsort that compares the z distance of two polyobjects.
// Returns the difference such that the closer polyobject will be
// sorted first.
//
static int R_PolyobjCompare(const void *p1, const void *p2)
{
const polyobj_t *po1 = *(const polyobj_t * const *)p1;
const polyobj_t *po2 = *(const polyobj_t * const *)p2;
return po1->zdist - po2->zdist;
}
//
// R_SortPolyObjects
//
// haleyjd 03/03/06: Here's the REAL meat of Eternity's polyobject system.
// Hexen just figured this was impossible, but as mentioned in polyobj.c,
// it is perfectly doable within the confines of the BSP tree. Polyobjects
// must be sorted to draw in DOOM's front-to-back order within individual
// subsectors. This is a modified version of R_SortVisSprites.
//
void R_SortPolyObjects(subsector_t *sub)
{
if (numpolys)
{
polyobj_t *po;
INT32 i = 0;
// allocate twice the number needed to minimize allocations
if (num_po_ptrs < numpolys*2)
{
// use free instead realloc since faster (thanks Lee ^_^)
free(po_ptrs);
po_ptrs = malloc((num_po_ptrs = numpolys*2)
* sizeof(*po_ptrs));
}
po = sub->polyList;
while (po)
{
po->zdist = R_PointToDist2(viewx, viewy,
po->centerPt.x, po->centerPt.y);
po_ptrs[i++] = po;
po = (polyobj_t *)(po->link.next);
}
// the polyobjects are NOT in any particular order, so use qsort
// 03/10/06: only bother if there are actually polys to sort
if (numpolys >= 2)
{
qsort(po_ptrs, numpolys, sizeof(polyobj_t *),
R_PolyobjCompare);
}
}
}
//
// R_PolysegCompare
//
// Callback for qsort to sort the segs of a polyobject. Returns such that the
// closer one is sorted first. I sure hope this doesn't break anything. -Red
//
static int R_PolysegCompare(const void *p1, const void *p2)
{
const seg_t *seg1 = *(const seg_t * const *)p1;
const seg_t *seg2 = *(const seg_t * const *)p2;
fixed_t dist1v1, dist1v2, dist2v1, dist2v2;
// TODO might be a better way to get distance?
#define pdist(x, y) (FixedMul(R_PointToDist(x, y), FINECOSINE((R_PointToAngle(x, y)-viewangle)>>ANGLETOFINESHIFT))+0xFFFFFFF)
#define vxdist(v) pdist(v->x, v->y)
dist1v1 = vxdist(seg1->v1);
dist1v2 = vxdist(seg1->v2);
dist2v1 = vxdist(seg2->v1);
dist2v2 = vxdist(seg2->v2);
if (min(dist1v1, dist1v2) != min(dist2v1, dist2v2))
return min(dist1v1, dist1v2) - min(dist2v1, dist2v2);
{ // That didn't work, so now let's try this.......
fixed_t delta1, delta2, x1, y1, x2, y2;
vertex_t *near1, *near2, *far1, *far2; // wherever you are~
delta1 = R_PointToDist2(seg1->v1->x, seg1->v1->y, seg1->v2->x, seg1->v2->y);
delta2 = R_PointToDist2(seg2->v1->x, seg2->v1->y, seg2->v2->x, seg2->v2->y);
delta1 = FixedDiv(128<<FRACBITS, delta1);
delta2 = FixedDiv(128<<FRACBITS, delta2);
if (dist1v1 < dist1v2)
{
near1 = seg1->v1;
far1 = seg1->v2;
}
else
{
near1 = seg1->v2;
far1 = seg1->v1;
}
if (dist2v1 < dist2v2)
{
near2 = seg2->v1;
far2 = seg2->v2;
}
else
{
near2 = seg2->v2;
far2 = seg2->v1;
}
x1 = near1->x + FixedMul(far1->x-near1->x, delta1);
y1 = near1->y + FixedMul(far1->y-near1->y, delta1);
x2 = near2->x + FixedMul(far2->x-near2->x, delta2);
y2 = near2->y + FixedMul(far2->y-near2->y, delta2);
return pdist(x1, y1)-pdist(x2, y2);
}
#undef vxdist
#undef pdist
}
//
// R_AddPolyObjects
//
// haleyjd 02/19/06
// Adds all segs in all polyobjects in the given subsector.
//
static void R_AddPolyObjects(subsector_t *sub)
{
polyobj_t *po = sub->polyList;
size_t i, j;
numpolys = 0;
// count polyobjects
while (po)
{
++numpolys;
po = (polyobj_t *)(po->link.next);
}
// for render stats
ps_numpolyobjects += numpolys;
// sort polyobjects
R_SortPolyObjects(sub);
// render polyobjects
for (i = 0; i < numpolys; ++i)
{
qsort(po_ptrs[i]->segs, po_ptrs[i]->segCount, sizeof(seg_t *), R_PolysegCompare);
for (j = 0; j < po_ptrs[i]->segCount; ++j)
R_AddLine(po_ptrs[i]->segs[j]);
}
}
//
// R_Subsector
// Determine floor/ceiling planes.
// Add sprites of things in sector.
// Draw one or more line segments.
//
drawseg_t *firstseg;
static void R_Subsector(size_t num)
{
INT32 count, floorlightlevel, ceilinglightlevel, light;
seg_t *line;
subsector_t *sub;
static sector_t tempsec; // Deep water hack
extracolormap_t *floorcolormap;
extracolormap_t *ceilingcolormap;
fixed_t floorcenterz, ceilingcenterz;
ffloor_t *rover;
#ifdef RANGECHECK
if (num >= numsubsectors)
I_Error("R_Subsector: ss %s with numss = %s\n", sizeu1(num), sizeu2(numsubsectors));
#endif
// subsectors added at run-time
if (num >= numsubsectors)
return;
sub = &subsectors[num];
frontsector = sub->sector;
count = sub->numlines;
line = &segs[sub->firstline];
// Deep water/fake ceiling effect.
frontsector = R_FakeFlat(frontsector, &tempsec, &floorlightlevel, &ceilinglightlevel, false);
floorcolormap = ceilingcolormap = frontsector->extra_colormap;
floorcenterz = P_GetSectorFloorZAt (frontsector, frontsector->soundorg.x, frontsector->soundorg.y);
ceilingcenterz = P_GetSectorCeilingZAt(frontsector, frontsector->soundorg.x, frontsector->soundorg.y);
// Check and prep all 3D floors. Set the sector floor/ceiling light levels and colormaps.
if (frontsector->ffloors)
{
boolean anyMoved = frontsector->moved;
if (anyMoved == false)
{
for (rover = frontsector->ffloors; rover; rover = rover->next)
{
sector_t *controlSec = &sectors[rover->secnum];
if (controlSec->moved == true)
{
anyMoved = true;
break;
}
}
}
if (anyMoved == true)
{
frontsector->numlights = sub->sector->numlights = 0;
R_Prep3DFloors(frontsector);
sub->sector->lightlist = frontsector->lightlist;
sub->sector->numlights = frontsector->numlights;
sub->sector->moved = frontsector->moved = false;
}
light = R_GetPlaneLight(frontsector, floorcenterz, false);
if (frontsector->floorlightsec == -1 && !frontsector->floorlightabsolute)
floorlightlevel = max(0, min(255, *frontsector->lightlist[light].lightlevel + frontsector->floorlightlevel));
floorcolormap = *frontsector->lightlist[light].extra_colormap;
light = R_GetPlaneLight(frontsector, ceilingcenterz, false);
if (frontsector->ceilinglightsec == -1 && !frontsector->ceilinglightabsolute)
ceilinglightlevel = max(0, min(255, *frontsector->lightlist[light].lightlevel + frontsector->ceilinglightlevel));
ceilingcolormap = *frontsector->lightlist[light].extra_colormap;
}
sub->sector->extra_colormap = frontsector->extra_colormap;
if (P_GetSectorFloorZAt(frontsector, viewx, viewy) < viewz
|| frontsector->floorpic == skyflatnum
|| (frontsector->heightsec != -1 && sectors[frontsector->heightsec].ceilingpic == skyflatnum))
{
floorplane = R_FindPlane(
frontsector->floorheight, frontsector->floorpic, floorlightlevel,
frontsector->floor_xoffs, frontsector->floor_yoffs, frontsector->floorpic_angle,
floorcolormap, NULL, NULL, frontsector->f_slope,
R_NoEncore(frontsector, &levelflats[frontsector->floorpic], false),
R_IsRipplePlane(frontsector, NULL, false),
false
);
}
else
floorplane = NULL;
if (P_GetSectorCeilingZAt(frontsector, viewx, viewy) > viewz
|| frontsector->ceilingpic == skyflatnum
|| (frontsector->heightsec != -1 && sectors[frontsector->heightsec].floorpic == skyflatnum))
{
ceilingplane = R_FindPlane(
frontsector->ceilingheight, frontsector->ceilingpic, ceilinglightlevel,
frontsector->ceiling_xoffs, frontsector->ceiling_yoffs, frontsector->ceilingpic_angle,
ceilingcolormap, NULL, NULL, frontsector->c_slope,
R_NoEncore(frontsector, &levelflats[frontsector->ceilingpic], true),
R_IsRipplePlane(frontsector, NULL, true),
true
);
}
else
ceilingplane = NULL;
numffloors = 0;
ffloor[numffloors].slope = NULL;
ffloor[numffloors].plane = NULL;
ffloor[numffloors].polyobj = NULL;
if (frontsector->ffloors)
{
fixed_t heightcheck, planecenterz;
for (rover = frontsector->ffloors; rover && numffloors < MAXFFLOORS; rover = rover->next)
{
if (!(rover->fofflags & FOF_EXISTS) || !(rover->fofflags & FOF_RENDERPLANES))
continue;
if (frontsector->cullheight)
{
if (R_DoCulling(frontsector->cullheight, viewsector->cullheight, viewz, *rover->bottomheight, *rover->topheight))
{
rover->norender = leveltime;
continue;
}
}
ffloor[numffloors].plane = NULL;
ffloor[numffloors].polyobj = NULL;
heightcheck = P_GetFFloorBottomZAt(rover, viewx, viewy);
planecenterz = P_GetFFloorBottomZAt(rover, frontsector->soundorg.x, frontsector->soundorg.y);
if (planecenterz <= ceilingcenterz
&& planecenterz >= floorcenterz
&& ((viewz < heightcheck && (rover->fofflags & FOF_BOTHPLANES || !(rover->fofflags & FOF_INVERTPLANES)))
|| (viewz > heightcheck && (rover->fofflags & FOF_BOTHPLANES || rover->fofflags & FOF_INVERTPLANES))))
{
light = R_GetPlaneLight(frontsector, planecenterz,
viewz < heightcheck);
ffloor[numffloors].plane = R_FindPlane(
*rover->bottomheight, *rover->bottompic,
*frontsector->lightlist[light].lightlevel, *rover->bottomxoffs,
*rover->bottomyoffs, *rover->bottomangle, *frontsector->lightlist[light].extra_colormap, rover, NULL, *rover->b_slope,
R_NoEncore(rover->master->frontsector, &levelflats[*rover->bottompic], true),
R_IsRipplePlane(rover->master->frontsector, rover, true),
true
);
ffloor[numffloors].slope = *rover->b_slope;
// Tell the renderer this sector has slopes in it.
if (ffloor[numffloors].slope)
frontsector->hasslope = true;
ffloor[numffloors].height = heightcheck;
ffloor[numffloors].ffloor = rover;
numffloors++;
}
if (numffloors >= MAXFFLOORS)
break;
ffloor[numffloors].plane = NULL;
ffloor[numffloors].polyobj = NULL;
heightcheck = P_GetFFloorTopZAt(rover, viewx, viewy);
planecenterz = P_GetFFloorTopZAt(rover, frontsector->soundorg.x, frontsector->soundorg.y);
if (planecenterz >= floorcenterz
&& planecenterz <= ceilingcenterz
&& ((viewz > heightcheck && (rover->fofflags & FOF_BOTHPLANES || !(rover->fofflags & FOF_INVERTPLANES)))
|| (viewz < heightcheck && (rover->fofflags & FOF_BOTHPLANES || rover->fofflags & FOF_INVERTPLANES))))
{
light = R_GetPlaneLight(frontsector, planecenterz, viewz < heightcheck);
ffloor[numffloors].plane = R_FindPlane(
*rover->topheight, *rover->toppic,
*frontsector->lightlist[light].lightlevel, *rover->topxoffs, *rover->topyoffs, *rover->topangle,
*frontsector->lightlist[light].extra_colormap, rover, NULL, *rover->t_slope,
R_NoEncore(rover->master->frontsector, &levelflats[*rover->toppic], false),
R_IsRipplePlane(rover->master->frontsector, rover, false),
false
);
ffloor[numffloors].slope = *rover->t_slope;
// Tell the renderer this sector has slopes in it.
if (ffloor[numffloors].slope)
frontsector->hasslope = true;
ffloor[numffloors].height = heightcheck;
ffloor[numffloors].ffloor = rover;
numffloors++;
}
}
}
// Polyobjects have planes, too!
if (sub->polyList)
{
polyobj_t *po = sub->polyList;
sector_t *polysec;
while (po)
{
if (numffloors >= MAXFFLOORS)
break;
if (!(po->flags & POF_RENDERPLANES)) // Don't draw planes
{
po = (polyobj_t *)(po->link.next);
continue;
}
polysec = po->lines[0]->backsector;
ffloor[numffloors].plane = NULL;
if (polysec->floorheight <= ceilingcenterz
&& polysec->floorheight >= floorcenterz
&& (viewz < polysec->floorheight))
{
light = R_GetPlaneLight(frontsector, polysec->floorheight, viewz < polysec->floorheight);
ffloor[numffloors].plane = R_FindPlane(
polysec->floorheight, polysec->floorpic,
(light == -1 ? frontsector->lightlevel : *frontsector->lightlist[light].lightlevel), polysec->floor_xoffs, polysec->floor_yoffs,
polysec->floorpic_angle-po->angle,
(light == -1 ? frontsector->extra_colormap : *frontsector->lightlist[light].extra_colormap), NULL, po,
NULL, // will ffloors be slopable eventually?
R_NoEncore(polysec, &levelflats[polysec->floorpic], false),
false, /* TODO: wet polyobjects? */
true
);
ffloor[numffloors].height = polysec->floorheight;
ffloor[numffloors].polyobj = po;
ffloor[numffloors].slope = NULL;
//ffloor[numffloors].ffloor = rover;
po->visplane = ffloor[numffloors].plane;
numffloors++;
}
if (numffloors >= MAXFFLOORS)
break;
ffloor[numffloors].plane = NULL;
if (polysec->ceilingheight >= floorcenterz
&& polysec->ceilingheight <= ceilingcenterz
&& (viewz > polysec->ceilingheight))
{
light = R_GetPlaneLight(frontsector, polysec->floorheight, viewz < polysec->floorheight);
ffloor[numffloors].plane = R_FindPlane(
polysec->ceilingheight, polysec->ceilingpic,
(light == -1 ? frontsector->lightlevel : *frontsector->lightlist[light].lightlevel), polysec->ceiling_xoffs, polysec->ceiling_yoffs, polysec->ceilingpic_angle-po->angle,
(light == -1 ? frontsector->extra_colormap : *frontsector->lightlist[light].extra_colormap), NULL, po,
NULL, // will ffloors be slopable eventually?
R_NoEncore(polysec, &levelflats[polysec->ceilingpic], true),
false, /* TODO: wet polyobjects? */
false
);
ffloor[numffloors].polyobj = po;
ffloor[numffloors].height = polysec->ceilingheight;
ffloor[numffloors].slope = NULL;
//ffloor[numffloors].ffloor = rover;
po->visplane = ffloor[numffloors].plane;
numffloors++;
}
po = (polyobj_t *)(po->link.next);
}
}
// killough 9/18/98: Fix underwater slowdown, by passing real sector
// instead of fake one. Improve sprite lighting by basing sprite
// lightlevels on floor & ceiling lightlevels in the surrounding area.
//
// 10/98 killough:
//
// NOTE: TeamTNT fixed this bug incorrectly, messing up sprite lighting!!!
// That is part of the 242 effect!!! If you simply pass sub->sector to
// the old code you will not get correct lighting for underwater sprites!!!
// Either you must pass the fake sector and handle validcount here, on the
// real sector, or you must account for the lighting in some other way,
// like passing it as an argument.
R_AddSprites(sub->sector, (floorlightlevel+ceilinglightlevel)/2);
firstseg = NULL;
// haleyjd 02/19/06: draw polyobjects before static lines
if (sub->polyList)
R_AddPolyObjects(sub);
while (count--)
{
// CONS_Debug(DBG_GAMELOGIC, "Adding normal line %d...(%d)\n", line->linedef-lines, leveltime);
if (!line->glseg && !line->polyseg) // ignore segs that belong to polyobjects
R_AddLine(line);
line++;
curline = NULL; /* cph 2001/11/18 - must clear curline now we're done with it, so stuff doesn't try using it for other things */
}
}
//
// R_Prep3DFloors
//
// This function creates the lightlists that the given sector uses to light
// floors/ceilings/walls according to the 3D floors.
void R_Prep3DFloors(sector_t *sector)
{
ffloor_t *rover;
ffloor_t *best;
fixed_t bestheight, maxheight;
INT32 count, i;
sector_t *sec;
pslope_t *bestslope = NULL;
fixed_t heighttest; // I think it's better to check the Z height at the sector's center
// than assume unsloped heights are accurate indicators of order in sloped sectors. -Red
count = 1;
for (rover = sector->ffloors; rover; rover = rover->next)
{
if ((rover->fofflags & FOF_EXISTS) && (!(rover->fofflags & FOF_NOSHADE)
|| (rover->fofflags & FOF_CUTLEVEL) || (rover->fofflags & FOF_CUTSPRITES)))
{
count++;
if (rover->fofflags & FOF_DOUBLESHADOW)
count++;
}
}
if (count != sector->numlights)
{
Z_Free(sector->lightlist);
sector->lightlist = Z_Calloc(sizeof (*sector->lightlist) * count, PU_LEVEL, NULL);
sector->numlights = count;
}
else
memset(sector->lightlist, 0, sizeof (lightlist_t) * count);
heighttest = P_GetSectorCeilingZAt(sector, sector->soundorg.x, sector->soundorg.y);
sector->lightlist[0].height = heighttest + 1;
sector->lightlist[0].slope = sector->c_slope;
sector->lightlist[0].lightlevel = &sector->lightlevel;
sector->lightlist[0].caster = NULL;
sector->lightlist[0].extra_colormap = &sector->extra_colormap;
sector->lightlist[0].flags = 0;
maxheight = INT32_MAX;
for (i = 1; i < count; i++)
{
bestheight = INT32_MAX * -1;
best = NULL;
for (rover = sector->ffloors; rover; rover = rover->next)
{
rover->lastlight = 0;
if (!(rover->fofflags & FOF_EXISTS) || (rover->fofflags & FOF_NOSHADE
&& !(rover->fofflags & FOF_CUTLEVEL) && !(rover->fofflags & FOF_CUTSPRITES)))
continue;
heighttest = P_GetFFloorTopZAt(rover, sector->soundorg.x, sector->soundorg.y);
if (heighttest > bestheight && heighttest < maxheight)
{
best = rover;
bestheight = heighttest;
bestslope = *rover->t_slope;
continue;
}
if (rover->fofflags & FOF_DOUBLESHADOW) {
heighttest = P_GetFFloorBottomZAt(rover, sector->soundorg.x, sector->soundorg.y);
if (heighttest > bestheight
&& heighttest < maxheight)
{
best = rover;
bestheight = heighttest;
bestslope = *rover->b_slope;
continue;
}
}
}
if (!best)
{
sector->numlights = i;
return;
}
sector->lightlist[i].height = maxheight = bestheight;
sector->lightlist[i].caster = best;
sector->lightlist[i].flags = best->fofflags;
sector->lightlist[i].slope = bestslope;
sec = &sectors[best->secnum];
if (best->fofflags & FOF_NOSHADE)
{
sector->lightlist[i].lightlevel = sector->lightlist[i-1].lightlevel;
sector->lightlist[i].extra_colormap = sector->lightlist[i-1].extra_colormap;
}
else if (best->fofflags & FOF_COLORMAPONLY)
{
sector->lightlist[i].lightlevel = sector->lightlist[i-1].lightlevel;
sector->lightlist[i].extra_colormap = &sec->extra_colormap;
}
else
{
sector->lightlist[i].lightlevel = best->toplightlevel;
sector->lightlist[i].extra_colormap = &sec->extra_colormap;
}
if (best->fofflags & FOF_DOUBLESHADOW)
{
heighttest = P_GetFFloorBottomZAt(best, sector->soundorg.x, sector->soundorg.y);
if (bestheight == heighttest) ///TODO: do this in a more efficient way -Red
{
sector->lightlist[i].lightlevel = sector->lightlist[best->lastlight].lightlevel;
sector->lightlist[i].extra_colormap =
sector->lightlist[best->lastlight].extra_colormap;
}
else
best->lastlight = i - 1;
}
}
}
INT32 R_GetPlaneLight(sector_t *sector, fixed_t planeheight, boolean underside)
{
INT32 i;
if (!underside)
{
for (i = 1; i < sector->numlights; i++)
if (sector->lightlist[i].height <= planeheight)
return i - 1;
return sector->numlights - 1;
}
for (i = 1; i < sector->numlights; i++)
if (sector->lightlist[i].height < planeheight)
return i - 1;
return sector->numlights - 1;
}
//
// RenderBSPNode
// Renders all subsectors below a given node,
// traversing subtree recursively.
// Just call with BSP root.
//
// killough 5/2/98: reformatted, removed tail recursion
void R_RenderBSPNode(INT32 bspnum)
{
node_t *bsp;
INT32 side;
ps_numbspcalls++;
while (!(bspnum & NF_SUBSECTOR)) // Found a subsector?
{
bsp = &nodes[bspnum];
// Decide which side the view point is on.
side = R_PointOnSide(viewx, viewy, bsp);
// Recursively divide front space.
R_RenderBSPNode(bsp->children[side]);
// Possibly divide back space.
if (!R_CheckBBox(bsp->bbox[side^1]))
return;
bspnum = bsp->children[side^1];
}
// PORTAL CULLING
if (portalcullsector) {
sector_t *sect = subsectors[bspnum & ~NF_SUBSECTOR].sector;
if (sect != portalcullsector)
return;
portalcullsector = NULL;
}
R_Subsector(bspnum == -1 ? 0 : bspnum & ~NF_SUBSECTOR);
}