r_things.c
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上传日期:2021-05-12
资源大小:455k
文件大小:22k
源码类别:
射击游戏
开发平台:
Visual C++
- // Emacs style mode select -*- C++ -*-
- //-----------------------------------------------------------------------------
- //
- // $Id:$
- //
- // 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.
- //
- // $Log:$
- //
- // DESCRIPTION:
- // Refresh of things, i.e. objects represented by sprites.
- //
- //-----------------------------------------------------------------------------
- static const char
- rcsid[] = "$Id: r_things.c,v 1.5 1997/02/03 16:47:56 b1 Exp $";
- #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 (SCREENHEIGHT/2)
- #define BASEYCENTER 100
- //#define BASEYCENTER (100-((SCREENHEIGHT-200)/256))
- //void R_DrawColumn (void);
- //void R_DrawFuzzColumn (void);
- char MsgText[256];
- void WriteDebug(char *);
- 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;
- short *screenheightarray;
- //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;
- xtoviewangle = (angle_t *)calloc(SCREENWIDTH+1,sizeof(angle_t));
- negonearray = (short *)calloc(SCREENWIDTH,sizeof(short));
- screenheightarray = (short *)calloc(SCREENWIDTH,sizeof(short));
- 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 >= (unsigned)numsprites)
- I_Error ("R_ProjectSprite: invalid sprite number %i ",
- thing->sprite);
- #endif
- sprdef = &sprites[thing->sprite];
- #ifdef RANGECHECK
- if ( (thing->frame&FF_FRAMEMASK) >= sprdef->numframes )
- I_Error ("R_ProjectSprite: invalid sprite frame %i : %i ",
- thing->sprite, thing->frame);
- #endif
- sprframe = &sprdef->spriteframes[ thing->frame & FF_FRAMEMASK];
- if (sprframe->rotate)
- {
- // choose a different rotation based on player view
- ang = R_PointToAngle (thing->x, thing->y);
- rot = (ang-thing->angle+(unsigned)(ANG45/2)*9)>>29;
- lump = sprframe->lump[rot];
- flip = (boolean)sprframe->flip[rot];
- }
- else
- {
- // use single rotation for all views
- lump = sprframe->lump[0];
- flip = (boolean)sprframe->flip[0];
- }
- // calculate edges of the shape
- tx -= spriteoffset[lump];
- x1 = (centerxfrac + FixedMul (tx,xscale) ) >>FRACBITS;
- // off the right side?
- if (x1 > viewwidth)
- return;
- tx += spritewidth[lump];
- x2 = ((centerxfrac + FixedMul (tx,xscale) ) >>FRACBITS) - 1;
- // off the left side
- if (x2 < 0)
- return;
- // store information in a vissprite
- vis = R_NewVisSprite ();
- vis->mobjflags = thing->flags;
- vis->scale = xscale<<detailshift;
- vis->gx = thing->x;
- vis->gy = thing->y;
- vis->gz = thing->z;
- vis->gzt = thing->z + spritetopoffset[lump];
- vis->texturemid = vis->gzt - viewz;
- vis->x1 = x1 < 0 ? 0 : x1;
- vis->x2 = x2 >= viewwidth ? viewwidth-1 : x2;
- iscale = FixedDiv (FRACUNIT, xscale);
- if (flip)
- {
- vis->startfrac = spritewidth[lump]-1;
- vis->xiscale = -iscale;
- }
- else
- {
- vis->startfrac = 0;
- vis->xiscale = iscale;
- }
- if (vis->x1 > x1)
- vis->startfrac += vis->xiscale*(vis->x1-x1);
- vis->patch = lump;
- // get light level
- if (thing->flags & MF_SHADOW)
- {
- // shadow draw
- vis->colormap = NULL;
- }
- else if (fixedcolormap)
- {
- // fixed map
- vis->colormap = fixedcolormap;
- }
- else if (thing->frame & FF_FULLBRIGHT)
- {
- // full bright
- vis->colormap = colormaps;
- }
- else
- {
- // diminished light
- index = xscale>>(LIGHTSCALESHIFT-detailshift);
- if (index >= MAXLIGHTSCALE)
- index = MAXLIGHTSCALE-1;
- vis->colormap = spritelights[index];
- }
- }
- //
- // R_AddSprites
- // During BSP traversal, this adds sprites by sector.
- //
- void R_AddSprites (sector_t* sec)
- {
- mobj_t* thing;
- int lightnum;
- // BSP is traversed by subsector.
- // A sector might have been split into several
- // subsectors during BSP building.
- // Thus we check whether its already added.
- if (sec->validcount == validcount)
- return;
- // Well, now it will be done.
- sec->validcount = validcount;
- lightnum = (sec->lightlevel >> LIGHTSEGSHIFT)+extralight;
- if (lightnum < 0)
- spritelights = scalelight[0];
- else if (lightnum >= LIGHTLEVELS)
- spritelights = scalelight[LIGHTLEVELS-1];
- else
- spritelights = scalelight[lightnum];
- // Handle all things in sector.
- for (thing = sec->thinglist ; thing ; thing = thing->snext)
- R_ProjectSprite (thing);
- }
- //
- // R_DrawPSprite
- //
- void R_DrawPSprite (pspdef_t* psp)
- {
- fixed_t tx;
- int x1;
- int x2;
- spritedef_t* sprdef;
- spriteframe_t* sprframe;
- int lump;
- boolean flip;
- vissprite_t* vis;
- vissprite_t avis;
- // decide which patch to use
- #ifdef RANGECHECK
- if ( (unsigned)psp->state->sprite >= (unsigned)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];
- }
- // sprintf(MsgText, "R_DrawVisSprite %d - %d...n", vis->x1, vis->x2);
- // WriteDebug(MsgText);
- 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[1280];
- short cliptop[1280];
- //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 ();
- }
- }