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/* Emacs style mode select   -*- C++ -*-
 *-----------------------------------------------------------------------------
 *
 *
 *  PrBoom a Doom port merged with LxDoom and LSDLDoom
 *  based on BOOM, a modified and improved DOOM engine
 *  Copyright (C) 1999 by
 *  id Software, Chi Hoang, Lee Killough, Jim Flynn, Rand Phares, Ty Halderman
 *  Copyright (C) 1999-2000 by
 *  Jess Haas, Nicolas Kalkhof, Colin Phipps, Florian Schulze
 *
 *  This program is free software; you can redistribute it and/or
 *  modify it under the terms of the GNU General Public License
 *  as published by the Free Software Foundation; either version 2
 *  of the License, or (at your option) any later version.
 *
 *  This program is distributed in the hope that it will be useful,
 *  but WITHOUT ANY WARRANTY; without even the implied warranty of
 *  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 *  GNU General Public License for more details.
 *
 *  You should have received a copy of the GNU General Public License
 *  along with this program; if not, write to the Free Software
 *  Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
 *  02111-1307, USA.
 *
 * DESCRIPTION:
 *      BSP traversal, handling of LineSegs for rendering.
 *
 *-----------------------------------------------------------------------------*/

#include "doomstat.h"
#include "m_bbox.h"
#include "i_system.h"
#include "r_main.h"
#include "r_segs.h"
#include "r_plane.h"
#include "r_things.h"
#include "r_bsp.h" // cph - sanity checking

seg_t     *curline;
side_t    *sidedef;
line_t    *linedef;
sector_t  *frontsector;
sector_t  *backsector;
drawseg_t *ds_p;

// killough 4/7/98: indicates doors closed wrt automap bugfix:
// cph - replaced by linedef rendering flags - int      doorclosed;

// killough: New code which removes 2s linedef limit
drawseg_t *drawsegs;
unsigned  maxdrawsegs;
// drawseg_t drawsegs[MAXDRAWSEGS];       // old code -- killough

//
// R_ClearDrawSegs
//

void R_ClearDrawSegs(void)
{
   ds_p = drawsegs;
}

// CPhipps -
// Instead of clipsegs, let's try using an array with one entry for each column,
// indicating whether it's blocked by a solid wall yet or not.

byte solidcol[MAX_SCREENWIDTH] IBSS_ATTR;

// CPhipps -
// R_ClipWallSegment
//
// Replaces the old R_Clip*WallSegment functions. It draws bits of walls in those
// columns which aren't solid, and updates the solidcol[] array appropriately

void R_ClipWallSegment(int first, int last, boolean solid)
{
   byte *p;
   while (first < last)
   {
      if (solidcol[first])
      {
         if (!(p = memchr(solidcol+first, 0, last-first)))
            return; // All solid
         first = p - solidcol;
      }
      else
      {
         int to;
         if (!(p = memchr(solidcol+first, 1, last-first)))
            to = last;
         else
            to = p - solidcol;
         R_StoreWallRange(first, to-1);
         if (solid)
         {
            memset(solidcol+first,1,to-first);
         }
         first = to;
      }
   }
}

//
// R_ClearClipSegs
//

void R_ClearClipSegs (void)
{
   memset(solidcol, 0, SCREENWIDTH);
}

// killough 1/18/98 -- This function is used to fix the automap bug which
// showed lines behind closed doors simply because the door had a dropoff.
//
// cph - converted to R_RecalcLineFlags. This recalculates all the flags for
// a line, including closure and texture tiling.

static void R_RecalcLineFlags(void)
{
   linedef->r_validcount = gametic;

   /* First decide if the line is closed, normal, or invisible */
   if (!(linedef->flags & ML_TWOSIDED)
         || backsector->ceilingheight <= frontsector->floorheight
         || backsector->floorheight >= frontsector->ceilingheight
         || (
            // 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)

            // properly render skies (consider door "open" if both ceilings are sky):
            && (backsector->ceilingpic !=skyflatnum ||
                frontsector->ceilingpic!=skyflatnum)
         )
      )
      linedef->r_flags = RF_CLOSED;
   else
   {
      // 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.
      // CPhipps - recode for speed, not certain if this is portable though
      if (backsector->ceilingheight != frontsector->ceilingheight
            || backsector->floorheight != frontsector->floorheight
            || curline->sidedef->midtexture
            || memcmp(&backsector->floor_xoffs, &frontsector->floor_xoffs,
                      sizeof(frontsector->floor_xoffs) + sizeof(frontsector->floor_yoffs) +
                      sizeof(frontsector->ceiling_xoffs) + sizeof(frontsector->ceiling_yoffs) +
                      sizeof(frontsector->ceilingpic) + sizeof(frontsector->floorpic) +
                      sizeof(frontsector->lightlevel) + sizeof(frontsector->floorlightsec) +
                      sizeof(frontsector->ceilinglightsec)))
      {
         linedef->r_flags = 0;
         return;
      }
      else
         linedef->r_flags = RF_IGNORE;
   }

   /* cph - I'm too lazy to try and work with offsets in this */
   if (curline->sidedef->rowoffset)
      return;

   /* Now decide on texture tiling */
   if (linedef->flags & ML_TWOSIDED)
   {
      int c;

      /* Does top texture need tiling */
      if ((c = frontsector->ceilingheight - backsector->ceilingheight) > 0 &&
            (textureheight[texturetranslation[curline->sidedef->toptexture]] > c))
         linedef->r_flags |= RF_TOP_TILE;

      /* Does bottom texture need tiling */
      if ((c = frontsector->floorheight - backsector->floorheight) > 0 &&
            (textureheight[texturetranslation[curline->sidedef->bottomtexture]] > c))
         linedef->r_flags |= RF_BOT_TILE;
   }
   else
   {
      int c;
      /* Does middle texture need tiling */
      if ((c = frontsector->ceilingheight - frontsector->floorheight) > 0 &&
            (textureheight[texturetranslation[curline->sidedef->midtexture]] > c))
         linedef->r_flags |= RF_MID_TILE;
   }
}

//
// killough 3/7/98: Hack floor/ceiling heights for deep water etc.
//
// 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.
//
// killough 4/11/98, 4/13/98: fix bugs, add 'back' parameter
//

sector_t *R_FakeFlat(sector_t *sec, sector_t *tempsec,
                     int *floorlightlevel, int *ceilinglightlevel,
                     boolean back)
{
   if (floorlightlevel)
      *floorlightlevel = sec->floorlightsec == -1 ?
                         sec->lightlevel : sectors[sec->floorlightsec].lightlevel;

   if (ceilinglightlevel)
      *ceilinglightlevel = sec->ceilinglightsec == -1 ? // killough 4/11/98
                           sec->lightlevel : sectors[sec->ceilinglightsec].lightlevel;

   if (sec->heightsec != -1)
   {
      const sector_t *s = &sectors[sec->heightsec];
      int heightsec = viewplayer->mo->subsector->sector->heightsec;
      int 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;

      // killough 11/98: prevent sudden light changes from non-water sectors:
      if (underwater && (tempsec->  floorheight = sec->floorheight,
                         tempsec->ceilingheight = s->floorheight-1, !back))
      {                   // head-below-floor hack
         tempsec->floorpic    = s->floorpic;
         tempsec->floor_xoffs = s->floor_xoffs;
         tempsec->floor_yoffs = s->floor_yoffs;

         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;
            }
            else
            {
               tempsec->ceilingpic    = s->ceilingpic;
               tempsec->ceiling_xoffs = s->ceiling_xoffs;
               tempsec->ceiling_yoffs = s->ceiling_yoffs;
            }
         }

         tempsec->lightlevel  = s->lightlevel;

         if (floorlightlevel)
            *floorlightlevel = s->floorlightsec == -1 ? s->lightlevel :
                               sectors[s->floorlightsec].lightlevel; // killough 3/16/98

         if (ceilinglightlevel)
            *ceilinglightlevel = s->ceilinglightsec == -1 ? s->lightlevel :
                                 sectors[s->ceilinglightsec].lightlevel; // killough 4/11/98
      }
      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;

            if (s->floorpic != skyflatnum)
            {
               tempsec->ceilingheight = sec->ceilingheight;
               tempsec->floorpic      = s->floorpic;
               tempsec->floor_xoffs   = s->floor_xoffs;
               tempsec->floor_yoffs   = s->floor_yoffs;
            }

            tempsec->lightlevel  = s->lightlevel;

            if (floorlightlevel)
               *floorlightlevel = s->floorlightsec == -1 ? s->lightlevel :
                                  sectors[s->floorlightsec].lightlevel; // killough 3/16/98

            if (ceilinglightlevel)
               *ceilinglightlevel = s->ceilinglightsec == -1 ? s->lightlevel :
                                    sectors[s->ceilinglightsec].lightlevel; // killough 4/11/98
         }
      sec = tempsec;               // Use other sector
   }
   return sec;
}

//
// R_AddLine
// Clips the given segment
// and adds any visible pieces to the line list.
//

static void R_AddLine (seg_t *line)
{
   int      x1;
   int      x2;
   angle_t  angle1;
   angle_t  angle2;
   angle_t  span;
   angle_t  tspan;
   static sector_t tempsec;     // killough 3/8/98: ceiling/water hack
   //  boolean solid = true;

   curline = line;

   angle1 = R_PointToAngle (line->v1->x, line->v1->y);
   angle2 = R_PointToAngle (line->v2->x, line->v2->y);

   // Clip to view edges.
   span = angle1 - angle2;

   // Back side, i.e. backface culling
   if (span >= ANG180)
      return;

   // Global angle needed by segcalc.
   rw_angle1 = angle1;
   angle1 -= viewangle;
   angle2 -= viewangle;

   tspan = angle1 + clipangle;
   if (tspan > 2*clipangle)
   {
      tspan -= 2*clipangle;

      // Totally off the left edge?
      if (tspan >= span)
         return;

      angle1 = clipangle;
   }

   tspan = clipangle - angle2;
   if (tspan > 2*clipangle)
   {
      tspan -= 2*clipangle;

      // Totally off the left edge?
      if (tspan >= span)
         return;
      angle2 = 0-clipangle;
   }

   // The seg is in the view range,
   // but not necessarily visible.

   angle1 = (angle1+ANG90)>>ANGLETOFINESHIFT;
   angle2 = (angle2+ANG90)>>ANGLETOFINESHIFT;

   // killough 1/31/98: Here is where "slime trails" can SOMETIMES occur:
   x1 = viewangletox[angle1];
   x2 = viewangletox[angle2];

   // Does not cross a pixel?
   if (x1 >= x2)       // killough 1/31/98 -- change == to >= for robustness
      return;

   backsector = line->backsector;

   // Single sided line?
   if (backsector)
      // killough 3/8/98, 4/4/98: hack for invisible ceilings / deep water
      backsector = R_FakeFlat(backsector, &tempsec, NULL, NULL, true);

   /* cph - roll up linedef properties in flags */
   if ((linedef = curline->linedef)->r_validcount != gametic)
      R_RecalcLineFlags();

   if (linedef->r_flags & RF_IGNORE)
   {
      return;
   }
   else
      R_ClipWallSegment (x1, x2, linedef->r_flags & RF_CLOSED);
}

//
// R_CheckBBox
// Checks BSP node/subtree bounding box.
// Returns true
//  if some part of the bbox might be visible.
//

static const int checkcoord[12][4] = // killough -- static const
   {
      {
         3,0,2,1},
      {3,0,2,0},
      {3,1,2,0},
      {0},
      {2,0,2,1},
      {0,0,0,0},
      {3,1,3,0},
      {0},
      {2,0,3,1},
      {2,1,3,1},
      {2,1,3,0}
   };

// killough 1/28/98: static // CPhipps - const parameter, reformatted
static boolean R_CheckBBox(const fixed_t *bspcoord)
{
   angle_t angle1, angle2;

   {
      int        boxpos;
      const int* check;

      // Find the corners of the box
      // that define the edges from current viewpoint.
      boxpos = (viewx <= bspcoord[BOXLEFT] ? 0 : viewx < bspcoord[BOXRIGHT ] ? 1 : 2) +
               (viewy >= bspcoord[BOXTOP ] ? 0 : viewy > bspcoord[BOXBOTTOM] ? 4 : 8);

      if (boxpos == 5)
         return true;

      check = checkcoord[boxpos];
      angle1 = R_PointToAngle (bspcoord[check[0]], bspcoord[check[1]]) - viewangle;
      angle2 = R_PointToAngle (bspcoord[check[2]], bspcoord[check[3]]) - viewangle;
   }

   // cph - replaced old code, which was unclear and badly commented
   // Much more efficient code now
   if ((signed)angle1 < (signed)angle2)
   { /* it's "behind" us */
      /* Either angle1 or angle2 is behind us, so it doesn't matter if we
       * change it to the corect sign
       */
      if ((angle1 >= ANG180) && (angle1 < ANG270))
         angle1 = INT_MAX; /* which is ANG180-1 */
      else
         angle2 = INT_MIN;
   }

   if ((signed)angle2 >= (signed)clipangle)
      return false; // Both off left edge
   if ((signed)angle1 <= -(signed)clipangle)
      return false; // Both off right edge
   if ((signed)angle1 >= (signed)clipangle)
      angle1 = clipangle; // Clip at left edge
   if ((signed)angle2 <= -(signed)clipangle)
      angle2 = 0-clipangle; // Clip at right edge

   // Find the first clippost
   //  that touches the source post
   //  (adjacent pixels are touching).
   angle1 = (angle1+ANG90)>>ANGLETOFINESHIFT;
   angle2 = (angle2+ANG90)>>ANGLETOFINESHIFT;
   {
      int sx1 = viewangletox[angle1];
      int sx2 = viewangletox[angle2];
      //    const cliprange_t *start;

      // Does not cross a pixel.
      if (sx1 == sx2)
         return false;

      if (!memchr(solidcol+sx1, 0, sx2-sx1))
         return false;
      // All columns it covers are already solidly covered
   }

   return true;
}

//
// R_Subsector
// Determine floor/ceiling planes.
// Add sprites of things in sector.
// Draw one or more line segments.
//
// killough 1/31/98 -- made static, polished

// Had to move this out of the function - causes stack overflows in RockBox
sector_t    tempsec IBSS_ATTR;              // killough 3/7/98: deep water hack
static void R_Subsector(int num)
{
   int         count;
   seg_t       *line;
   subsector_t *sub;

   int         floorlightlevel;      // killough 3/16/98: set floor lightlevel
   int         ceilinglightlevel;    // killough 4/11/98

#ifdef RANGECHECK

   if (num>=numsubsectors)
      I_Error ("R_Subsector: ss %i with numss = %i", num, numsubsectors);
#endif

   sub = &subsectors[num];
   frontsector = sub->sector;
   count = sub->numlines;
   line = &segs[sub->firstline];
   //   sscount++;

   // killough 3/8/98, 4/4/98: Deep water / fake ceiling effect
   frontsector = R_FakeFlat(frontsector, &tempsec, &floorlightlevel,
                            &ceilinglightlevel, false);   // killough 4/11/98

   // killough 3/7/98: Add (x,y) offsets to flats, add deep water check
   // killough 3/16/98: add floorlightlevel
   // killough 10/98: add support for skies transferred from sidedefs

   floorplane = frontsector->floorheight < viewz || // killough 3/7/98
                (frontsector->heightsec != -1 &&
                 sectors[frontsector->heightsec].ceilingpic == skyflatnum) ?
                R_FindPlane(frontsector->floorheight,
                            frontsector->floorpic == skyflatnum &&  // kilough 10/98
                            frontsector->sky & PL_SKYFLAT ? frontsector->sky :
                            frontsector->floorpic,
                            floorlightlevel,                // killough 3/16/98
                            frontsector->floor_xoffs,       // killough 3/7/98
                            frontsector->floor_yoffs
                           ) : NULL;

   ceilingplane = frontsector->ceilingheight > viewz ||
                  frontsector->ceilingpic == skyflatnum ||
                  (frontsector->heightsec != -1 &&
                   sectors[frontsector->heightsec].floorpic == skyflatnum) ?
                  R_FindPlane(frontsector->ceilingheight,     // killough 3/8/98
                              frontsector->ceilingpic == skyflatnum &&  // kilough 10/98
                              frontsector->sky & PL_SKYFLAT ? frontsector->sky :
                              frontsector->ceilingpic,
                              ceilinglightlevel,              // killough 4/11/98
                              frontsector->ceiling_xoffs,     // killough 3/7/98
                              frontsector->ceiling_yoffs
                             ) : NULL;

   // 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, (floorlightlevel+ceilinglightlevel)/2);

   while (count--)
   {
      if (line->miniseg == false)
         R_AddLine (line);
      line++;
   }

}

//
// 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(int bspnum)
{
   while (!(bspnum & NF_SUBSECTOR))  // Found a subsector?
   {
      const node_t *bsp = &nodes[bspnum];

      // Decide which side the view point is on.
      int 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];
   }
   R_Subsector(bspnum == -1 ? 0 : bspnum & ~NF_SUBSECTOR);
}