kolibrios/contrib/games/wolf3d/wl_draw.cpp
maxcodehack abebbdd698 Upload Wolfenstein 3D sources
git-svn-id: svn://kolibrios.org@8557 a494cfbc-eb01-0410-851d-a64ba20cac60
2021-01-30 12:31:40 +00:00

1650 lines
47 KiB
C++
Executable File

// WL_DRAW.C
#include "wl_def.h"
#pragma hdrstop
#include "wl_cloudsky.h"
#include "wl_atmos.h"
#include "wl_shade.h"
/*
=============================================================================
LOCAL CONSTANTS
=============================================================================
*/
// the door is the last picture before the sprites
#define DOORWALL (PMSpriteStart-8)
#define ACTORSIZE 0x4000
/*
=============================================================================
GLOBAL VARIABLES
=============================================================================
*/
static byte *vbuf = NULL;
unsigned vbufPitch = 0;
int32_t lasttimecount;
int32_t frameon;
boolean fpscounter;
int fps_frames=0, fps_time=0, fps=0;
int *wallheight;
int min_wallheight;
//
// math tables
//
short *pixelangle;
int32_t finetangent[FINEANGLES/4];
fixed sintable[ANGLES+ANGLES/4];
fixed *costable = sintable+(ANGLES/4);
//
// refresh variables
//
fixed viewx,viewy; // the focal point
short viewangle;
fixed viewsin,viewcos;
void TransformActor (objtype *ob);
void BuildTables (void);
void ClearScreen (void);
int CalcRotate (objtype *ob);
void DrawScaleds (void);
void CalcTics (void);
void ThreeDRefresh (void);
//
// wall optimization variables
//
int lastside; // true for vertical
int32_t lastintercept;
int lasttilehit;
int lasttexture;
//
// ray tracing variables
//
short focaltx,focalty,viewtx,viewty;
longword xpartialup,xpartialdown,ypartialup,ypartialdown;
short midangle,angle;
word tilehit;
int pixx;
short xtile,ytile;
short xtilestep,ytilestep;
int32_t xintercept,yintercept;
word xstep,ystep;
word xspot,yspot;
int texdelta;
word horizwall[MAXWALLTILES],vertwall[MAXWALLTILES];
/*
============================================================================
3 - D DEFINITIONS
============================================================================
*/
/*
========================
=
= TransformActor
=
= Takes paramaters:
= gx,gy : globalx/globaly of point
=
= globals:
= viewx,viewy : point of view
= viewcos,viewsin : sin/cos of viewangle
= scale : conversion from global value to screen value
=
= sets:
= screenx,transx,transy,screenheight: projected edge location and size
=
========================
*/
//
// transform actor
//
void TransformActor (objtype *ob)
{
fixed gx,gy,gxt,gyt,nx,ny;
//
// translate point to view centered coordinates
//
gx = ob->x-viewx;
gy = ob->y-viewy;
//
// calculate newx
//
gxt = FixedMul(gx,viewcos);
gyt = FixedMul(gy,viewsin);
nx = gxt-gyt-ACTORSIZE; // fudge the shape forward a bit, because
// the midpoint could put parts of the shape
// into an adjacent wall
//
// calculate newy
//
gxt = FixedMul(gx,viewsin);
gyt = FixedMul(gy,viewcos);
ny = gyt+gxt;
//
// calculate perspective ratio
//
ob->transx = nx;
ob->transy = ny;
if (nx<MINDIST) // too close, don't overflow the divide
{
ob->viewheight = 0;
return;
}
ob->viewx = (word)(centerx + ny*scale/nx);
//
// calculate height (heightnumerator/(nx>>8))
//
ob->viewheight = (word)(heightnumerator/(nx>>8));
}
//==========================================================================
/*
========================
=
= TransformTile
=
= Takes paramaters:
= tx,ty : tile the object is centered in
=
= globals:
= viewx,viewy : point of view
= viewcos,viewsin : sin/cos of viewangle
= scale : conversion from global value to screen value
=
= sets:
= screenx,transx,transy,screenheight: projected edge location and size
=
= Returns true if the tile is withing getting distance
=
========================
*/
boolean TransformTile (int tx, int ty, short *dispx, short *dispheight)
{
fixed gx,gy,gxt,gyt,nx,ny;
//
// translate point to view centered coordinates
//
gx = ((int32_t)tx<<TILESHIFT)+0x8000-viewx;
gy = ((int32_t)ty<<TILESHIFT)+0x8000-viewy;
//
// calculate newx
//
gxt = FixedMul(gx,viewcos);
gyt = FixedMul(gy,viewsin);
nx = gxt-gyt-0x2000; // 0x2000 is size of object
//
// calculate newy
//
gxt = FixedMul(gx,viewsin);
gyt = FixedMul(gy,viewcos);
ny = gyt+gxt;
//
// calculate height / perspective ratio
//
if (nx<MINDIST) // too close, don't overflow the divide
*dispheight = 0;
else
{
*dispx = (short)(centerx + ny*scale/nx);
*dispheight = (short)(heightnumerator/(nx>>8));
}
//
// see if it should be grabbed
//
if (nx<TILEGLOBAL && ny>-TILEGLOBAL/2 && ny<TILEGLOBAL/2)
return true;
else
return false;
}
//==========================================================================
/*
====================
=
= CalcHeight
=
= Calculates the height of xintercept,yintercept from viewx,viewy
=
====================
*/
int CalcHeight()
{
fixed z = FixedMul(xintercept - viewx, viewcos)
- FixedMul(yintercept - viewy, viewsin);
if(z < MINDIST) z = MINDIST;
int height = heightnumerator / (z >> 8);
if(height < min_wallheight) min_wallheight = height;
return height;
}
//==========================================================================
/*
===================
=
= ScalePost
=
===================
*/
byte *postsource;
int postx;
int postwidth;
void ScalePost()
{
int ywcount, yoffs, yw, yd, yendoffs;
byte col;
#ifdef USE_SHADING
byte *curshades = shadetable[GetShade(wallheight[postx])];
#endif
ywcount = yd = wallheight[postx] >> 3;
if(yd <= 0) yd = 100;
yoffs = (viewheight / 2 - ywcount) * vbufPitch;
if(yoffs < 0) yoffs = 0;
yoffs += postx;
yendoffs = viewheight / 2 + ywcount - 1;
yw=TEXTURESIZE-1;
while(yendoffs >= viewheight)
{
ywcount -= TEXTURESIZE/2;
while(ywcount <= 0)
{
ywcount += yd;
yw--;
}
yendoffs--;
}
if(yw < 0) return;
#ifdef USE_SHADING
col = curshades[postsource[yw]];
#else
col = postsource[yw];
#endif
yendoffs = yendoffs * vbufPitch + postx;
while(yoffs <= yendoffs)
{
vbuf[yendoffs] = col;
ywcount -= TEXTURESIZE/2;
if(ywcount <= 0)
{
do
{
ywcount += yd;
yw--;
}
while(ywcount <= 0);
if(yw < 0) break;
#ifdef USE_SHADING
col = curshades[postsource[yw]];
#else
col = postsource[yw];
#endif
}
yendoffs -= vbufPitch;
}
}
void GlobalScalePost(byte *vidbuf, unsigned pitch)
{
vbuf = vidbuf;
vbufPitch = pitch;
ScalePost();
}
/*
====================
=
= HitVertWall
=
= tilehit bit 7 is 0, because it's not a door tile
= if bit 6 is 1 and the adjacent tile is a door tile, use door side pic
=
====================
*/
void HitVertWall (void)
{
int wallpic;
int texture;
texture = ((yintercept+texdelta)>>TEXTUREFROMFIXEDSHIFT)&TEXTUREMASK;
if (xtilestep == -1)
{
texture = TEXTUREMASK-texture;
xintercept += TILEGLOBAL;
}
if(lastside==1 && lastintercept==xtile && lasttilehit==tilehit && !(lasttilehit & 0x40))
{
if((pixx&3) && texture == lasttexture)
{
ScalePost();
postx = pixx;
wallheight[pixx] = wallheight[pixx-1];
return;
}
ScalePost();
wallheight[pixx] = CalcHeight();
postsource+=texture-lasttexture;
postwidth=1;
postx=pixx;
lasttexture=texture;
return;
}
if(lastside!=-1) ScalePost();
lastside=1;
lastintercept=xtile;
lasttilehit=tilehit;
lasttexture=texture;
wallheight[pixx] = CalcHeight();
postx = pixx;
postwidth = 1;
if (tilehit & 0x40)
{ // check for adjacent doors
ytile = (short)(yintercept>>TILESHIFT);
if ( tilemap[xtile-xtilestep][ytile]&0x80 )
wallpic = DOORWALL+3;
else
wallpic = vertwall[tilehit & ~0x40];
}
else
wallpic = vertwall[tilehit];
postsource = PM_GetTexture(wallpic) + texture;
}
/*
====================
=
= HitHorizWall
=
= tilehit bit 7 is 0, because it's not a door tile
= if bit 6 is 1 and the adjacent tile is a door tile, use door side pic
=
====================
*/
void HitHorizWall (void)
{
int wallpic;
int texture;
texture = ((xintercept+texdelta)>>TEXTUREFROMFIXEDSHIFT)&TEXTUREMASK;
if (ytilestep == -1)
yintercept += TILEGLOBAL;
else
texture = TEXTUREMASK-texture;
if(lastside==0 && lastintercept==ytile && lasttilehit==tilehit && !(lasttilehit & 0x40))
{
if((pixx&3) && texture == lasttexture)
{
ScalePost();
postx=pixx;
wallheight[pixx] = wallheight[pixx-1];
return;
}
ScalePost();
wallheight[pixx] = CalcHeight();
postsource+=texture-lasttexture;
postwidth=1;
postx=pixx;
lasttexture=texture;
return;
}
if(lastside!=-1) ScalePost();
lastside=0;
lastintercept=ytile;
lasttilehit=tilehit;
lasttexture=texture;
wallheight[pixx] = CalcHeight();
postx = pixx;
postwidth = 1;
if (tilehit & 0x40)
{ // check for adjacent doors
xtile = (short)(xintercept>>TILESHIFT);
if ( tilemap[xtile][ytile-ytilestep]&0x80)
wallpic = DOORWALL+2;
else
wallpic = horizwall[tilehit & ~0x40];
}
else
wallpic = horizwall[tilehit];
postsource = PM_GetTexture(wallpic) + texture;
}
//==========================================================================
/*
====================
=
= HitHorizDoor
=
====================
*/
void HitHorizDoor (void)
{
int doorpage;
int doornum;
int texture;
doornum = tilehit&0x7f;
texture = ((xintercept-doorposition[doornum])>>TEXTUREFROMFIXEDSHIFT)&TEXTUREMASK;
if(lasttilehit==tilehit)
{
if((pixx&3) && texture == lasttexture)
{
ScalePost();
postx=pixx;
wallheight[pixx] = wallheight[pixx-1];
return;
}
ScalePost();
wallheight[pixx] = CalcHeight();
postsource+=texture-lasttexture;
postwidth=1;
postx=pixx;
lasttexture=texture;
return;
}
if(lastside!=-1) ScalePost();
lastside=2;
lasttilehit=tilehit;
lasttexture=texture;
wallheight[pixx] = CalcHeight();
postx = pixx;
postwidth = 1;
switch(doorobjlist[doornum].lock)
{
case dr_normal:
doorpage = DOORWALL;
break;
case dr_lock1:
case dr_lock2:
case dr_lock3:
case dr_lock4:
doorpage = DOORWALL+6;
break;
case dr_elevator:
doorpage = DOORWALL+4;
break;
}
postsource = PM_GetTexture(doorpage) + texture;
}
//==========================================================================
/*
====================
=
= HitVertDoor
=
====================
*/
void HitVertDoor (void)
{
int doorpage;
int doornum;
int texture;
doornum = tilehit&0x7f;
texture = ((yintercept-doorposition[doornum])>>TEXTUREFROMFIXEDSHIFT)&TEXTUREMASK;
if(lasttilehit==tilehit)
{
if((pixx&3) && texture == lasttexture)
{
ScalePost();
postx=pixx;
wallheight[pixx] = wallheight[pixx-1];
return;
}
ScalePost();
wallheight[pixx] = CalcHeight();
postsource+=texture-lasttexture;
postwidth=1;
postx=pixx;
lasttexture=texture;
return;
}
if(lastside!=-1) ScalePost();
lastside=2;
lasttilehit=tilehit;
lasttexture=texture;
wallheight[pixx] = CalcHeight();
postx = pixx;
postwidth = 1;
switch(doorobjlist[doornum].lock)
{
case dr_normal:
doorpage = DOORWALL+1;
break;
case dr_lock1:
case dr_lock2:
case dr_lock3:
case dr_lock4:
doorpage = DOORWALL+7;
break;
case dr_elevator:
doorpage = DOORWALL+5;
break;
}
postsource = PM_GetTexture(doorpage) + texture;
}
//==========================================================================
#define HitHorizBorder HitHorizWall
#define HitVertBorder HitVertWall
//==========================================================================
byte vgaCeiling[]=
{
#ifndef SPEAR
0x1d,0x1d,0x1d,0x1d,0x1d,0x1d,0x1d,0x1d,0x1d,0xbf,
0x4e,0x4e,0x4e,0x1d,0x8d,0x4e,0x1d,0x2d,0x1d,0x8d,
0x1d,0x1d,0x1d,0x1d,0x1d,0x2d,0xdd,0x1d,0x1d,0x98,
0x1d,0x9d,0x2d,0xdd,0xdd,0x9d,0x2d,0x4d,0x1d,0xdd,
0x7d,0x1d,0x2d,0x2d,0xdd,0xd7,0x1d,0x1d,0x1d,0x2d,
0x1d,0x1d,0x1d,0x1d,0xdd,0xdd,0x7d,0xdd,0xdd,0xdd
#else
0x6f,0x4f,0x1d,0xde,0xdf,0x2e,0x7f,0x9e,0xae,0x7f,
0x1d,0xde,0xdf,0xde,0xdf,0xde,0xe1,0xdc,0x2e,0x1d,0xdc
#endif
};
/*
=====================
=
= VGAClearScreen
=
=====================
*/
void VGAClearScreen (void)
{
byte ceiling=vgaCeiling[gamestate.episode*10+mapon];
int y;
byte *ptr = vbuf;
#ifdef USE_SHADING
for(y = 0; y < viewheight / 2; y++, ptr += vbufPitch)
memset(ptr, shadetable[GetShade((viewheight / 2 - y) << 3)][ceiling], viewwidth);
for(; y < viewheight; y++, ptr += vbufPitch)
memset(ptr, shadetable[GetShade((y - viewheight / 2) << 3)][0x19], viewwidth);
#else
for(y = 0; y < viewheight / 2; y++, ptr += vbufPitch)
memset(ptr, ceiling, viewwidth);
for(; y < viewheight; y++, ptr += vbufPitch)
memset(ptr, 0x19, viewwidth);
#endif
}
//==========================================================================
/*
=====================
=
= CalcRotate
=
=====================
*/
int CalcRotate (objtype *ob)
{
int angle, viewangle;
// this isn't exactly correct, as it should vary by a trig value,
// but it is close enough with only eight rotations
viewangle = player->angle + (centerx - ob->viewx)/8;
if (ob->obclass == rocketobj || ob->obclass == hrocketobj)
angle = (viewangle-180) - ob->angle;
else
angle = (viewangle-180) - dirangle[ob->dir];
angle+=ANGLES/16;
while (angle>=ANGLES)
angle-=ANGLES;
while (angle<0)
angle+=ANGLES;
if (ob->state->rotate == 2) // 2 rotation pain frame
return 0; // pain with shooting frame bugfix
return angle/(ANGLES/8);
}
void ScaleShape (int xcenter, int shapenum, unsigned height, uint32_t flags)
{
t_compshape *shape;
unsigned scale,pixheight;
unsigned starty,endy;
word *cmdptr;
byte *cline;
byte *line;
byte *vmem;
int actx,i,upperedge;
short newstart;
int scrstarty,screndy,lpix,rpix,pixcnt,ycnt;
unsigned j;
byte col;
#ifdef USE_SHADING
byte *curshades;
if(flags & FL_FULLBRIGHT)
curshades = shadetable[0];
else
curshades = shadetable[GetShade(height)];
#endif
shape = (t_compshape *) PM_GetSprite(shapenum);
scale=height>>3; // low three bits are fractional
if(!scale) return; // too close or far away
pixheight=scale*SPRITESCALEFACTOR;
actx=xcenter-scale;
upperedge=viewheight/2-scale;
cmdptr=(word *) shape->dataofs;
for(i=shape->leftpix,pixcnt=i*pixheight,rpix=(pixcnt>>6)+actx;i<=shape->rightpix;i++,cmdptr++)
{
lpix=rpix;
if(lpix>=viewwidth) break;
pixcnt+=pixheight;
rpix=(pixcnt>>6)+actx;
if(lpix!=rpix && rpix>0)
{
if(lpix<0) lpix=0;
if(rpix>viewwidth) rpix=viewwidth,i=shape->rightpix+1;
cline=(byte *)shape + *cmdptr;
while(lpix<rpix)
{
if(wallheight[lpix]<=(int)height)
{
line=cline;
while((endy = READWORD(line)) != 0)
{
endy >>= 1;
newstart = READWORD(line);
starty = READWORD(line) >> 1;
j=starty;
ycnt=j*pixheight;
screndy=(ycnt>>6)+upperedge;
if(screndy<0) vmem=vbuf+lpix;
else vmem=vbuf+screndy*vbufPitch+lpix;
for(;j<endy;j++)
{
scrstarty=screndy;
ycnt+=pixheight;
screndy=(ycnt>>6)+upperedge;
if(scrstarty!=screndy && screndy>0)
{
#ifdef USE_SHADING
col=curshades[((byte *)shape)[newstart+j]];
#else
col=((byte *)shape)[newstart+j];
#endif
if(scrstarty<0) scrstarty=0;
if(screndy>viewheight) screndy=viewheight,j=endy;
while(scrstarty<screndy)
{
*vmem=col;
vmem+=vbufPitch;
scrstarty++;
}
}
}
}
}
lpix++;
}
}
}
}
void SimpleScaleShape (int xcenter, int shapenum, unsigned height)
{
t_compshape *shape;
unsigned scale,pixheight;
unsigned starty,endy;
word *cmdptr;
byte *cline;
byte *line;
int actx,i,upperedge;
short newstart;
int scrstarty,screndy,lpix,rpix,pixcnt,ycnt;
unsigned j;
byte col;
byte *vmem;
shape = (t_compshape *) PM_GetSprite(shapenum);
scale=height>>1;
pixheight=scale*SPRITESCALEFACTOR;
actx=xcenter-scale;
upperedge=viewheight/2-scale;
cmdptr=shape->dataofs;
for(i=shape->leftpix,pixcnt=i*pixheight,rpix=(pixcnt>>6)+actx;i<=shape->rightpix;i++,cmdptr++)
{
lpix=rpix;
if(lpix>=viewwidth) break;
pixcnt+=pixheight;
rpix=(pixcnt>>6)+actx;
if(lpix!=rpix && rpix>0)
{
if(lpix<0) lpix=0;
if(rpix>viewwidth) rpix=viewwidth,i=shape->rightpix+1;
cline = (byte *)shape + *cmdptr;
while(lpix<rpix)
{
line=cline;
while((endy = READWORD(line)) != 0)
{
endy >>= 1;
newstart = READWORD(line);
starty = READWORD(line) >> 1;
j=starty;
ycnt=j*pixheight;
screndy=(ycnt>>6)+upperedge;
if(screndy<0) vmem=vbuf+lpix;
else vmem=vbuf+screndy*vbufPitch+lpix;
for(;j<endy;j++)
{
scrstarty=screndy;
ycnt+=pixheight;
screndy=(ycnt>>6)+upperedge;
if(scrstarty!=screndy && screndy>0)
{
col=((byte *)shape)[newstart+j];
if(scrstarty<0) scrstarty=0;
if(screndy>viewheight) screndy=viewheight,j=endy;
while(scrstarty<screndy)
{
*vmem=col;
vmem+=vbufPitch;
scrstarty++;
}
}
}
}
lpix++;
}
}
}
}
/*
=====================
=
= DrawScaleds
=
= Draws all objects that are visable
=
=====================
*/
#define MAXVISABLE 250
typedef struct
{
short viewx,
viewheight,
shapenum;
short flags; // this must be changed to uint32_t, when you
// you need more than 16-flags for drawing
#ifdef USE_DIR3DSPR
statobj_t *transsprite;
#endif
} visobj_t;
visobj_t vislist[MAXVISABLE];
visobj_t *visptr,*visstep,*farthest;
void DrawScaleds (void)
{
int i,least,numvisable,height;
byte *tilespot,*visspot;
unsigned spotloc;
statobj_t *statptr;
objtype *obj;
visptr = &vislist[0];
//
// place static objects
//
for (statptr = &statobjlist[0] ; statptr !=laststatobj ; statptr++)
{
if ((visptr->shapenum = statptr->shapenum) == -1)
continue; // object has been deleted
if (!*statptr->visspot)
continue; // not visable
if (TransformTile (statptr->tilex,statptr->tiley,
&visptr->viewx,&visptr->viewheight) && statptr->flags & FL_BONUS)
{
GetBonus (statptr);
if(statptr->shapenum == -1)
continue; // object has been taken
}
if (!visptr->viewheight)
continue; // to close to the object
#ifdef USE_DIR3DSPR
if(statptr->flags & FL_DIR_MASK)
visptr->transsprite=statptr;
else
visptr->transsprite=NULL;
#endif
if (visptr < &vislist[MAXVISABLE-1]) // don't let it overflow
{
visptr->flags = (short) statptr->flags;
visptr++;
}
}
//
// place active objects
//
for (obj = player->next;obj;obj=obj->next)
{
if ((visptr->shapenum = obj->state->shapenum)==0)
continue; // no shape
spotloc = (obj->tilex<<mapshift)+obj->tiley; // optimize: keep in struct?
visspot = &spotvis[0][0]+spotloc;
tilespot = &tilemap[0][0]+spotloc;
//
// could be in any of the nine surrounding tiles
//
if (*visspot
|| ( *(visspot-1) && !*(tilespot-1) )
|| ( *(visspot+1) && !*(tilespot+1) )
|| ( *(visspot-65) && !*(tilespot-65) )
|| ( *(visspot-64) && !*(tilespot-64) )
|| ( *(visspot-63) && !*(tilespot-63) )
|| ( *(visspot+65) && !*(tilespot+65) )
|| ( *(visspot+64) && !*(tilespot+64) )
|| ( *(visspot+63) && !*(tilespot+63) ) )
{
obj->active = ac_yes;
TransformActor (obj);
if (!obj->viewheight)
continue; // too close or far away
visptr->viewx = obj->viewx;
visptr->viewheight = obj->viewheight;
if (visptr->shapenum == -1)
visptr->shapenum = obj->temp1; // special shape
if (obj->state->rotate)
visptr->shapenum += CalcRotate (obj);
if (visptr < &vislist[MAXVISABLE-1]) // don't let it overflow
{
visptr->flags = (short) obj->flags;
#ifdef USE_DIR3DSPR
visptr->transsprite = NULL;
#endif
visptr++;
}
obj->flags |= FL_VISABLE;
}
else
obj->flags &= ~FL_VISABLE;
}
//
// draw from back to front
//
numvisable = (int) (visptr-&vislist[0]);
if (!numvisable)
return; // no visable objects
for (i = 0; i<numvisable; i++)
{
least = 32000;
for (visstep=&vislist[0] ; visstep<visptr ; visstep++)
{
height = visstep->viewheight;
if (height < least)
{
least = height;
farthest = visstep;
}
}
//
// draw farthest
//
#ifdef USE_DIR3DSPR
if(farthest->transsprite)
Scale3DShape(vbuf, vbufPitch, farthest->transsprite);
else
#endif
ScaleShape(farthest->viewx, farthest->shapenum, farthest->viewheight, farthest->flags);
farthest->viewheight = 32000;
}
}
//==========================================================================
/*
==============
=
= DrawPlayerWeapon
=
= Draw the player's hands
=
==============
*/
int weaponscale[NUMWEAPONS] = {SPR_KNIFEREADY, SPR_PISTOLREADY,
SPR_MACHINEGUNREADY, SPR_CHAINREADY};
void DrawPlayerWeapon (void)
{
int shapenum;
#ifndef SPEAR
if (gamestate.victoryflag)
{
#ifndef APOGEE_1_0
if (player->state == &s_deathcam && (GetTimeCount()&32) )
SimpleScaleShape(viewwidth/2,SPR_DEATHCAM,viewheight+1);
#endif
return;
}
#endif
if (gamestate.weapon != -1)
{
shapenum = weaponscale[gamestate.weapon]+gamestate.weaponframe;
SimpleScaleShape(viewwidth/2,shapenum,viewheight+1);
}
if (demorecord || demoplayback)
SimpleScaleShape(viewwidth/2,SPR_DEMO,viewheight+1);
}
//==========================================================================
/*
=====================
=
= CalcTics
=
=====================
*/
void CalcTics (void)
{
//
// calculate tics since last refresh for adaptive timing
//
if (lasttimecount > (int32_t) GetTimeCount())
lasttimecount = GetTimeCount(); // if the game was paused a LONG time
uint32_t curtime = SDL_GetTicks();
tics = (curtime * 7) / 100 - lasttimecount;
if(!tics)
{
// wait until end of current tic
SDL_Delay(((lasttimecount + 1) * 100) / 7 - curtime);
tics = 1;
}
lasttimecount += tics;
if (tics>MAXTICS)
tics = MAXTICS;
}
//==========================================================================
void AsmRefresh()
{
int32_t xstep,ystep;
longword xpartial,ypartial;
boolean playerInPushwallBackTile = tilemap[focaltx][focalty] == 64;
for(pixx=0;pixx<viewwidth;pixx++)
{
short angl=midangle+pixelangle[pixx];
if(angl<0) angl+=FINEANGLES;
if(angl>=3600) angl-=FINEANGLES;
if(angl<900)
{
xtilestep=1;
ytilestep=-1;
xstep=finetangent[900-1-angl];
ystep=-finetangent[angl];
xpartial=xpartialup;
ypartial=ypartialdown;
}
else if(angl<1800)
{
xtilestep=-1;
ytilestep=-1;
xstep=-finetangent[angl-900];
ystep=-finetangent[1800-1-angl];
xpartial=xpartialdown;
ypartial=ypartialdown;
}
else if(angl<2700)
{
xtilestep=-1;
ytilestep=1;
xstep=-finetangent[2700-1-angl];
ystep=finetangent[angl-1800];
xpartial=xpartialdown;
ypartial=ypartialup;
}
else if(angl<3600)
{
xtilestep=1;
ytilestep=1;
xstep=finetangent[angl-2700];
ystep=finetangent[3600-1-angl];
xpartial=xpartialup;
ypartial=ypartialup;
}
yintercept=FixedMul(ystep,xpartial)+viewy;
xtile=focaltx+xtilestep;
xspot=(word)((xtile<<mapshift)+((uint32_t)yintercept>>16));
xintercept=FixedMul(xstep,ypartial)+viewx;
ytile=focalty+ytilestep;
yspot=(word)((((uint32_t)xintercept>>16)<<mapshift)+ytile);
texdelta=0;
// Special treatment when player is in back tile of pushwall
if(playerInPushwallBackTile)
{
if( pwalldir == di_east && xtilestep == 1
|| pwalldir == di_west && xtilestep == -1)
{
int32_t yintbuf = yintercept - ((ystep * (64 - pwallpos)) >> 6);
if((yintbuf >> 16) == focalty) // ray hits pushwall back?
{
if(pwalldir == di_east)
xintercept = (focaltx << TILESHIFT) + (pwallpos << 10);
else
xintercept = (focaltx << TILESHIFT) - TILEGLOBAL + ((64 - pwallpos) << 10);
yintercept = yintbuf;
ytile = (short) (yintercept >> TILESHIFT);
tilehit = pwalltile;
HitVertWall();
continue;
}
}
else if(pwalldir == di_south && ytilestep == 1
|| pwalldir == di_north && ytilestep == -1)
{
int32_t xintbuf = xintercept - ((xstep * (64 - pwallpos)) >> 6);
if((xintbuf >> 16) == focaltx) // ray hits pushwall back?
{
xintercept = xintbuf;
if(pwalldir == di_south)
yintercept = (focalty << TILESHIFT) + (pwallpos << 10);
else
yintercept = (focalty << TILESHIFT) - TILEGLOBAL + ((64 - pwallpos) << 10);
xtile = (short) (xintercept >> TILESHIFT);
tilehit = pwalltile;
HitHorizWall();
continue;
}
}
}
do
{
if(ytilestep==-1 && (yintercept>>16)<=ytile) goto horizentry;
if(ytilestep==1 && (yintercept>>16)>=ytile) goto horizentry;
vertentry:
if((uint32_t)yintercept>mapheight*65536-1 || (word)xtile>=mapwidth)
{
if(xtile<0) xintercept=0, xtile=0;
else if(xtile>=mapwidth) xintercept=mapwidth<<TILESHIFT, xtile=mapwidth-1;
else xtile=(short) (xintercept >> TILESHIFT);
if(yintercept<0) yintercept=0, ytile=0;
else if(yintercept>=(mapheight<<TILESHIFT)) yintercept=mapheight<<TILESHIFT, ytile=mapheight-1;
yspot=0xffff;
tilehit=0;
HitHorizBorder();
break;
}
if(xspot>=maparea) break;
tilehit=((byte *)tilemap)[xspot];
if(tilehit)
{
if(tilehit&0x80)
{
int32_t yintbuf=yintercept+(ystep>>1);
if((yintbuf>>16)!=(yintercept>>16))
goto passvert;
if((word)yintbuf<doorposition[tilehit&0x7f])
goto passvert;
yintercept=yintbuf;
xintercept=(xtile<<TILESHIFT)|0x8000;
ytile = (short) (yintercept >> TILESHIFT);
HitVertDoor();
}
else
{
if(tilehit==64)
{
if(pwalldir==di_west || pwalldir==di_east)
{
int32_t yintbuf;
int pwallposnorm;
int pwallposinv;
if(pwalldir==di_west)
{
pwallposnorm = 64-pwallpos;
pwallposinv = pwallpos;
}
else
{
pwallposnorm = pwallpos;
pwallposinv = 64-pwallpos;
}
if(pwalldir == di_east && xtile==pwallx && ((uint32_t)yintercept>>16)==pwally
|| pwalldir == di_west && !(xtile==pwallx && ((uint32_t)yintercept>>16)==pwally))
{
yintbuf=yintercept+((ystep*pwallposnorm)>>6);
if((yintbuf>>16)!=(yintercept>>16))
goto passvert;
xintercept=(xtile<<TILESHIFT)+TILEGLOBAL-(pwallposinv<<10);
yintercept=yintbuf;
ytile = (short) (yintercept >> TILESHIFT);
tilehit=pwalltile;
HitVertWall();
}
else
{
yintbuf=yintercept+((ystep*pwallposinv)>>6);
if((yintbuf>>16)!=(yintercept>>16))
goto passvert;
xintercept=(xtile<<TILESHIFT)-(pwallposinv<<10);
yintercept=yintbuf;
ytile = (short) (yintercept >> TILESHIFT);
tilehit=pwalltile;
HitVertWall();
}
}
else
{
int pwallposi = pwallpos;
if(pwalldir==di_north) pwallposi = 64-pwallpos;
if(pwalldir==di_south && (word)yintercept<(pwallposi<<10)
|| pwalldir==di_north && (word)yintercept>(pwallposi<<10))
{
if(((uint32_t)yintercept>>16)==pwally && xtile==pwallx)
{
if(pwalldir==di_south && (int32_t)((word)yintercept)+ystep<(pwallposi<<10)
|| pwalldir==di_north && (int32_t)((word)yintercept)+ystep>(pwallposi<<10))
goto passvert;
if(pwalldir==di_south)
yintercept=(yintercept&0xffff0000)+(pwallposi<<10);
else
yintercept=(yintercept&0xffff0000)-TILEGLOBAL+(pwallposi<<10);
xintercept=xintercept-((xstep*(64-pwallpos))>>6);
xtile = (short) (xintercept >> TILESHIFT);
tilehit=pwalltile;
HitHorizWall();
}
else
{
texdelta = -(pwallposi<<10);
xintercept=xtile<<TILESHIFT;
ytile = (short) (yintercept >> TILESHIFT);
tilehit=pwalltile;
HitVertWall();
}
}
else
{
if(((uint32_t)yintercept>>16)==pwally && xtile==pwallx)
{
texdelta = -(pwallposi<<10);
xintercept=xtile<<TILESHIFT;
ytile = (short) (yintercept >> TILESHIFT);
tilehit=pwalltile;
HitVertWall();
}
else
{
if(pwalldir==di_south && (int32_t)((word)yintercept)+ystep>(pwallposi<<10)
|| pwalldir==di_north && (int32_t)((word)yintercept)+ystep<(pwallposi<<10))
goto passvert;
if(pwalldir==di_south)
yintercept=(yintercept&0xffff0000)-((64-pwallpos)<<10);
else
yintercept=(yintercept&0xffff0000)+((64-pwallpos)<<10);
xintercept=xintercept-((xstep*pwallpos)>>6);
xtile = (short) (xintercept >> TILESHIFT);
tilehit=pwalltile;
HitHorizWall();
}
}
}
}
else
{
xintercept=xtile<<TILESHIFT;
ytile = (short) (yintercept >> TILESHIFT);
HitVertWall();
}
}
break;
}
passvert:
*((byte *)spotvis+xspot)=1;
xtile+=xtilestep;
yintercept+=ystep;
xspot=(word)((xtile<<mapshift)+((uint32_t)yintercept>>16));
}
while(1);
continue;
do
{
if(xtilestep==-1 && (xintercept>>16)<=xtile) goto vertentry;
if(xtilestep==1 && (xintercept>>16)>=xtile) goto vertentry;
horizentry:
if((uint32_t)xintercept>mapwidth*65536-1 || (word)ytile>=mapheight)
{
if(ytile<0) yintercept=0, ytile=0;
else if(ytile>=mapheight) yintercept=mapheight<<TILESHIFT, ytile=mapheight-1;
else ytile=(short) (yintercept >> TILESHIFT);
if(xintercept<0) xintercept=0, xtile=0;
else if(xintercept>=(mapwidth<<TILESHIFT)) xintercept=mapwidth<<TILESHIFT, xtile=mapwidth-1;
xspot=0xffff;
tilehit=0;
HitVertBorder();
break;
}
if(yspot>=maparea) break;
tilehit=((byte *)tilemap)[yspot];
if(tilehit)
{
if(tilehit&0x80)
{
int32_t xintbuf=xintercept+(xstep>>1);
if((xintbuf>>16)!=(xintercept>>16))
goto passhoriz;
if((word)xintbuf<doorposition[tilehit&0x7f])
goto passhoriz;
xintercept=xintbuf;
yintercept=(ytile<<TILESHIFT)+0x8000;
xtile = (short) (xintercept >> TILESHIFT);
HitHorizDoor();
}
else
{
if(tilehit==64)
{
if(pwalldir==di_north || pwalldir==di_south)
{
int32_t xintbuf;
int pwallposnorm;
int pwallposinv;
if(pwalldir==di_north)
{
pwallposnorm = 64-pwallpos;
pwallposinv = pwallpos;
}
else
{
pwallposnorm = pwallpos;
pwallposinv = 64-pwallpos;
}
if(pwalldir == di_south && ytile==pwally && ((uint32_t)xintercept>>16)==pwallx
|| pwalldir == di_north && !(ytile==pwally && ((uint32_t)xintercept>>16)==pwallx))
{
xintbuf=xintercept+((xstep*pwallposnorm)>>6);
if((xintbuf>>16)!=(xintercept>>16))
goto passhoriz;
yintercept=(ytile<<TILESHIFT)+TILEGLOBAL-(pwallposinv<<10);
xintercept=xintbuf;
xtile = (short) (xintercept >> TILESHIFT);
tilehit=pwalltile;
HitHorizWall();
}
else
{
xintbuf=xintercept+((xstep*pwallposinv)>>6);
if((xintbuf>>16)!=(xintercept>>16))
goto passhoriz;
yintercept=(ytile<<TILESHIFT)-(pwallposinv<<10);
xintercept=xintbuf;
xtile = (short) (xintercept >> TILESHIFT);
tilehit=pwalltile;
HitHorizWall();
}
}
else
{
int pwallposi = pwallpos;
if(pwalldir==di_west) pwallposi = 64-pwallpos;
if(pwalldir==di_east && (word)xintercept<(pwallposi<<10)
|| pwalldir==di_west && (word)xintercept>(pwallposi<<10))
{
if(((uint32_t)xintercept>>16)==pwallx && ytile==pwally)
{
if(pwalldir==di_east && (int32_t)((word)xintercept)+xstep<(pwallposi<<10)
|| pwalldir==di_west && (int32_t)((word)xintercept)+xstep>(pwallposi<<10))
goto passhoriz;
if(pwalldir==di_east)
xintercept=(xintercept&0xffff0000)+(pwallposi<<10);
else
xintercept=(xintercept&0xffff0000)-TILEGLOBAL+(pwallposi<<10);
yintercept=yintercept-((ystep*(64-pwallpos))>>6);
ytile = (short) (yintercept >> TILESHIFT);
tilehit=pwalltile;
HitVertWall();
}
else
{
texdelta = -(pwallposi<<10);
yintercept=ytile<<TILESHIFT;
xtile = (short) (xintercept >> TILESHIFT);
tilehit=pwalltile;
HitHorizWall();
}
}
else
{
if(((uint32_t)xintercept>>16)==pwallx && ytile==pwally)
{
texdelta = -(pwallposi<<10);
yintercept=ytile<<TILESHIFT;
xtile = (short) (xintercept >> TILESHIFT);
tilehit=pwalltile;
HitHorizWall();
}
else
{
if(pwalldir==di_east && (int32_t)((word)xintercept)+xstep>(pwallposi<<10)
|| pwalldir==di_west && (int32_t)((word)xintercept)+xstep<(pwallposi<<10))
goto passhoriz;
if(pwalldir==di_east)
xintercept=(xintercept&0xffff0000)-((64-pwallpos)<<10);
else
xintercept=(xintercept&0xffff0000)+((64-pwallpos)<<10);
yintercept=yintercept-((ystep*pwallpos)>>6);
ytile = (short) (yintercept >> TILESHIFT);
tilehit=pwalltile;
HitVertWall();
}
}
}
}
else
{
yintercept=ytile<<TILESHIFT;
xtile = (short) (xintercept >> TILESHIFT);
HitHorizWall();
}
}
break;
}
passhoriz:
*((byte *)spotvis+yspot)=1;
ytile+=ytilestep;
xintercept+=xstep;
yspot=(word)((((uint32_t)xintercept>>16)<<mapshift)+ytile);
}
while(1);
}
}
/*
====================
=
= WallRefresh
=
====================
*/
void WallRefresh (void)
{
xpartialdown = viewx&(TILEGLOBAL-1);
xpartialup = TILEGLOBAL-xpartialdown;
ypartialdown = viewy&(TILEGLOBAL-1);
ypartialup = TILEGLOBAL-ypartialdown;
min_wallheight = viewheight;
lastside = -1; // the first pixel is on a new wall
AsmRefresh ();
ScalePost (); // no more optimization on last post
}
void CalcViewVariables()
{
viewangle = player->angle;
midangle = viewangle*(FINEANGLES/ANGLES);
viewsin = sintable[viewangle];
viewcos = costable[viewangle];
viewx = player->x - FixedMul(focallength,viewcos);
viewy = player->y + FixedMul(focallength,viewsin);
focaltx = (short)(viewx>>TILESHIFT);
focalty = (short)(viewy>>TILESHIFT);
viewtx = (short)(player->x >> TILESHIFT);
viewty = (short)(player->y >> TILESHIFT);
}
//==========================================================================
/*
========================
=
= ThreeDRefresh
=
========================
*/
void ThreeDRefresh (void)
{
//
// clear out the traced array
//
memset(spotvis,0,maparea);
spotvis[player->tilex][player->tiley] = 1; // Detect all sprites over player fix
vbuf = VL_LockSurface(screenBuffer);
if(vbuf == NULL) return;
vbuf += screenofs;
vbufPitch = bufferPitch;
CalcViewVariables();
//
// follow the walls from there to the right, drawing as we go
//
VGAClearScreen ();
#if defined(USE_FEATUREFLAGS) && defined(USE_STARSKY)
if(GetFeatureFlags() & FF_STARSKY)
DrawStarSky(vbuf, vbufPitch);
#endif
WallRefresh ();
#if defined(USE_FEATUREFLAGS) && defined(USE_PARALLAX)
if(GetFeatureFlags() & FF_PARALLAXSKY)
DrawParallax(vbuf, vbufPitch);
#endif
#if defined(USE_FEATUREFLAGS) && defined(USE_CLOUDSKY)
if(GetFeatureFlags() & FF_CLOUDSKY)
DrawClouds(vbuf, vbufPitch, min_wallheight);
#endif
#ifdef USE_FLOORCEILINGTEX
DrawFloorAndCeiling(vbuf, vbufPitch, min_wallheight);
#endif
//
// draw all the scaled images
//
DrawScaleds(); // draw scaled stuff
#if defined(USE_FEATUREFLAGS) && defined(USE_RAIN)
if(GetFeatureFlags() & FF_RAIN)
DrawRain(vbuf, vbufPitch);
#endif
#if defined(USE_FEATUREFLAGS) && defined(USE_SNOW)
if(GetFeatureFlags() & FF_SNOW)
DrawSnow(vbuf, vbufPitch);
#endif
DrawPlayerWeapon (); // draw player's hands
if(Keyboard[sc_Tab] && viewsize == 21 && gamestate.weapon != -1)
ShowActStatus();
VL_UnlockSurface(screenBuffer);
vbuf = NULL;
//
// show screen and time last cycle
//
if (fizzlein)
{
FizzleFade(screenBuffer, 0, 0, screenWidth, screenHeight, 20, false);
fizzlein = false;
lasttimecount = GetTimeCount(); // don't make a big tic count
}
else
{
#ifndef REMDEBUG
if (fpscounter)
{
fontnumber = 0;
SETFONTCOLOR(7,127);
PrintX=4; PrintY=1;
VWB_Bar(0,0,50,10,bordercol);
US_PrintSigned(fps);
US_Print(" fps");
}
#endif
SDL_BlitSurface(screenBuffer, NULL, screen, NULL);
SDL_Flip(screen);
}
#ifndef REMDEBUG
if (fpscounter)
{
fps_frames++;
fps_time+=tics;
if(fps_time>35)
{
fps_time-=35;
fps=fps_frames<<1;
fps_frames=0;
}
}
#endif
}