forked from KolibriOS/kolibrios
65 lines
1.6 KiB
C++
65 lines
1.6 KiB
C++
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#include "version.h"
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#ifdef USE_PARALLAX
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#include "wl_def.h"
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#ifdef USE_FEATUREFLAGS
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// The lower left tile of every map determines the start texture of the parallax sky.
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static int GetParallaxStartTexture()
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{
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int startTex = ffDataBottomLeft;
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assert(startTex >= 0 && startTex < PMSpriteStart);
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return startTex;
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}
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#else
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static int GetParallaxStartTexture()
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{
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int startTex;
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switch(gamestate.episode * 10 + mapon)
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{
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case 0: startTex = 20; break;
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default: startTex = 0; break;
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}
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assert(startTex >= 0 && startTex < PMSpriteStart);
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return startTex;
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}
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#endif
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void DrawParallax(byte *vbuf, unsigned vbufPitch)
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{
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int startpage = GetParallaxStartTexture();
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int midangle = player->angle * (FINEANGLES / ANGLES);
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int skyheight = viewheight >> 1;
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int curtex = -1;
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byte *skytex;
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startpage += USE_PARALLAX - 1;
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for(int x = 0; x < viewwidth; x++)
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{
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int curang = pixelangle[x] + midangle;
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if(curang < 0) curang += FINEANGLES;
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else if(curang >= FINEANGLES) curang -= FINEANGLES;
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int xtex = curang * USE_PARALLAX * TEXTURESIZE / FINEANGLES;
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int newtex = xtex >> TEXTURESHIFT;
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if(newtex != curtex)
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{
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curtex = newtex;
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skytex = PM_GetTexture(startpage - curtex);
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}
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int texoffs = TEXTUREMASK - ((xtex & (TEXTURESIZE - 1)) << TEXTURESHIFT);
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int yend = skyheight - (wallheight[x] >> 3);
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if(yend <= 0) continue;
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for(int y = 0, offs = x; y < yend; y++, offs += vbufPitch)
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vbuf[offs] = skytex[texoffs + (y * TEXTURESIZE) / skyheight];
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}
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}
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#endif
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