mirror of
https://github.com/id-Software/Wolf3D-iOS.git
synced 2024-11-10 07:22:02 +00:00
288 lines
6.7 KiB
C
288 lines
6.7 KiB
C
|
/*
|
||
|
|
||
|
Copyright (C) 2004 Michael Liebscher
|
||
|
Copyright (C) 2000-2002 by DarkOne the Hacker
|
||
|
|
||
|
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.
|
||
|
|
||
|
*/
|
||
|
|
||
|
/*
|
||
|
* wolf_sprites.c: Wolfenstein3-D sprite handling.
|
||
|
*
|
||
|
* Author: Michael Liebscher <johnnycanuck@users.sourceforge.net>
|
||
|
* Date: 2004
|
||
|
*
|
||
|
* Acknowledgement:
|
||
|
* This code was derived from NewWolf, and was originally
|
||
|
* written by DarkOne the Hacker.
|
||
|
*
|
||
|
*/
|
||
|
|
||
|
#include "../wolfiphone.h"
|
||
|
|
||
|
|
||
|
/*
|
||
|
-----------------------------------------------------------------------------
|
||
|
Function: Sprite_Reset -Reset sprite status.
|
||
|
|
||
|
Parameters: Nothing.
|
||
|
|
||
|
Returns: Nothing.
|
||
|
|
||
|
Notes: Called only when client must reconnect will not set remove flag!
|
||
|
-----------------------------------------------------------------------------
|
||
|
*/
|
||
|
PUBLIC void Sprite_Reset( void )
|
||
|
{
|
||
|
levelData.numSprites = 0;
|
||
|
memset( levelData.sprites, 0, sizeof( levelData.sprites ) );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
-----------------------------------------------------------------------------
|
||
|
Function: Sprite_RemoveSprite -Remove sprite.
|
||
|
|
||
|
Parameters: sprite_id -[in] sprite id to remove.
|
||
|
|
||
|
Returns: Nothing.
|
||
|
|
||
|
Notes:
|
||
|
-----------------------------------------------------------------------------
|
||
|
*/
|
||
|
PUBLIC void Sprite_RemoveSprite( int sprite_id )
|
||
|
{
|
||
|
if( sprite_id == -1 )
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
levelData.sprites[ sprite_id ].flags |= SPRT_REMOVE;
|
||
|
}
|
||
|
|
||
|
|
||
|
/*
|
||
|
-----------------------------------------------------------------------------
|
||
|
Function: Sprite_GetNewSprite -Get sprite index.
|
||
|
|
||
|
Parameters: Nothing.
|
||
|
|
||
|
Returns: "sprite id" index.
|
||
|
|
||
|
Notes:
|
||
|
-----------------------------------------------------------------------------
|
||
|
*/
|
||
|
PUBLIC int Sprite_GetNewSprite( void )
|
||
|
{
|
||
|
W32 n;
|
||
|
sprite_t* sprt;
|
||
|
|
||
|
for( n = 0, sprt = levelData.sprites ; n < levelData.numSprites ; ++n, ++sprt )
|
||
|
{
|
||
|
if( sprt->flags & SPRT_REMOVE )
|
||
|
{ // free spot: clear it first
|
||
|
memset( sprt, 0, sizeof( sprite_t ) );
|
||
|
return n;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if( levelData.numSprites >= MAX_SPRITES )
|
||
|
{
|
||
|
Com_Printf( "Warning n_of_sprt == MAX_SPRITES\n" );
|
||
|
return -1;
|
||
|
}
|
||
|
|
||
|
return levelData.numSprites++;
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
/*
|
||
|
-----------------------------------------------------------------------------
|
||
|
Function: Sprite_SetPos -Set sprite position.
|
||
|
|
||
|
Parameters: sprite_id -[in] sprite id to change.
|
||
|
x, y -[in] new x, y.
|
||
|
angle -[in] new angle to set.
|
||
|
|
||
|
Returns: Nothing.
|
||
|
|
||
|
Notes:
|
||
|
-----------------------------------------------------------------------------
|
||
|
*/
|
||
|
PUBLIC void Sprite_SetPos( int sprite_id, int x, int y, int angle )
|
||
|
{
|
||
|
if( sprite_id == -1 )
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
levelData.sprites[ sprite_id ].x = x;
|
||
|
levelData.sprites[ sprite_id ].y = y;
|
||
|
levelData.sprites[ sprite_id ].ang = angle;
|
||
|
levelData.sprites[ sprite_id ].tilex = POS2TILE( x );
|
||
|
levelData.sprites[ sprite_id ].tiley = POS2TILE( y );
|
||
|
levelData.sprites[ sprite_id ].flags |= SPRT_CHG_POS;
|
||
|
|
||
|
if( ! (x & HALFTILE) ) // (x%TILEGLOBAL>=HALFTILE)
|
||
|
{
|
||
|
levelData.sprites[ sprite_id ].tilex--;
|
||
|
}
|
||
|
|
||
|
if( ! (y & HALFTILE) )
|
||
|
{
|
||
|
levelData.sprites[ sprite_id ].tiley--;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
-----------------------------------------------------------------------------
|
||
|
Function: Sprite_SetTex -Set sprite texture.
|
||
|
|
||
|
Parameters: sprite_id -[in] sprite id to change.
|
||
|
index -[in] texture index.
|
||
|
tex -[in] texture to set as.
|
||
|
|
||
|
Returns: Nothing.
|
||
|
|
||
|
Notes:
|
||
|
-----------------------------------------------------------------------------
|
||
|
*/
|
||
|
void CacheTextures( W16 start, W16 end );
|
||
|
PUBLIC void Sprite_SetTex( int sprite_id, int index, int tex )
|
||
|
{
|
||
|
if( sprite_id == -1 )
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
CacheTextures( tex, tex );
|
||
|
|
||
|
if( index == -1 ) // one texture for each phase
|
||
|
{
|
||
|
levelData.sprites[ sprite_id ].tex[ 0 ] = tex;
|
||
|
levelData.sprites[ sprite_id ].flags |= SPRT_ONE_TEX;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
levelData.sprites[ sprite_id ].tex[ index ] = tex;
|
||
|
}
|
||
|
|
||
|
levelData.sprites[ sprite_id ].flags |= SPRT_CHG_TEX;
|
||
|
}
|
||
|
|
||
|
|
||
|
#define MAXVISABLE 128
|
||
|
visobj_t vislist[ MAXVISABLE ];
|
||
|
|
||
|
|
||
|
/*
|
||
|
-----------------------------------------------------------------------------
|
||
|
Function: Sprite_CreateVisList -Compare function for vislist sorting.
|
||
|
|
||
|
Parameters: vis1, vis2 -[in] Two values to compare.
|
||
|
|
||
|
Returns:
|
||
|
<0 elem1 further than elem2
|
||
|
0 elem1 equal distance to elem2
|
||
|
>0 elem1 closer than elem2
|
||
|
|
||
|
Notes:
|
||
|
-----------------------------------------------------------------------------
|
||
|
*/
|
||
|
PRIVATE int Sprite_cmpVis( const void *elem1, const void *elem2 )
|
||
|
{
|
||
|
// macro to get distance from a void pointer to visobj_t
|
||
|
#define vis_dist( vis ) ( ((visobj_t *)vis)->dist )
|
||
|
|
||
|
if( vis_dist( elem1 ) == vis_dist( elem2 ) )
|
||
|
{
|
||
|
return 0; // process equal distance
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// if dist > sprite must be first
|
||
|
return vis_dist( elem1 ) < vis_dist( elem2 ) ? 1 : -1;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
/*
|
||
|
-----------------------------------------------------------------------------
|
||
|
Function: Sprite_CreateVisList -Build and sort visibility list of sprites.
|
||
|
|
||
|
Parameters: Nothing.
|
||
|
|
||
|
Returns: Number of visible sprites.
|
||
|
|
||
|
Notes:
|
||
|
List is sorted from far to near.
|
||
|
List is based on tile visibility array, made by raycaster.
|
||
|
Called only by client.
|
||
|
-----------------------------------------------------------------------------
|
||
|
*/
|
||
|
PUBLIC int Sprite_CreateVisList( void )
|
||
|
{
|
||
|
W32 tx, ty, n, num_visible;
|
||
|
visobj_t *visptr;
|
||
|
sprite_t* sprt;
|
||
|
|
||
|
visptr = vislist;
|
||
|
num_visible = 0;
|
||
|
|
||
|
for( n = 0, sprt = levelData.sprites; n < levelData.numSprites; ++n, ++sprt )
|
||
|
{
|
||
|
if( sprt->flags & SPRT_REMOVE )
|
||
|
{
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
tx = sprt->tilex;
|
||
|
ty = sprt->tiley;
|
||
|
|
||
|
if( tx > 63 )
|
||
|
tx = 63;
|
||
|
if( ty > 63 )
|
||
|
ty = 63;
|
||
|
|
||
|
// can be in any of 4 surrounding tiles; not 9 - see definition of tilex & tiley
|
||
|
if( tile_visible[ tx ][ ty ] || tile_visible[ tx + 1 ][ ty ] ||
|
||
|
tile_visible[ tx ][ ty + 1 ] || tile_visible[ tx + 1 ][ ty + 1 ] )
|
||
|
{ // player spoted it
|
||
|
visptr->dist = LineLen2Point( sprt->x - Player.position.origin[ 0 ],
|
||
|
sprt->y-Player.position.origin[ 1 ],
|
||
|
Player.position.angle ); //FIXME viewport
|
||
|
visptr->x = sprt->x;
|
||
|
visptr->y = sprt->y;
|
||
|
visptr->ang = sprt->ang;
|
||
|
visptr->tex = sprt->tex[ 0 ]; //FIXME!
|
||
|
if( ++num_visible > MAXVISABLE )
|
||
|
{
|
||
|
break; // vislist full
|
||
|
}
|
||
|
|
||
|
visptr++;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// sorting list
|
||
|
if( num_visible ) // do not sort if no entries
|
||
|
{
|
||
|
qsort( vislist, num_visible, sizeof( visobj_t ), Sprite_cmpVis );
|
||
|
}
|
||
|
|
||
|
return num_visible;
|
||
|
}
|
||
|
|