wolf3d-ios/wolf3d/code/wolf/wolf_sprites.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;
}