1403 lines
27 KiB
C
1403 lines
27 KiB
C
// WL_DRAW.C
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#include "WL_DEF.H"
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#include <DOS.H>
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#pragma hdrstop
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//#define DEBUGWALLS
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//#define DEBUGTICS
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/*
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=============================================================================
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LOCAL CONSTANTS
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=============================================================================
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*/
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// the door is the last picture before the sprites
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#define DOORWALL (PMSpriteStart-8)
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#define ACTORSIZE 0x4000
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/*
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=============================================================================
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GLOBAL VARIABLES
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=============================================================================
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*/
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#ifdef DEBUGWALLS
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unsigned screenloc[3]= {0,0,0};
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#else
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unsigned screenloc[3]= {PAGE1START,PAGE2START,PAGE3START};
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#endif
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unsigned freelatch = FREESTART;
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long lasttimecount;
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long frameon;
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unsigned wallheight[MAXVIEWWIDTH];
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fixed tileglobal = TILEGLOBAL;
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fixed mindist = MINDIST;
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//
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// math tables
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//
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int pixelangle[MAXVIEWWIDTH];
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long far finetangent[FINEANGLES/4];
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fixed far sintable[ANGLES+ANGLES/4],far *costable = sintable+(ANGLES/4);
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//
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// refresh variables
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//
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fixed viewx,viewy; // the focal point
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int viewangle;
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fixed viewsin,viewcos;
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fixed FixedByFrac (fixed a, fixed b);
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void TransformActor (objtype *ob);
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void BuildTables (void);
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void ClearScreen (void);
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int CalcRotate (objtype *ob);
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void DrawScaleds (void);
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void CalcTics (void);
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void FixOfs (void);
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void ThreeDRefresh (void);
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//
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// wall optimization variables
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//
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int lastside; // true for vertical
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long lastintercept;
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int lasttilehit;
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//
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// ray tracing variables
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//
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int focaltx,focalty,viewtx,viewty;
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int midangle,angle;
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unsigned xpartial,ypartial;
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unsigned xpartialup,xpartialdown,ypartialup,ypartialdown;
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unsigned xinttile,yinttile;
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unsigned tilehit;
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unsigned pixx;
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int xtile,ytile;
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int xtilestep,ytilestep;
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long xintercept,yintercept;
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long xstep,ystep;
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int horizwall[MAXWALLTILES],vertwall[MAXWALLTILES];
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/*
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=============================================================================
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LOCAL VARIABLES
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=============================================================================
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*/
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void AsmRefresh (void); // in WL_DR_A.ASM
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/*
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============================================================================
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3 - D DEFINITIONS
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============================================================================
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*/
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//==========================================================================
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/*
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========================
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=
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= FixedByFrac
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=
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= multiply a 16/16 bit, 2's complement fixed point number by a 16 bit
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= fraction, passed as a signed magnitude 32 bit number
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=
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========================
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*/
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#pragma warn -rvl // I stick the return value in with ASMs
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fixed FixedByFrac (fixed a, fixed b)
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{
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//
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// setup
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//
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asm mov si,[WORD PTR b+2] // sign of result = sign of fraction
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asm mov ax,[WORD PTR a]
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asm mov cx,[WORD PTR a+2]
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asm or cx,cx
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asm jns aok: // negative?
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asm neg cx
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asm neg ax
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asm sbb cx,0
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asm xor si,0x8000 // toggle sign of result
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aok:
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//
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// multiply cx:ax by bx
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//
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asm mov bx,[WORD PTR b]
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asm mul bx // fraction*fraction
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asm mov di,dx // di is low word of result
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asm mov ax,cx //
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asm mul bx // units*fraction
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asm add ax,di
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asm adc dx,0
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//
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// put result dx:ax in 2's complement
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//
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asm test si,0x8000 // is the result negative?
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asm jz ansok:
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asm neg dx
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asm neg ax
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asm sbb dx,0
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ansok:;
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}
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#pragma warn +rvl
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//==========================================================================
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/*
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========================
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=
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= TransformActor
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=
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= Takes paramaters:
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= gx,gy : globalx/globaly of point
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=
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= globals:
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= viewx,viewy : point of view
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= viewcos,viewsin : sin/cos of viewangle
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= scale : conversion from global value to screen value
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=
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= sets:
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= screenx,transx,transy,screenheight: projected edge location and size
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=
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========================
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*/
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//
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// transform actor
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//
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void TransformActor (objtype *ob)
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{
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int ratio;
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fixed gx,gy,gxt,gyt,nx,ny;
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long temp;
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//
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// translate point to view centered coordinates
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//
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gx = ob->x-viewx;
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gy = ob->y-viewy;
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//
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// calculate newx
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//
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gxt = FixedByFrac(gx,viewcos);
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gyt = FixedByFrac(gy,viewsin);
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nx = gxt-gyt-ACTORSIZE; // fudge the shape forward a bit, because
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// the midpoint could put parts of the shape
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// into an adjacent wall
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//
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// calculate newy
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//
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gxt = FixedByFrac(gx,viewsin);
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gyt = FixedByFrac(gy,viewcos);
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ny = gyt+gxt;
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//
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// calculate perspective ratio
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//
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ob->transx = nx;
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ob->transy = ny;
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if (nx<mindist) // too close, don't overflow the divide
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{
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ob->viewheight = 0;
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return;
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}
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ob->viewx = centerx + ny*scale/nx; // DEBUG: use assembly divide
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//
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// calculate height (heightnumerator/(nx>>8))
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//
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asm mov ax,[WORD PTR heightnumerator]
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asm mov dx,[WORD PTR heightnumerator+2]
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asm idiv [WORD PTR nx+1] // nx>>8
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asm mov [WORD PTR temp],ax
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asm mov [WORD PTR temp+2],dx
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ob->viewheight = temp;
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}
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//==========================================================================
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/*
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========================
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=
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= TransformTile
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=
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= Takes paramaters:
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= tx,ty : tile the object is centered in
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=
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= globals:
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= viewx,viewy : point of view
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= viewcos,viewsin : sin/cos of viewangle
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= scale : conversion from global value to screen value
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=
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= sets:
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= screenx,transx,transy,screenheight: projected edge location and size
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=
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= Returns true if the tile is withing getting distance
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=
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========================
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*/
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boolean TransformTile (int tx, int ty, int *dispx, int *dispheight)
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{
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int ratio;
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fixed gx,gy,gxt,gyt,nx,ny;
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long temp;
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//
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// translate point to view centered coordinates
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//
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gx = ((long)tx<<TILESHIFT)+0x8000-viewx;
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gy = ((long)ty<<TILESHIFT)+0x8000-viewy;
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//
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// calculate newx
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//
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gxt = FixedByFrac(gx,viewcos);
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gyt = FixedByFrac(gy,viewsin);
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nx = gxt-gyt-0x2000; // 0x2000 is size of object
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//
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// calculate newy
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//
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gxt = FixedByFrac(gx,viewsin);
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gyt = FixedByFrac(gy,viewcos);
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ny = gyt+gxt;
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//
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// calculate perspective ratio
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//
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if (nx<mindist) // too close, don't overflow the divide
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{
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*dispheight = 0;
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return false;
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}
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*dispx = centerx + ny*scale/nx; // DEBUG: use assembly divide
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//
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// calculate height (heightnumerator/(nx>>8))
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//
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asm mov ax,[WORD PTR heightnumerator]
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asm mov dx,[WORD PTR heightnumerator+2]
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asm idiv [WORD PTR nx+1] // nx>>8
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asm mov [WORD PTR temp],ax
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asm mov [WORD PTR temp+2],dx
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*dispheight = temp;
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//
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// see if it should be grabbed
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//
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if (nx<TILEGLOBAL && ny>-TILEGLOBAL/2 && ny<TILEGLOBAL/2)
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return true;
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else
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return false;
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}
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//==========================================================================
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/*
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====================
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=
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= CalcHeight
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=
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= Calculates the height of xintercept,yintercept from viewx,viewy
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=
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====================
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*/
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#pragma warn -rvl // I stick the return value in with ASMs
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int CalcHeight (void)
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{
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int transheight;
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int ratio;
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fixed gxt,gyt,nx,ny;
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long gx,gy;
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gx = xintercept-viewx;
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gxt = FixedByFrac(gx,viewcos);
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gy = yintercept-viewy;
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gyt = FixedByFrac(gy,viewsin);
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nx = gxt-gyt;
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//
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// calculate perspective ratio (heightnumerator/(nx>>8))
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//
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if (nx<mindist)
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nx=mindist; // don't let divide overflow
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asm mov ax,[WORD PTR heightnumerator]
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asm mov dx,[WORD PTR heightnumerator+2]
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asm idiv [WORD PTR nx+1] // nx>>8
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}
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//==========================================================================
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/*
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===================
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=
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= ScalePost
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=
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===================
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*/
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long postsource;
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unsigned postx;
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unsigned postwidth;
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void near ScalePost (void) // VGA version
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{
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asm mov ax,SCREENSEG
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asm mov es,ax
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asm mov bx,[postx]
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asm shl bx,1
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asm mov bp,WORD PTR [wallheight+bx] // fractional height (low 3 bits frac)
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asm and bp,0xfff8 // bp = heightscaler*4
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asm shr bp,1
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asm cmp bp,[maxscaleshl2]
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asm jle heightok
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asm mov bp,[maxscaleshl2]
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heightok:
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asm add bp,OFFSET fullscalefarcall
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//
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// scale a byte wide strip of wall
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//
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asm mov bx,[postx]
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asm mov di,bx
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asm shr di,2 // X in bytes
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asm add di,[bufferofs]
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asm and bx,3
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asm shl bx,3 // bx = pixel*8+pixwidth
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asm add bx,[postwidth]
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asm mov al,BYTE PTR [mapmasks1-1+bx] // -1 because no widths of 0
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asm mov dx,SC_INDEX+1
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asm out dx,al // set bit mask register
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asm lds si,DWORD PTR [postsource]
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asm call DWORD PTR [bp] // scale the line of pixels
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asm mov al,BYTE PTR [ss:mapmasks2-1+bx] // -1 because no widths of 0
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asm or al,al
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asm jz nomore
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//
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// draw a second byte for vertical strips that cross two bytes
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//
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asm inc di
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asm out dx,al // set bit mask register
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asm call DWORD PTR [bp] // scale the line of pixels
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asm mov al,BYTE PTR [ss:mapmasks3-1+bx] // -1 because no widths of 0
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asm or al,al
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asm jz nomore
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//
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// draw a third byte for vertical strips that cross three bytes
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//
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asm inc di
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asm out dx,al // set bit mask register
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asm call DWORD PTR [bp] // scale the line of pixels
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nomore:
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asm mov ax,ss
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asm mov ds,ax
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}
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void FarScalePost (void) // just so other files can call
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{
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ScalePost ();
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}
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/*
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====================
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=
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= HitVertWall
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=
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= tilehit bit 7 is 0, because it's not a door tile
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= if bit 6 is 1 and the adjacent tile is a door tile, use door side pic
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=
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====================
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*/
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void HitVertWall (void)
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{
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int wallpic;
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unsigned texture;
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texture = (yintercept>>4)&0xfc0;
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if (xtilestep == -1)
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{
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texture = 0xfc0-texture;
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xintercept += TILEGLOBAL;
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}
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wallheight[pixx] = CalcHeight();
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if (lastside==1 && lastintercept == xtile && lasttilehit == tilehit)
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{
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// in the same wall type as last time, so check for optimized draw
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if (texture == (unsigned)postsource)
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{
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// wide scale
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postwidth++;
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wallheight[pixx] = wallheight[pixx-1];
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return;
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}
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else
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{
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ScalePost ();
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(unsigned)postsource = texture;
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postwidth = 1;
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postx = pixx;
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}
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}
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else
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{
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// new wall
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if (lastside != -1) // if not the first scaled post
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ScalePost ();
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lastside = true;
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lastintercept = xtile;
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lasttilehit = tilehit;
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postx = pixx;
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postwidth = 1;
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if (tilehit & 0x40)
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{ // check for adjacent doors
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ytile = yintercept>>TILESHIFT;
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if ( tilemap[xtile-xtilestep][ytile]&0x80 )
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wallpic = DOORWALL+3;
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else
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wallpic = vertwall[tilehit & ~0x40];
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}
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else
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wallpic = vertwall[tilehit];
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*( ((unsigned *)&postsource)+1) = (unsigned)PM_GetPage(wallpic);
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(unsigned)postsource = texture;
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}
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}
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/*
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====================
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=
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= HitHorizWall
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=
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= tilehit bit 7 is 0, because it's not a door tile
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= if bit 6 is 1 and the adjacent tile is a door tile, use door side pic
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=
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====================
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*/
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void HitHorizWall (void)
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{
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int wallpic;
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unsigned texture;
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texture = (xintercept>>4)&0xfc0;
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if (ytilestep == -1)
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yintercept += TILEGLOBAL;
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else
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texture = 0xfc0-texture;
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wallheight[pixx] = CalcHeight();
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if (lastside==0 && lastintercept == ytile && lasttilehit == tilehit)
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{
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// in the same wall type as last time, so check for optimized draw
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if (texture == (unsigned)postsource)
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{
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// wide scale
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postwidth++;
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wallheight[pixx] = wallheight[pixx-1];
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return;
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}
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else
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{
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ScalePost ();
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(unsigned)postsource = texture;
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postwidth = 1;
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postx = pixx;
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}
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}
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else
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{
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// new wall
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if (lastside != -1) // if not the first scaled post
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ScalePost ();
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lastside = 0;
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lastintercept = ytile;
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lasttilehit = tilehit;
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postx = pixx;
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postwidth = 1;
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if (tilehit & 0x40)
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{ // check for adjacent doors
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xtile = xintercept>>TILESHIFT;
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if ( tilemap[xtile][ytile-ytilestep]&0x80 )
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wallpic = DOORWALL+2;
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else
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wallpic = horizwall[tilehit & ~0x40];
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}
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else
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wallpic = horizwall[tilehit];
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*( ((unsigned *)&postsource)+1) = (unsigned)PM_GetPage(wallpic);
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(unsigned)postsource = texture;
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}
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}
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//==========================================================================
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/*
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====================
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=
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= HitHorizDoor
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=
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====================
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*/
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void HitHorizDoor (void)
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{
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unsigned texture,doorpage,doornum;
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doornum = tilehit&0x7f;
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texture = ( (xintercept-doorposition[doornum]) >> 4) &0xfc0;
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wallheight[pixx] = CalcHeight();
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if (lasttilehit == tilehit)
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{
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// in the same door as last time, so check for optimized draw
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if (texture == (unsigned)postsource)
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{
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// wide scale
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postwidth++;
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wallheight[pixx] = wallheight[pixx-1];
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return;
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}
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else
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{
|
|
ScalePost ();
|
|
(unsigned)postsource = texture;
|
|
postwidth = 1;
|
|
postx = pixx;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (lastside != -1) // if not the first scaled post
|
|
ScalePost (); // draw last post
|
|
// first pixel in this door
|
|
lastside = 2;
|
|
lasttilehit = tilehit;
|
|
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;
|
|
}
|
|
|
|
*( ((unsigned *)&postsource)+1) = (unsigned)PM_GetPage(doorpage);
|
|
(unsigned)postsource = texture;
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
|
|
/*
|
|
====================
|
|
=
|
|
= HitVertDoor
|
|
=
|
|
====================
|
|
*/
|
|
|
|
void HitVertDoor (void)
|
|
{
|
|
unsigned texture,doorpage,doornum;
|
|
|
|
doornum = tilehit&0x7f;
|
|
texture = ( (yintercept-doorposition[doornum]) >> 4) &0xfc0;
|
|
|
|
wallheight[pixx] = CalcHeight();
|
|
|
|
if (lasttilehit == tilehit)
|
|
{
|
|
// in the same door as last time, so check for optimized draw
|
|
if (texture == (unsigned)postsource)
|
|
{
|
|
// wide scale
|
|
postwidth++;
|
|
wallheight[pixx] = wallheight[pixx-1];
|
|
return;
|
|
}
|
|
else
|
|
{
|
|
ScalePost ();
|
|
(unsigned)postsource = texture;
|
|
postwidth = 1;
|
|
postx = pixx;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (lastside != -1) // if not the first scaled post
|
|
ScalePost (); // draw last post
|
|
// first pixel in this door
|
|
lastside = 2;
|
|
lasttilehit = tilehit;
|
|
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;
|
|
}
|
|
|
|
*( ((unsigned *)&postsource)+1) = (unsigned)PM_GetPage(doorpage+1);
|
|
(unsigned)postsource = texture;
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
|
|
|
|
/*
|
|
====================
|
|
=
|
|
= HitHorizPWall
|
|
=
|
|
= A pushable wall in action has been hit
|
|
=
|
|
====================
|
|
*/
|
|
|
|
void HitHorizPWall (void)
|
|
{
|
|
int wallpic;
|
|
unsigned texture,offset;
|
|
|
|
texture = (xintercept>>4)&0xfc0;
|
|
offset = pwallpos<<10;
|
|
if (ytilestep == -1)
|
|
yintercept += TILEGLOBAL-offset;
|
|
else
|
|
{
|
|
texture = 0xfc0-texture;
|
|
yintercept += offset;
|
|
}
|
|
|
|
wallheight[pixx] = CalcHeight();
|
|
|
|
if (lasttilehit == tilehit)
|
|
{
|
|
// in the same wall type as last time, so check for optimized draw
|
|
if (texture == (unsigned)postsource)
|
|
{
|
|
// wide scale
|
|
postwidth++;
|
|
wallheight[pixx] = wallheight[pixx-1];
|
|
return;
|
|
}
|
|
else
|
|
{
|
|
ScalePost ();
|
|
(unsigned)postsource = texture;
|
|
postwidth = 1;
|
|
postx = pixx;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// new wall
|
|
if (lastside != -1) // if not the first scaled post
|
|
ScalePost ();
|
|
|
|
lasttilehit = tilehit;
|
|
postx = pixx;
|
|
postwidth = 1;
|
|
|
|
wallpic = horizwall[tilehit&63];
|
|
|
|
*( ((unsigned *)&postsource)+1) = (unsigned)PM_GetPage(wallpic);
|
|
(unsigned)postsource = texture;
|
|
}
|
|
|
|
}
|
|
|
|
|
|
/*
|
|
====================
|
|
=
|
|
= HitVertPWall
|
|
=
|
|
= A pushable wall in action has been hit
|
|
=
|
|
====================
|
|
*/
|
|
|
|
void HitVertPWall (void)
|
|
{
|
|
int wallpic;
|
|
unsigned texture,offset;
|
|
|
|
texture = (yintercept>>4)&0xfc0;
|
|
offset = pwallpos<<10;
|
|
if (xtilestep == -1)
|
|
{
|
|
xintercept += TILEGLOBAL-offset;
|
|
texture = 0xfc0-texture;
|
|
}
|
|
else
|
|
xintercept += offset;
|
|
|
|
wallheight[pixx] = CalcHeight();
|
|
|
|
if (lasttilehit == tilehit)
|
|
{
|
|
// in the same wall type as last time, so check for optimized draw
|
|
if (texture == (unsigned)postsource)
|
|
{
|
|
// wide scale
|
|
postwidth++;
|
|
wallheight[pixx] = wallheight[pixx-1];
|
|
return;
|
|
}
|
|
else
|
|
{
|
|
ScalePost ();
|
|
(unsigned)postsource = texture;
|
|
postwidth = 1;
|
|
postx = pixx;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// new wall
|
|
if (lastside != -1) // if not the first scaled post
|
|
ScalePost ();
|
|
|
|
lasttilehit = tilehit;
|
|
postx = pixx;
|
|
postwidth = 1;
|
|
|
|
wallpic = vertwall[tilehit&63];
|
|
|
|
*( ((unsigned *)&postsource)+1) = (unsigned)PM_GetPage(wallpic);
|
|
(unsigned)postsource = texture;
|
|
}
|
|
|
|
}
|
|
|
|
//==========================================================================
|
|
|
|
//==========================================================================
|
|
|
|
#if 0
|
|
/*
|
|
=====================
|
|
=
|
|
= ClearScreen
|
|
=
|
|
=====================
|
|
*/
|
|
|
|
void ClearScreen (void)
|
|
{
|
|
unsigned floor=egaFloor[gamestate.episode*10+mapon],
|
|
ceiling=egaCeiling[gamestate.episode*10+mapon];
|
|
|
|
//
|
|
// clear the screen
|
|
//
|
|
asm mov dx,GC_INDEX
|
|
asm mov ax,GC_MODE + 256*2 // read mode 0, write mode 2
|
|
asm out dx,ax
|
|
asm mov ax,GC_BITMASK + 255*256
|
|
asm out dx,ax
|
|
|
|
asm mov dx,40
|
|
asm mov ax,[viewwidth]
|
|
asm shr ax,3
|
|
asm sub dx,ax // dx = 40-viewwidth/8
|
|
|
|
asm mov bx,[viewwidth]
|
|
asm shr bx,4 // bl = viewwidth/16
|
|
asm mov bh,BYTE PTR [viewheight]
|
|
asm shr bh,1 // half height
|
|
|
|
asm mov ax,[ceiling]
|
|
asm mov es,[screenseg]
|
|
asm mov di,[bufferofs]
|
|
|
|
toploop:
|
|
asm mov cl,bl
|
|
asm rep stosw
|
|
asm add di,dx
|
|
asm dec bh
|
|
asm jnz toploop
|
|
|
|
asm mov bh,BYTE PTR [viewheight]
|
|
asm shr bh,1 // half height
|
|
asm mov ax,[floor]
|
|
|
|
bottomloop:
|
|
asm mov cl,bl
|
|
asm rep stosw
|
|
asm add di,dx
|
|
asm dec bh
|
|
asm jnz bottomloop
|
|
|
|
|
|
asm mov dx,GC_INDEX
|
|
asm mov ax,GC_MODE + 256*10 // read mode 1, write mode 2
|
|
asm out dx,ax
|
|
asm mov al,GC_BITMASK
|
|
asm out dx,al
|
|
|
|
}
|
|
#endif
|
|
//==========================================================================
|
|
|
|
unsigned vgaCeiling[]=
|
|
{
|
|
#ifndef SPEAR
|
|
0x1d1d,0x1d1d,0x1d1d,0x1d1d,0x1d1d,0x1d1d,0x1d1d,0x1d1d,0x1d1d,0xbfbf,
|
|
0x4e4e,0x4e4e,0x4e4e,0x1d1d,0x8d8d,0x4e4e,0x1d1d,0x2d2d,0x1d1d,0x8d8d,
|
|
0x1d1d,0x1d1d,0x1d1d,0x1d1d,0x1d1d,0x2d2d,0xdddd,0x1d1d,0x1d1d,0x9898,
|
|
|
|
0x1d1d,0x9d9d,0x2d2d,0xdddd,0xdddd,0x9d9d,0x2d2d,0x4d4d,0x1d1d,0xdddd,
|
|
0x7d7d,0x1d1d,0x2d2d,0x2d2d,0xdddd,0xd7d7,0x1d1d,0x1d1d,0x1d1d,0x2d2d,
|
|
0x1d1d,0x1d1d,0x1d1d,0x1d1d,0xdddd,0xdddd,0x7d7d,0xdddd,0xdddd,0xdddd
|
|
#else
|
|
0x6f6f,0x4f4f,0x1d1d,0xdede,0xdfdf,0x2e2e,0x7f7f,0x9e9e,0xaeae,0x7f7f,
|
|
0x1d1d,0xdede,0xdfdf,0xdede,0xdfdf,0xdede,0xe1e1,0xdcdc,0x2e2e,0x1d1d,0xdcdc
|
|
#endif
|
|
};
|
|
|
|
/*
|
|
=====================
|
|
=
|
|
= VGAClearScreen
|
|
=
|
|
=====================
|
|
*/
|
|
|
|
void VGAClearScreen (void)
|
|
{
|
|
unsigned ceiling=vgaCeiling[gamestate.episode*10+mapon];
|
|
|
|
//
|
|
// clear the screen
|
|
//
|
|
asm mov dx,SC_INDEX
|
|
asm mov ax,SC_MAPMASK+15*256 // write through all planes
|
|
asm out dx,ax
|
|
|
|
asm mov dx,80
|
|
asm mov ax,[viewwidth]
|
|
asm shr ax,2
|
|
asm sub dx,ax // dx = 40-viewwidth/2
|
|
|
|
asm mov bx,[viewwidth]
|
|
asm shr bx,3 // bl = viewwidth/8
|
|
asm mov bh,BYTE PTR [viewheight]
|
|
asm shr bh,1 // half height
|
|
|
|
asm mov es,[screenseg]
|
|
asm mov di,[bufferofs]
|
|
asm mov ax,[ceiling]
|
|
|
|
toploop:
|
|
asm mov cl,bl
|
|
asm rep stosw
|
|
asm add di,dx
|
|
asm dec bh
|
|
asm jnz toploop
|
|
|
|
asm mov bh,BYTE PTR [viewheight]
|
|
asm shr bh,1 // half height
|
|
asm mov ax,0x1919
|
|
|
|
bottomloop:
|
|
asm mov cl,bl
|
|
asm rep stosw
|
|
asm add di,dx
|
|
asm dec bh
|
|
asm jnz bottomloop
|
|
}
|
|
|
|
//==========================================================================
|
|
|
|
/*
|
|
=====================
|
|
=
|
|
= 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 4*(angle/(ANGLES/2)); // seperated by 3 (art layout...)
|
|
|
|
return angle/(ANGLES/8);
|
|
}
|
|
|
|
|
|
/*
|
|
=====================
|
|
=
|
|
= DrawScaleds
|
|
=
|
|
= Draws all objects that are visable
|
|
=
|
|
=====================
|
|
*/
|
|
|
|
#define MAXVISABLE 50
|
|
|
|
typedef struct
|
|
{
|
|
int viewx,
|
|
viewheight,
|
|
shapenum;
|
|
} visobj_t;
|
|
|
|
visobj_t vislist[MAXVISABLE],*visptr,*visstep,*farthest;
|
|
|
|
void DrawScaleds (void)
|
|
{
|
|
int i,j,least,numvisable,height;
|
|
memptr shape;
|
|
byte *tilespot,*visspot;
|
|
int shapenum;
|
|
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);
|
|
continue;
|
|
}
|
|
|
|
if (!visptr->viewheight)
|
|
continue; // to close to the object
|
|
|
|
if (visptr < &vislist[MAXVISABLE-1]) // don't let it overflow
|
|
visptr++;
|
|
}
|
|
|
|
//
|
|
// place active objects
|
|
//
|
|
for (obj = player->next;obj;obj=obj->next)
|
|
{
|
|
if (!(visptr->shapenum = obj->state->shapenum))
|
|
continue; // no shape
|
|
|
|
spotloc = (obj->tilex<<6)+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 = true;
|
|
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++;
|
|
obj->flags |= FL_VISABLE;
|
|
}
|
|
else
|
|
obj->flags &= ~FL_VISABLE;
|
|
}
|
|
|
|
//
|
|
// draw from back to front
|
|
//
|
|
numvisable = 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
|
|
//
|
|
ScaleShape(farthest->viewx,farthest->shapenum,farthest->viewheight);
|
|
|
|
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)
|
|
{
|
|
if (player->state == &s_deathcam && (TimeCount&32) )
|
|
SimpleScaleShape(viewwidth/2,SPR_DEATHCAM,viewheight+1);
|
|
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)
|
|
{
|
|
long newtime,oldtimecount;
|
|
|
|
//
|
|
// calculate tics since last refresh for adaptive timing
|
|
//
|
|
if (lasttimecount > TimeCount)
|
|
TimeCount = lasttimecount; // if the game was paused a LONG time
|
|
|
|
do
|
|
{
|
|
newtime = TimeCount;
|
|
tics = newtime-lasttimecount;
|
|
} while (!tics); // make sure at least one tic passes
|
|
|
|
lasttimecount = newtime;
|
|
|
|
#ifdef FILEPROFILE
|
|
strcpy (scratch,"\tTics:");
|
|
itoa (tics,str,10);
|
|
strcat (scratch,str);
|
|
strcat (scratch,"\n");
|
|
write (profilehandle,scratch,strlen(scratch));
|
|
#endif
|
|
|
|
if (tics>MAXTICS)
|
|
{
|
|
TimeCount -= (tics-MAXTICS);
|
|
tics = MAXTICS;
|
|
}
|
|
}
|
|
|
|
|
|
//==========================================================================
|
|
|
|
|
|
/*
|
|
========================
|
|
=
|
|
= FixOfs
|
|
=
|
|
========================
|
|
*/
|
|
|
|
void FixOfs (void)
|
|
{
|
|
VW_ScreenToScreen (displayofs,bufferofs,viewwidth/8,viewheight);
|
|
}
|
|
|
|
|
|
//==========================================================================
|
|
|
|
|
|
/*
|
|
====================
|
|
=
|
|
= WallRefresh
|
|
=
|
|
====================
|
|
*/
|
|
|
|
void WallRefresh (void)
|
|
{
|
|
//
|
|
// set up variables for this view
|
|
//
|
|
viewangle = player->angle;
|
|
midangle = viewangle*(FINEANGLES/ANGLES);
|
|
viewsin = sintable[viewangle];
|
|
viewcos = costable[viewangle];
|
|
viewx = player->x - FixedByFrac(focallength,viewcos);
|
|
viewy = player->y + FixedByFrac(focallength,viewsin);
|
|
|
|
focaltx = viewx>>TILESHIFT;
|
|
focalty = viewy>>TILESHIFT;
|
|
|
|
viewtx = player->x >> TILESHIFT;
|
|
viewty = player->y >> TILESHIFT;
|
|
|
|
xpartialdown = viewx&(TILEGLOBAL-1);
|
|
xpartialup = TILEGLOBAL-xpartialdown;
|
|
ypartialdown = viewy&(TILEGLOBAL-1);
|
|
ypartialup = TILEGLOBAL-ypartialdown;
|
|
|
|
lastside = -1; // the first pixel is on a new wall
|
|
AsmRefresh ();
|
|
ScalePost (); // no more optimization on last post
|
|
}
|
|
|
|
//==========================================================================
|
|
|
|
/*
|
|
========================
|
|
=
|
|
= ThreeDRefresh
|
|
=
|
|
========================
|
|
*/
|
|
|
|
void ThreeDRefresh (void)
|
|
{
|
|
int tracedir;
|
|
|
|
// this wouldn't need to be done except for my debugger/video wierdness
|
|
outportb (SC_INDEX,SC_MAPMASK);
|
|
|
|
//
|
|
// clear out the traced array
|
|
//
|
|
asm mov ax,ds
|
|
asm mov es,ax
|
|
asm mov di,OFFSET spotvis
|
|
asm xor ax,ax
|
|
asm mov cx,2048 // 64*64 / 2
|
|
asm rep stosw
|
|
|
|
bufferofs += screenofs;
|
|
|
|
//
|
|
// follow the walls from there to the right, drawwing as we go
|
|
//
|
|
VGAClearScreen ();
|
|
|
|
WallRefresh ();
|
|
|
|
//
|
|
// draw all the scaled images
|
|
//
|
|
DrawScaleds(); // draw scaled stuff
|
|
DrawPlayerWeapon (); // draw player's hands
|
|
|
|
//
|
|
// show screen and time last cycle
|
|
//
|
|
if (fizzlein)
|
|
{
|
|
FizzleFade(bufferofs,displayofs+screenofs,viewwidth,viewheight,20,false);
|
|
fizzlein = false;
|
|
|
|
lasttimecount = TimeCount = 0; // don't make a big tic count
|
|
|
|
}
|
|
|
|
bufferofs -= screenofs;
|
|
displayofs = bufferofs;
|
|
|
|
asm cli
|
|
asm mov cx,[displayofs]
|
|
asm mov dx,3d4h // CRTC address register
|
|
asm mov al,0ch // start address high register
|
|
asm out dx,al
|
|
asm inc dx
|
|
asm mov al,ch
|
|
asm out dx,al // set the high byte
|
|
asm sti
|
|
|
|
bufferofs += SCREENSIZE;
|
|
if (bufferofs > PAGE3START)
|
|
bufferofs = PAGE1START;
|
|
|
|
frameon++;
|
|
PM_NextFrame();
|
|
}
|
|
|
|
|
|
//===========================================================================
|
|
|