planet-strike/3D_DRAW.C
2013-07-08 00:00:00 +00:00

2214 lines
42 KiB
C

// 3D_DRAW.C
#include "3D_DEF.H"
#include <time.h>
#pragma hdrstop
//#define DEBUGWALLS
//#define DEBUGTICS
//#define WOLFDOORS
#define MASKABLE_DOORS (false)
#define MASKABLE_POSTS (false | MASKABLE_DOORS)
/*
=============================================================================
LOCAL CONSTANTS
=============================================================================
*/
// the door is the last picture before the sprites
#define DOORWALL (PMSpriteStart-(NUMDOORTYPES))
#define ACTORSIZE 0x4000
void DrawRadar(void);
/*
=============================================================================
GLOBAL VARIABLES
=============================================================================
*/
//
// player interface stuff
//
int weaponchangetics,itemchangetics,bodychangetics;
int plaqueon,plaquetime,getpic;
star_t *firststar,*laststar;
#ifdef DEBUGWALLS
unsigned screenloc[3]= {PAGE1START,PAGE1START,PAGE1START};
#else
unsigned screenloc[3]= {PAGE1START,PAGE2START,PAGE3START};
#endif
unsigned freelatch = FREESTART;
long lasttimecount;
long frameon;
long framecount;
unsigned wallheight[MAXVIEWWIDTH];
fixed mindist = MINDIST;
//
// math tables
//
int pixelangle[MAXVIEWWIDTH];
long far finetangent[FINEANGLES/4];
fixed far sintable[ANGLES+ANGLES/4],far *costable = sintable+(ANGLES/4);
//
// refresh variables
//
fixed viewx,viewy; // the focal point
int viewangle;
fixed viewsin,viewcos;
#ifndef WOLFDOORS
char far thetile[64];
byte far * mytile;
#endif
fixed FixedByFrac (fixed a, fixed b);
void TransformActor (objtype *ob);
void BuildTables (void);
void ClearScreen (void);
int CalcRotate (objtype *ob);
void DrawScaleds (void);
void CalcTics (void);
void FixOfs (void);
void ThreeDRefresh (void);
//
// wall optimization variables
//
int lastside; // true for vertical
long lastintercept;
int lasttilehit;
//
// ray tracing variables
//
int focaltx,focalty,viewtx,viewty;
int midangle,angle;
unsigned xpartial,ypartial;
unsigned xpartialup,xpartialdown,ypartialup,ypartialdown;
unsigned xinttile,yinttile;
unsigned tilehit;
unsigned pixx;
int xtile,ytile;
int xtilestep,ytilestep;
long xintercept,yintercept;
long xstep,ystep;
int horizwall[MAXWALLTILES],vertwall[MAXWALLTILES];
unsigned viewflags;
extern byte lightson;
// Global Cloaked Shape flag..
boolean cloaked_shape = false;
/*
=============================================================================
LOCAL VARIABLES
=============================================================================
*/
void AsmRefresh (void); // in 3D_DR_A.ASM
void NoWallAsmRefresh (void); // in 3D_DR_A.ASM
/*
============================================================================
3 - D DEFINITIONS
============================================================================
*/
//==========================================================================
/*
========================
=
= FixedByFrac
=
= multiply a 16/16 bit, 2's complement fixed point number by a 16 bit
= fraction, passed as a signed magnitude 32 bit number
=
========================
*/
#pragma warn -rvl // I stick the return value in with ASMs
fixed FixedByFrac (fixed a, fixed b)
{
//
// setup
//
asm mov si,[WORD PTR b+2] // sign of result = sign of fraction
asm mov ax,[WORD PTR a]
asm mov cx,[WORD PTR a+2]
asm or cx,cx
asm jns aok: // negative?
asm neg cx
asm neg ax
asm sbb cx,0
asm xor si,0x8000 // toggle sign of result
aok:
//
// multiply cx:ax by bx
//
asm mov bx,[WORD PTR b]
asm mul bx // fraction*fraction
asm mov di,dx // di is low word of result
asm mov ax,cx //
asm mul bx // units*fraction
asm add ax,di
asm adc dx,0
//
// put result dx:ax in 2's complement
//
asm test si,0x8000 // is the result negative?
asm jz ansok:
asm neg dx
asm neg ax
asm sbb dx,0
ansok:;
}
#pragma warn +rvl
//==========================================================================
/*
========================
=
= 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)
{
int ratio;
fixed gx,gy,gxt,gyt,nx,ny;
long temp;
//
// translate point to view centered coordinates
//
gx = ob->x-viewx;
gy = ob->y-viewy;
//
// calculate newx
//
gxt = FixedByFrac(gx,viewcos);
gyt = FixedByFrac(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 = FixedByFrac(gx,viewsin);
gyt = FixedByFrac(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 = centerx + ny*scale/nx; // DEBUG: use assembly divide
//
// calculate height (heightnumerator/(nx>>8))
//
asm mov ax,[WORD PTR heightnumerator]
asm mov dx,[WORD PTR heightnumerator+2]
asm idiv [WORD PTR nx+1] // nx>>8
asm mov [WORD PTR temp],ax
asm mov [WORD PTR temp+2],dx
ob->viewheight = temp;
}
//==========================================================================
/*
========================
=
= 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, int *dispx, int *dispheight)
{
int ratio;
fixed gx,gy,gxt,gyt,nx,ny;
long temp;
//
// translate point to view centered coordinates
//
gx = ((long)tx<<TILESHIFT)+0x8000-viewx;
gy = ((long)ty<<TILESHIFT)+0x8000-viewy;
//
// calculate newx
//
gxt = FixedByFrac(gx,viewcos);
gyt = FixedByFrac(gy,viewsin);
nx = gxt-gyt-0x2000; // 0x2000 is size of object
//
// calculate newy
//
gxt = FixedByFrac(gx,viewsin);
gyt = FixedByFrac(gy,viewcos);
ny = gyt+gxt;
//
// calculate perspective ratio
//
if (nx<mindist) // too close, don't overflow the divide
{
*dispheight = 0;
return false;
}
*dispx = centerx + ny*scale/nx; // DEBUG: use assembly divide
//
// calculate height (heightnumerator/(nx>>8))
//
asm mov ax,[WORD PTR heightnumerator]
asm mov dx,[WORD PTR heightnumerator+2]
asm idiv [WORD PTR nx+1] // nx>>8
asm mov [WORD PTR temp],ax
asm mov [WORD PTR temp+2],dx
*dispheight = temp;
//
// 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
=
====================
*/
#pragma warn -rvl // I stick the return value in with ASMs
int CalcHeight (void)
{
int transheight;
int ratio;
fixed gxt,gyt,nx,ny;
long gx,gy;
gx = xintercept-viewx;
gxt = FixedByFrac(gx,viewcos);
gy = yintercept-viewy;
gyt = FixedByFrac(gy,viewsin);
nx = gxt-gyt;
//
// calculate perspective ratio (heightnumerator/(nx>>8))
//
if (nx<mindist)
nx=mindist; // don't let divide overflow
asm mov ax,[WORD PTR heightnumerator]
asm mov dx,[WORD PTR heightnumerator+2]
asm idiv [WORD PTR nx+1] // nx>>8
asm cmp ax,8
asm jge exit_func
asm mov ax,8
exit_func:
}
//==========================================================================
/*
===================
=
= ScalePost
=
===================
*/
long postsource;
unsigned postx;
unsigned bufx;
unsigned postwidth;
unsigned postheight;
byte far * shadingtable;
extern byte far * lightsource;
void ScalePost (void) // VGA version
{
int height;
long i;
byte ofs;
byte msk;
height=(wallheight[postx])>>3;
postheight=height;
if (gamestate.flags & GS_LIGHTING)
{
i=shade_max-(63l*(unsigned long)height/(unsigned long)normalshade);
if (i<0)
i=0;
else
if (i > 63)
i = 63; // Debugging.. put break point here!
shadingtable=lightsource+(i<<8);
bufx=postx>>2;
ofs=((postx&3)<<3)+postwidth-1;
outp(SC_INDEX+1,(byte)*((byte *)mapmasks1+ofs));
DrawLSPost();
msk=(byte)*((byte *)mapmasks2+ofs);
if (msk==0)
return;
bufx++;
outp(SC_INDEX+1,msk);
DrawLSPost();
msk=(byte)*((byte *)mapmasks3+ofs);
if (msk==0)
return;
bufx++;
outp(SC_INDEX+1,msk);
DrawLSPost();
}
else
{
bufx=postx>>2;
ofs=((postx&3)<<3)+postwidth-1;
outp(SC_INDEX+1,(byte)*((byte *)mapmasks1+ofs));
DrawPost();
msk=(byte)*((byte *)mapmasks2+ofs);
if (msk==0)
return;
bufx++;
outp(SC_INDEX+1,msk);
DrawPost();
msk=(byte)*((byte *)mapmasks3+ofs);
if (msk==0)
return;
bufx++;
outp(SC_INDEX+1,msk);
DrawPost();
}
}
void FarScalePost () // just so other files can call
{
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
=
====================
*/
unsigned far DoorJamsShade[] =
{
BIO_JAM_SHADE, // dr_bio
SPACE_JAM_2_SHADE, // dr_normal
STEEL_JAM_SHADE, // dr_prison
SPACE_JAM_2_SHADE, // dr_elevator
STEEL_JAM_SHADE, // dr_high_sec
OFFICE_JAM_SHADE, // dr_office
STEEL_JAM_SHADE, // dr_oneway_left
STEEL_JAM_SHADE, // dr_oneway_up
STEEL_JAM_SHADE, // dr_oneway_right
STEEL_JAM_SHADE, // dr_oneway_down
SPACE_JAM_SHADE, // dr_space
};
unsigned far DoorJams[] =
{
BIO_JAM, // dr_bio
SPACE_JAM_2, // dr_normal
STEEL_JAM, // dr_prison
SPACE_JAM_2, // dr_elevator
STEEL_JAM, // dr_high_sec
OFFICE_JAM, // dr_office
STEEL_JAM, // dr_oneway_left
STEEL_JAM, // dr_oneway_up
STEEL_JAM, // dr_oneway_right
STEEL_JAM, // dr_oneway_down
SPACE_JAM, // dr_space
};
void HitVertWall (void)
{
int wallpic;
unsigned texture;
unsigned char doornum;
texture = (yintercept>>4)&0xfc0;
if (xtilestep == -1)
{
texture = 0xfc0-texture;
xintercept += TILEGLOBAL;
}
wallheight[pixx] = CalcHeight();
if (lastside==1 && lastintercept == xtile && lasttilehit == tilehit)
{
// in the same wall type as last time, so check for optimized draw
if (texture == (unsigned)postsource && postwidth < 8)
{
// 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 ();
lastside = true;
lastintercept = xtile;
lasttilehit = tilehit;
postx = pixx;
postwidth = 1;
if (tilehit & 0x40)
{
// check for adjacent doors
//
ytile = yintercept>>TILESHIFT;
if ((doornum = tilemap[xtile-xtilestep][ytile])&0x80 )
wallpic = DOORWALL+DoorJamsShade[doorobjlist[doornum & 0x7f].type];
else
wallpic = vertwall[tilehit & ~0x40];
}
else
wallpic = vertwall[tilehit];
*(((unsigned *)&postsource)+1) = (unsigned)PM_GetPage(wallpic);
(unsigned)postsource = 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;
unsigned texture;
unsigned char doornum;
texture = (xintercept>>4)&0xfc0;
if (ytilestep == -1)
yintercept += TILEGLOBAL;
else
texture = 0xfc0-texture;
wallheight[pixx] = CalcHeight();
if (lastside==0 && lastintercept == ytile && lasttilehit == tilehit)
{
// in the same wall type as last time, so check for optimized draw
if (texture == (unsigned)postsource && postwidth < 8)
{
// 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 ();
lastside = 0;
lastintercept = ytile;
lasttilehit = tilehit;
postx = pixx;
postwidth = 1;
if (tilehit & 0x40)
{ // check for adjacent doors
xtile = xintercept>>TILESHIFT;
if ((doornum = tilemap[xtile][ytile-ytilestep]) & 0x80)
{
wallpic = DOORWALL+DoorJams[doorobjlist[doornum & 0x7f].type];
}
else
wallpic = horizwall[tilehit & ~0x40];
}
else
wallpic = horizwall[tilehit];
*( ((unsigned *)&postsource)+1) = (unsigned)PM_GetPage(wallpic);
(unsigned)postsource = texture;
}
}
//==========================================================================
/*
====================
=
= HitHorizDoor
=
====================
*/
void HitHorizDoor (void)
{
unsigned texture,doorpage = -1,doornum,xint;
boolean lockable = true;
doornum = tilehit&0x7f;
if (doorobjlist[doornum].action == dr_jammed)
return;
#ifdef WOLFDOORS
texture = ((xintercept-doorposition[doornum]) >> 4) &0xfc0;
#else
xint=xintercept&0xffff;
if (xint>0x7fff)
texture = ( (xint-(unsigned)(doorposition[doornum]>>1)) >> 4) &0xfc0;
else
texture = ( (xint+(unsigned)(doorposition[doornum]>>1)) >> 4) &0xfc0;
#endif
wallheight[pixx] = CalcHeight();
if (lasttilehit == tilehit)
{
// in the same door as last time, so check for optimized draw
if (texture == (unsigned)postsource && postwidth < 8)
{
// wide scale
postwidth++;
wallheight[pixx] = wallheight[pixx-1];
return;
}
else
{
#if MASKABLE_DOORS
ScaleMPost();
#else
ScalePost ();
#endif
(unsigned)postsource = texture;
postwidth = 1;
postx = pixx;
}
}
else
{
if (lastside != -1) // if not the first scaled post
#if MASKABLE_DOORS
ScaleMPost();
#else
ScalePost ();
#endif
// first pixel in this door
lastside = 2;
lasttilehit = tilehit;
postx = pixx;
postwidth = 1;
switch (doorobjlist[doornum].type)
{
case dr_normal:
doorpage = DOORWALL+L_METAL;
break;
case dr_elevator:
doorpage = DOORWALL+L_ELEVATOR;
break;
case dr_prison:
doorpage = DOORWALL+L_PRISON;
break;
case dr_space:
doorpage = DOORWALL+L_SPACE;
break;
case dr_bio:
doorpage = DOORWALL+L_BIO;
break;
case dr_high_security:
doorpage = DOORWALL+L_HIGH_SECURITY; // Reverse View
break;
case dr_oneway_up:
case dr_oneway_left:
if (player->tiley > doorobjlist[doornum].tiley)
doorpage = DOORWALL+L_ENTER_ONLY; // normal view
else
{
doorpage = DOORWALL+NOEXIT; // Reverse View
lockable = false;
}
break;
case dr_oneway_right:
case dr_oneway_down:
if (player->tiley > doorobjlist[doornum].tiley)
{
doorpage = DOORWALL+NOEXIT; // normal view
lockable = false;
}
else
doorpage = DOORWALL+L_ENTER_ONLY; // Reverse View
break;
case dr_office:
doorpage = DOORWALL+L_HIGH_TECH;
break;
}
//
// If door is unlocked, Inc shape ptr to unlocked door shapes
//
if (lockable && doorobjlist[doornum].lock == kt_none)
doorpage += UL_METAL;
*( ((unsigned *)&postsource)+1) = (unsigned)PM_GetPage(doorpage);
(unsigned)postsource = texture;
}
}
//==========================================================================
/*
====================
=
= HitVertDoor
=
====================
*/
void HitVertDoor (void)
{
unsigned texture,doorpage,doornum,yint;
boolean lockable = true;
doornum = tilehit&0x7f;
if (doorobjlist[doornum].action == dr_jammed)
return;
#ifdef WOLFDOORS
texture = ( (yintercept-doorposition[doornum]) >> 4) &0xfc0;
#else
yint=yintercept&0xffff;
if (yint>0x7fff)
texture = ( (yint-(unsigned)(doorposition[doornum]>>1)) >> 4) &0xfc0;
else
texture = ( (yint+(unsigned)(doorposition[doornum]>>1)) >> 4) &0xfc0;
#endif
wallheight[pixx] = CalcHeight();
if (lasttilehit == tilehit)
{
// in the same door as last time, so check for optimized draw
if (texture == (unsigned)postsource && postwidth < 8)
{
// wide scale
postwidth++;
wallheight[pixx] = wallheight[pixx-1];
return;
}
else
{
#if MASKABLE_DOORS
ScaleMPost();
#else
ScalePost ();
#endif
(unsigned)postsource = texture;
postwidth = 1;
postx = pixx;
}
}
else
{
if (lastside != -1) // if not the first scaled post
#if MASKABLE_DOORS
ScaleMPost();
#else
ScalePost ();
#endif
// first pixel in this door
lastside = 2;
lasttilehit = tilehit;
postx = pixx;
postwidth = 1;
switch (doorobjlist[doornum].type)
{
case dr_normal:
doorpage = DOORWALL+L_METAL_SHADE;
break;
case dr_elevator:
doorpage = DOORWALL+L_ELEVATOR_SHADE;
break;
case dr_prison:
doorpage = DOORWALL+L_PRISON_SHADE;
break;
case dr_space:
doorpage = DOORWALL+L_SPACE_SHADE;
break;
case dr_bio:
doorpage = DOORWALL+L_BIO;
break;
case dr_high_security:
doorpage = DOORWALL+L_HIGH_SECURITY_SHADE;
break;
case dr_oneway_left:
case dr_oneway_up:
if (player->tilex > doorobjlist[doornum].tilex)
doorpage = DOORWALL+L_ENTER_ONLY_SHADE; // Reverse View
else
{
doorpage = DOORWALL+NOEXIT_SHADE; // Normal view
lockable = false;
}
break;
case dr_oneway_right:
case dr_oneway_down:
if (player->tilex > doorobjlist[doornum].tilex)
{
doorpage = DOORWALL+NOEXIT_SHADE; // Reverse View
lockable = false;
}
else
doorpage = DOORWALL+L_ENTER_ONLY_SHADE; // Normal View
break;
case dr_office:
doorpage = DOORWALL+L_HIGH_TECH_SHADE;
break;
}
//
// If door is unlocked, Inc shape ptr to unlocked door shapes
//
if (lockable && doorobjlist[doornum].lock == kt_none)
doorpage += UL_METAL;
*(((unsigned *)&postsource)+1) = (unsigned)PM_GetPage(doorpage);
(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 && postwidth < 8)
{
// 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 && postwidth < 8)
{
// 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*MAPS_PER_EPISODE+mapon],
ceiling=egaCeiling[gamestate.episode*MAPS_PER_EPISODE+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
//==========================================================================
#ifdef CEILING_FLOOR_COLORS
/*
=====================
=
= VGAClearScreen
=
= NOTE: Before calling this function - Check to see if there even needs
= ==== to be a solid floor or solid ceiling color drawn.
=
=====================
*/
void VGAClearScreen (void)
{
viewflags = gamestate.flags;
//
// 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
asm mov es,[screenseg]
asm mov di,[bufferofs]
asm mov ax,[viewflags]
asm test ax,GS_DRAW_CEILING
asm jnz skiptop
asm mov ax,[TopColor]
//
// Draw Top
//
toploop:
asm mov cl,bl
asm rep stosw
asm add di,dx
asm dec bh
asm jnz toploop
//
// Skip 'SkipTop' mods...
//
asm jmp bottominit
//
// SkipTop mods - Compute the correct offset for the floor
//
skiptop:
asm mov al,bh
asm mov cl,80
asm mul cl
asm add di,ax
//
// Test to see if bottom needs drawing
//
bottominit:
asm mov ax,[viewflags]
asm test ax,GS_DRAW_FLOOR
asm jnz exit_mofo
asm mov bh,BYTE PTR [viewheight]
asm shr bh,1
asm mov ax,[BottomColor]
//
// Draw Bottom
//
bottomloop:
asm mov cl,bl
asm rep stosw
asm add di,dx
asm dec bh
asm jnz bottomloop
exit_mofo:
}
#endif
//==========================================================================
/*
=====================
=
= CalcRotate
=
=====================
*/
int CalcRotate (objtype *ob)
{
int angle,viewangle;
dirtype dir=ob->dir;
// 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 (dir == nodir)
dir = ob->trydir&127;
angle = (viewangle-180)- dirangle[dir];
angle+=ANGLES/16;
while (angle>=ANGLES)
angle-=ANGLES;
while (angle<0)
angle+=ANGLES;
if ((ob->state->flags & SF_PAINFRAME)) // 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
#if 0
typedef struct
{
int viewx,
viewheight,
shapenum;
} visobj_t;
#endif
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 ((Keyboard[sc_6] && (Keyboard[sc_7] || Keyboard[sc_8]) && DebugOk) && (statptr->flags & FL_BONUS))
{
GetBonus(statptr);
continue;
}
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
visptr->cloaked = false;
visptr->lighting = statptr->lighting; // Could add additional
// flashing/lighting
if (visptr < &vislist[MAXVISABLE-1]) // don't let it overflow
visptr++;
}
//
// place active objects
//
for (obj = player->next;obj;obj=obj->next)
{
if (obj->flags & FL_OFFSET_STATES)
{
if (!(visptr->shapenum = obj->temp1+obj->state->shapenum))
continue; // no shape
}
else
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
if ((obj->flags2 & (FL2_CLOAKED|FL2_DAMAGE_CLOAK)) == (FL2_CLOAKED))
{
visptr->cloaked = 1;
visptr->lighting = 0;
}
else
{
visptr->cloaked = 0;
visptr->lighting = obj->lighting;
}
if (!(obj->flags & FL_DEADGUY))
obj->flags2 &= ~FL2_DAMAGE_CLOAK;
visptr->viewx = obj->viewx;
visptr->viewheight = obj->viewheight;
if (visptr->shapenum == -1)
visptr->shapenum = obj->temp1; // special shape
if (obj->state->flags & SF_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;
}
}
//
// Init our global flag...
//
cloaked_shape = farthest->cloaked;
//
// draw farthest
//
if (gamestate.flags & GS_LIGHTING && (farthest->lighting != NO_SHADING) || cloaked_shape)
ScaleLSShape(farthest->viewx,farthest->shapenum,farthest->viewheight,farthest->lighting);
else
ScaleShape(farthest->viewx,farthest->shapenum,farthest->viewheight);
farthest->viewheight = 32000;
}
cloaked_shape = false;
}
//==========================================================================
/*
==============
=
= DrawPlayerWeapon
=
= Draw the player's hands
=
==============
*/
int weaponscale[NUMWEAPONS] = {SPR_KNIFEREADY,SPR_PISTOLREADY
,SPR_MACHINEGUNREADY,SPR_CHAINREADY,SPR_GRENADEREADY,SPR_BFG_WEAPON1,0};
boolean useBounceOffset=false;
void DrawPlayerWeapon (void)
{
int shapenum;
if (playstate==ex_victorious)
return;
if (gamestate.weapon != -1)
{
shapenum = weaponscale[gamestate.weapon]+gamestate.weaponframe;
if (shapenum)
{
static int vh=63;
static int ce=100;
char v_table[15]={87,81,77,63,61,60,56,53,50,47,43,41,39,35,31};
char c_table[15]={88,85,81,80,75,70,64,59,55,50,44,39,34,28,24};
int oldviewheight=viewheight;
int centery;
useBounceOffset=true;
#if 1
#if 0
if (Keyboard[sc_PgUp])
{
vh++;
Keyboard[sc_PgUp] = 0;
}
if (Keyboard[sc_PgDn])
{
if (vh)
vh--;
Keyboard[sc_PgDn] = 0;
}
if (Keyboard[sc_End])
{
ce++;
Keyboard[sc_End] = 0;
}
if (Keyboard[sc_Home])
{
if (ce)
ce--;
Keyboard[sc_Home] = 0;
}
viewheight = vh;
centery = ce;
#endif
viewheight = v_table[20-viewsize];
centery = c_table[20-viewsize];
MegaSimpleScaleShape(centerx,centery,shapenum,viewheight+1,0);
#if 0
mclear();
mprintf("viewheight: %d \n",viewheight);
mprintf(" centery: %d \n",centery);
#endif
#else
SimpleScaleShape(viewwidth/2,shapenum,viewheight+1);
#endif
useBounceOffset=false;
viewheight=oldviewheight;
}
}
}
//==========================================================================
/*
=====================
=
= CalcTics
=
=====================
*/
void CalcTics (void)
{
long newtime,oldtimecount;
#ifdef MYPROFILE
tics = 3;
return;
#endif
//
// calculate tics since last refresh for adaptive timing
//
if (lasttimecount > TimeCount)
TimeCount = lasttimecount; // if the game was paused a LONG time
#if 0
if (DemoMode) // demo recording and playback needs
{ // to be constant
//
// take DEMOTICS or more tics, and modify Timecount to reflect time taken
//
oldtimecount = lasttimecount;
while (TimeCount<oldtimecount+DEMOTICS*2)
;
lasttimecount = oldtimecount + DEMOTICS;
TimeCount = lasttimecount + DEMOTICS;
tics = DEMOTICS;
}
else
#endif
{
//
// non demo, so report actual time
//
do
{
newtime = TimeCount;
tics = newtime-lasttimecount;
} while (!tics); // make sure at least one tic passes
lasttimecount = newtime;
framecount++;
#ifdef FILEPROFILE
strcpy (scratch,"\tTics:");
itoa (tics,str,10);
strcat (scratch,str);
strcat (scratch,"\n");
write (profilehandle,scratch,strlen(scratch));
#endif
#ifdef DEBUGTICS
VW_SetAtrReg (ATR_OVERSCAN,tics);
#endif
realtics=tics;
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
}
//==========================================================================
extern short MsgTicsRemain;
extern unsigned LastMsgPri;
//-------------------------------------------------------------------------
// RedrawStatusAreas()
//-------------------------------------------------------------------------
void RedrawStatusAreas()
{
char loop;
DrawInfoArea_COUNT = InitInfoArea_COUNT = 3;
for (loop=0; loop<3; loop++)
{
LatchDrawPic(0,0,TOP_STATUSBARPIC);
ShadowPrintLocationText(sp_normal);
JLatchDrawPic(0,200-STATUSLINES,STATUSBARPIC);
DrawAmmoPic();
DrawScoreNum();
DrawWeaponPic();
DrawAmmoNum();
DrawKeyPics();
DrawHealthNum();
bufferofs += SCREENSIZE;
if (bufferofs > PAGE3START)
bufferofs = PAGE1START;
}
}
void F_MapLSRow();
void C_MapLSRow();
void MapLSRow();
/*
========================
=
= 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
#ifndef PAGEFLIP
bufferofs = displayofs = screenloc[0];
#endif
UpdateInfoAreaClock();
UpdateStatusBar();
bufferofs += screenofs;
//
// follow the walls from there to the right, drawwing as we go
//
#ifdef CEILING_FLOOR_COLORS
if (gamestate.flags & GS_LIGHTING)
switch (gamestate.flags & (GS_DRAW_FLOOR|GS_DRAW_CEILING))
{
case GS_DRAW_FLOOR|GS_DRAW_CEILING:
MapRowPtr = MapLSRow;
WallRefresh();
DrawPlanes();
break;
case GS_DRAW_FLOOR:
MapRowPtr = F_MapLSRow;
VGAClearScreen();
WallRefresh();
DrawPlanes();
break;
case GS_DRAW_CEILING:
MapRowPtr = C_MapLSRow;
VGAClearScreen();
WallRefresh();
DrawPlanes();
break;
default:
VGAClearScreen();
WallRefresh();
break;
}
else
switch (gamestate.flags & (GS_DRAW_FLOOR|GS_DRAW_CEILING))
{
case GS_DRAW_FLOOR|GS_DRAW_CEILING:
MapRowPtr = MapRow;
WallRefresh();
DrawPlanes();
break;
case GS_DRAW_FLOOR:
MapRowPtr = F_MapRow;
VGAClearScreen();
WallRefresh();
DrawPlanes();
break;
case GS_DRAW_CEILING:
MapRowPtr = C_MapRow;
VGAClearScreen();
WallRefresh();
DrawPlanes();
break;
default:
VGAClearScreen();
WallRefresh();
break;
}
#else
if (gamestate.flags & GS_LIGHTING)
MapRowPtr = MapLSRow;
else
MapRowPtr = MapRow;
WallRefresh();
DrawPlanes();
#endif
UpdateTravelTable();
//
// draw all the scaled images
//
DrawScaleds(); // draw scaled stuf
DrawPlayerWeapon (); // draw player's hands
//
// show screen and time last cycle
//
if (fizzlein)
{
FizzleFade(bufferofs,displayofs+screenofs,viewwidth,viewheight,70,false);
fizzlein = false;
lasttimecount = TimeCount; // don't make a big tic count
}
bufferofs -= screenofs;
DrawRadar();
// VW_WaitVBL(1); // mike check this out
#ifdef PAGEFLIP
NextBuffer();
#endif
frameon++;
PM_NextFrame();
}
//--------------------------------------------------------------------------
// NextBuffer()
//--------------------------------------------------------------------------
int NextBuffer()
{
displayofs=bufferofs;
#ifdef PAGEFLIP
asm cli
asm mov cx,[bufferofs]
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
#endif
bufferofs += SCREENSIZE;
if (bufferofs > PAGE3START)
bufferofs = PAGE1START;
}
byte far TravelTable[MAPSIZE][MAPSIZE];
//--------------------------------------------------------------------------
// UpdateTravelTable()
//--------------------------------------------------------------------------
void UpdateTravelTable()
{
asm mov si,OFFSET [spotvis]
asm mov ax,SEG [TravelTable]
asm mov es,ax
asm mov di,OFFSET [TravelTable]
asm mov cx,00800h // HARDCODED for 64x64 / 2!!
loop1:
asm mov ax,[si]
asm inc si
asm inc si
asm or [es:di],ax
asm inc di
asm inc di
asm loop loop1
}
extern short an_offset[];
//--------------------------------------------------------------------------
// DrawRadar()
//--------------------------------------------------------------------------
void DrawRadar()
{
char zoom=gamestate.rzoom;
byte flags = OV_KEYS|OV_PUSHWALLS|OV_ACTORS;
if (gamestate.rpower)
{
if ((frameon & 1) && (!godmode))
if (zoom)
gamestate.rpower -= tics<<zoom;
if (gamestate.rpower < 0)
{
gamestate.rpower=0;
DISPLAY_TIMED_MSG(RadarEnergyGoneMsg,MP_WEAPON_AVAIL,MT_GENERAL);
}
UpdateRadarGuage();
}
else
zoom = 0;
ShowOverhead(192,156,16,zoom,flags);
}
clock_t tc_start,tc_end;
unsigned tc_time;
//--------------------------------------------------------------------------
// ShowOverhead()
//--------------------------------------------------------------------------
void ShowOverhead(short bx, short by, short radius, short zoom, unsigned flags)
{
#define PLAYER_COLOR 0xf1
#define UNMAPPED_COLOR 0x52
#define MAPPED_COLOR 0x55
extern byte pixmasks[];
extern byte far rndtable[];
byte color,quad;
byte tile,door;
objtype *ob;
fixed dx,dy,psin,pcos,lmx,lmy,baselmx,baselmy,xinc,yinc;
short rx,ry,mx,my;
byte far *dstptr,far *basedst,mask,startmask;
boolean drawplayerok=true;
byte rndindex;
boolean snow=false;
// -zoom == make it snow!
//
if (zoom<0)
{
zoom = 0;
snow = true;
rndindex = US_RndT();
}
zoom = 1<<zoom;
radius /= zoom;
// Get sin/cos values
//
psin=sintable[player->angle];
pcos=costable[player->angle];
// Convert radius to fixed integer and calc rotation.
//
dx = dy = (long)radius<<TILESHIFT;
baselmx = player->x+(FixedByFrac(dx,pcos)-FixedByFrac(dy,psin));
baselmy = player->y-(FixedByFrac(dx,psin)+FixedByFrac(dy,pcos));
// Carmack's sin/cos tables use one's complement for negative numbers --
// convert it to two's complement!
//
if (pcos & 0x80000000)
pcos = -(pcos & 0xffff);
if (psin & 0x80000000)
psin = -(psin & 0xffff);
// Get x/y increment values.
//
xinc = -pcos;
yinc = psin;
// Calculate starting destination address.
//
basedst=MK_FP(SCREENSEG,bufferofs+ylookup[by]+(bx>>2));
switch (zoom)
{
case 1:
startmask = 1;
mask = pixmasks[bx&3];
break;
case 2: // bx MUST be byte aligned for 2x zoom
mask = startmask = 3;
break;
case 4: // bx MUST be byte aligned for 4x zoom
mask = startmask = 15;
break;
}
VGAMAPMASK(mask);
// Draw rotated radar.
//
rx = radius*2;
while (rx--)
{
lmx = baselmx;
lmy = baselmy;
dstptr = basedst;
ry = radius*2;
while (ry--)
{
if (snow)
{
color = 0x42+(rndtable[rndindex]&3);
rndindex++; // += ((rndindex<<1) + 1);
goto nextx;
}
// Don't evaluate if point is outside of map.
//
color = UNMAPPED_COLOR;
mx = lmx>>16;
my = lmy>>16;
if (mx<0 || mx>63 || my<0 || my>63)
goto nextx;
// SHOW PLAYER
//
if (drawplayerok && player->tilex==mx && player->tiley==my)
{
color = PLAYER_COLOR;
drawplayerok=false;
}
else
// SHOW TRAVELED
//
if ((TravelTable[mx][my] & TT_TRAVELED) || (flags & OV_SHOWALL))
{
// What's at this map location?
//
tile=tilemap[mx][my];
door=tile&0x3f;
// Evaluate wall or floor?
//
if (tile)
{
// SHOW DOORS
//
if (tile & 0x80)
if (doorobjlist[door].lock!=kt_none)
color=0x18; // locked!
else
if (doorobjlist[door].action==dr_closed)
color=0x58; // closed!
else
color = MAPPED_COLOR; // floor!
}
else
color = MAPPED_COLOR; // floor!
// SHOW KEYS
//
if ((flags & OV_KEYS) && (TravelTable[mx][my] & TT_KEYS))
color = 0xf3;
if ((zoom > 1) || (ExtraRadarFlags & OV_ACTORS))
{
ob=(objtype *)actorat[mx][my];
// SHOW ACTORS
//
if ((flags & OV_ACTORS) && (ob >= objlist) && (!(ob->flags & FL_DEADGUY)) &&
(ob->obclass > deadobj) && (ob->obclass < SPACER1_OBJ))
color = 0x10+ob->obclass;
if ((zoom == 4) || (ExtraRadarFlags & OV_PUSHWALLS))
{
unsigned iconnum;
iconnum = *(mapsegs[1]+farmapylookup[my]+mx);
// SHOW PUSHWALLS
//
if ((flags & OV_PUSHWALLS) && (iconnum == PUSHABLETILE))
color = 0x79;
}
}
}
else
color = UNMAPPED_COLOR;
nextx:;
// Display pixel for this quadrant and add x/y increments
//
*dstptr = color;
dstptr += 80;
if (zoom > 1) // handle 2x zoom
{
*dstptr = color;
dstptr += 80;
if (zoom > 2) // handle 4x zoom
{
*dstptr = color;
dstptr += 80;
*dstptr = color;
dstptr += 80;
}
}
lmx += xinc;
lmy += yinc;
}
baselmx += yinc;
baselmy -= xinc;
mask <<= zoom;
if (mask>15)
{
mask=startmask;
basedst++;
}
VGAMAPMASK(mask);
}
VGAMAPMASK(15);
}