greed/CODE/R_WALLS.C

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2014-12-12 00:00:00 +00:00
/***************************************************************************/
/* */
/* */
/* Raven 3D Engine */
/* Copyright (C) 1996 by Softdisk Publishing */
/* */
/* Original Design: */
/* John Carmack of id Software */
/* */
/* Enhancements by: */
/* Robert Morgan of Channel 7............................Main Engine Code */
/* Todd Lewis of Softdisk Publishing......Tools,Utilities,Special Effects */
/* John Bianca of Softdisk Publishing..............Low-level Optimization */
/* Carlos Hasan..........................................Music/Sound Code */
/* */
/* */
/***************************************************************************/
#include <MATH.H>
#include <STRING.H>
#include "d_global.h"
#include "r_refdef.h"
#include "d_disk.h"
#include "d_video.h"
#include "d_misc.h"
/**** VARIABLES ****/
fixed_t tangents[TANANGLES *2];
fixed_t sines[TANANGLES *5];
fixed_t *cosines; // point 1/4 phase into sines
int pixelangle[MAX_VIEW_WIDTH+1];
fixed_t pixelcosine[MAX_VIEW_WIDTH+1];
fixed_t wallz[MAX_VIEW_WIDTH]; // pointx
byte *tpwalls_dest[MAXPEND];
byte *tpwalls_colormap[MAXPEND];
int tpwalls_count[MAXPEND];
int transparentposts;
int wallpixelangle[MAX_VIEW_WIDTH+1];
fixed_t wallpixelcosine[MAX_VIEW_WIDTH+1];
int campixelangle[MAX_VIEW_WIDTH+1];
fixed_t campixelcosine[MAX_VIEW_WIDTH+1];
/**** FUNCTIONS ****/
void InitWalls(void)
{
int intval, i;
// calculate the angle deltas for each view post
// VIEWWIDTH view posts covers TANANGLES angles
// traces go through the RIGHT EDGE of the pixel to follow the direction
for (i=0;i<windowWidth+1; i++)
{
intval=rint(atan(((double)CENTERX-((double)i+1.0))/(double)CENTERX)/(double)PI*(double)TANANGLES*(double)2);
pixelangle[i]=intval;
pixelcosine[i]=cosines[intval&(TANANGLES * 4 - 1)];
}
memcpy(wallpixelangle,pixelangle,sizeof(pixelangle));
memcpy(wallpixelcosine,pixelcosine,sizeof(pixelcosine));
}
void DrawWall(int x1,int x2)
/* Draws the wall on side from p1->px to p2->px-1 with wall picture wall
p1/p2 are projected and Z clipped, but unclipped to the view window */
{
int baseangle;
byte **postindex; // start of the 64 entry texture table for t
fixed_t distance; // horizontal / vertical dist to wall segmen
fixed_t pointz; // transformed distance to wall post
fixed_t anglecos;
fixed_t textureadjust; // the amount the texture p1ane is shifted
fixed_t ceiling; // top of the wall
fixed_t floor; // bottom of the wall
fixed_t top, bottom; // precise y coordinates for post
fixed_t scale;
int topy, bottomy; // pixel y coordinates for post
fixed_t fracadjust; // the amount to prestep for the top pixel
int angle; // the ray angle that strikes the current po
int texture; // 0-63 post number
int x; // collumn and ranges
int light;
short *wall;
unsigned span;
span_t *span_p;
int rotateright, rotateleft, transparent, rotateup, rotatedown, invisible;
walltype=walltranslation[walltype]; // global animation
wall=lumpmain[walllump+walltype]; // to get wall height
postindex=wallposts+((walltype-1)<<6); // 64 pointers to texture start
baseangle=viewfineangle;
transparent=wallflags & F_TRANSPARENT;
floor=floorheight[mapspot];
ceiling=ceilingheight[mapspot];
switch (side)
{
case 0: // south facing wall
distance=viewy-(tiley<<FRACTILESHIFT);
textureadjust=viewx;
baseangle+=TANANGLES *2;
if (transparent) player.northmap[mapspot]=TRANS_COLOR;
else player.northmap[mapspot]=WALL_COLOR;
if (mapflags[mapspot]&(FL_CEILING+FL_FLOOR))
{
if (floorheight[mapspot+1]<floor) floor=floorheight[mapspot+1];
if (ceilingheight[mapspot+1]>ceiling) ceiling=ceilingheight[mapspot+1];
}
break;
case 1: // west facing wall
distance=((tilex+1)<<FRACTILESHIFT)-viewx;
textureadjust=viewy;
baseangle+=TANANGLES;
if (transparent) player.westmap[mapspot+1]=TRANS_COLOR;
else player.westmap[mapspot+1]=WALL_COLOR;
if (mapflags[mapspot]&(FL_CEILING+FL_FLOOR))
{
if (floorheight[mapspot+MAPCOLS+1]<floor) floor=floorheight[mapspot+MAPCOLS+1];
if (ceilingheight[mapspot+MAPCOLS+1]>ceiling) ceiling=ceilingheight[mapspot+MAPCOLS+1];
}
break;
case 2: // north facing wall
distance=((tiley+1)<<FRACTILESHIFT)-viewy;
textureadjust=-viewx;
baseangle+=TANANGLES *2;
if (transparent) player.northmap[mapspot+MAPCOLS]=TRANS_COLOR;
else player.northmap[mapspot+MAPCOLS]=WALL_COLOR;
if (mapflags[mapspot]&(FL_CEILING+FL_FLOOR))
{
if (floorheight[mapspot+MAPCOLS+1]<floor) floor=floorheight[mapspot+MAPCOLS+1];
if (ceilingheight[mapspot+MAPCOLS+1]>ceiling) ceiling=ceilingheight[mapspot+MAPCOLS+1];
}
break;
case 3: // east facing wall
distance=viewx-(tilex<<FRACTILESHIFT);
textureadjust=-viewy;
baseangle+=TANANGLES;
if (transparent) player.westmap[mapspot]=TRANS_COLOR;
else player.westmap[mapspot]=WALL_COLOR;
if (mapflags[mapspot]&(FL_CEILING+FL_FLOOR))
{
if (floorheight[mapspot+MAPCOLS]<floor) floor=floorheight[mapspot+MAPCOLS];
if (ceilingheight[mapspot+MAPCOLS]>ceiling) ceiling=ceilingheight[mapspot+MAPCOLS];
}
}
// the floor and ceiling height is the max of the points
ceiling=(ceiling<<FRACBITS)-viewz;
floor=-((floor<<FRACBITS)-viewz); // distance below vi
sp_loopvalue=(*wall * 4)<<FRACBITS;
/* special effects */
if (wallshadow==1) sp_colormap=colormaps+(wallglow<<8);
else if (wallshadow==2) sp_colormap=colormaps+(wallflicker1<<8);
else if (wallshadow==3) sp_colormap=colormaps+(wallflicker2<<8);
else if (wallshadow==4) sp_colormap=colormaps+(wallflicker3<<8);
else if (wallshadow>=5 && wallshadow<=8)
{
if (wallcycle==wallshadow-5) sp_colormap=colormaps;
else
{
light=(pointz>>FRACBITS)+maplight;
if (light>MAXZLIGHT) light=MAXZLIGHT;
else if (light<0) light=0;
sp_colormap=zcolormap[light];
}
}
rotateleft=wallflags & F_LEFT;
rotateright=wallflags & F_RIGHT;
rotateup=wallflags & F_UP;
rotatedown=wallflags & F_DOWN;
invisible=wallflags & F_DAMAGE;
// step through the individual posts
for (x=x1; x<=x2; x++)
{
// first do the z clipping
angle=baseangle+pixelangle[x];
angle&=TANANGLES *2-1;
anglecos=cosines[(angle-TANANGLES)&(TANANGLES *4-1)];
pointz=FIXEDDIV(distance, anglecos);
pointz=FIXEDMUL(pointz, pixelcosine[x]);
if (pointz>MAXZ)
return;
if (pointz<MINZ)
continue;
/* wall special effects */
if (wallshadow==0)
{
light=(pointz>>FRACBITS)+maplight;
if (light>MAXZLIGHT) light=MAXZLIGHT;
else if (light<0) light=0;
sp_colormap=zcolormap[light];
}
else if (wallshadow==9)
{
light=(pointz>>FRACBITS)+maplight+wallflicker4;
if (light>MAXZLIGHT) light=MAXZLIGHT;
else if (light<0) light=0;
sp_colormap=zcolormap[light];
}
// calculate the texture post along the wall that was hit
texture=(textureadjust+FIXEDMUL(distance,tangents[angle]))>>FRACBITS;
if (rotateright) texture-=wallrotate;
else if (rotateleft) texture+=wallrotate;
else if (x==x1 && x!=0) texture=0; // fix the incorrect looping problem
texture&=63;
sp_source=postindex[texture];
if (!transparent)
wallz[x]=pointz;
// calculate the size and scale of the post
sp_fracstep=FIXEDMUL(pointz,ISCALE);
scale=sp_fracstep;
if (scale<1000) continue;
top=FIXEDDIV(ceiling,scale)+FRACUNIT;
topy=CENTERY - (top>>FRACBITS);
fracadjust=top & (FRACUNIT-1);
sp_frac=FIXEDMUL(fracadjust,sp_fracstep);
if (rotatedown)
sp_frac+=FRACUNIT*(63-wallrotate);
else if (rotateup)
sp_frac+=FRACUNIT*wallrotate;
if (topy<scrollmin)
{
sp_frac+=(scrollmin-topy)*scale;
while (sp_frac>=sp_loopvalue) sp_frac-=sp_loopvalue;
topy=scrollmin;
}
bottom=FIXEDDIV(floor,scale)+FRACUNIT*2;
bottomy=bottom>=((CENTERY+scrollmin)<<FRACBITS) ?
scrollmax-1: CENTERY+(bottom>>FRACBITS);
if (bottomy<scrollmin || topy>=scrollmax || topy==bottomy) continue;
sp_count=bottomy-topy+1;
sp_dest=viewylookup[bottomy-scrollmin]+x;
if (transparent)
{
span=(pointz<<ZTOFRAC)&ZMASK;
spansx[numspans]=x;
span|=numspans;
spantags[numspans]=span;
span_p=&spans[numspans];
if (invisible)
span_p->spantype=sp_inviswall;
else
span_p->spantype=sp_transparentwall;
span_p->picture=sp_source;
span_p->y=sp_frac; // store info in span structure
span_p->yh=sp_fracstep;
span_p->x2=transparentposts; // post index
span_p->light=(*wall*4);
numspans++;
tpwalls_dest[transparentposts]=sp_dest;
tpwalls_colormap[transparentposts]=sp_colormap;
tpwalls_count[transparentposts]=sp_count;
transparentposts++;
#ifdef VALIDATE
if (transparentposts>=MAXPEND) MS_Error("Too many Pending Posts! (%i>=%i)",transparentposts,MAXPEND);
if (numspans>=MAXSPANS) MS_Error("MAXSPANS exceeded, Walls (%i>=%i)",numspans,MAXSPANS);
#endif
}
else ScalePost();
}
}
void DrawSteps(int x1, int x2)
{
int baseangle;
byte **postindex1,**postindex2; // start of the 64 entry texture table for t
fixed_t distance; // horizontal / vertical dist to wall segmen
fixed_t pointz; // transformed distance to wall post
fixed_t anglecos;
fixed_t textureadjust; // the amount the texture p1ane is shifted
fixed_t ceiling1, ceiling2; // top of the wall
fixed_t floor1,floor2; // bottom of the wall
fixed_t top, bottom; // precise y coordinates for post
fixed_t scale;
fixed_t cclip1;
int topy, bottomy; // pixel y coordinates for post
fixed_t fracadjust; // the amount to prestep for the top pixel
int angle; // the ray angle that strikes the current po
int texture, texture2; // 0-63 post number
int x; // collumn and ranges
int light;
short *wall1, *wall2;
unsigned span;
span_t *span_p;
int walltype1, walltype2, c, rotateright1, rotateright2;
int rotateleft1, rotateleft2, tm;
int rotateup1, rotateup2, rotatedown1, rotatedown2;
boolean floor, ceiling;
floor=false;
ceiling=false;
if (mapflags[mapspot]&FL_FLOOR) goto ceilingstep;
baseangle=viewfineangle;
switch (side)
{
case 0: // south facing wall
distance=viewy-(tiley<<FRACTILESHIFT);
textureadjust=viewx;
baseangle+=TANANGLES *2;
tm=mapspot-MAPCOLS;
break;
case 1: // west facing wall
distance=((tilex+1)<<FRACTILESHIFT)-viewx;
textureadjust=viewy;
baseangle+=TANANGLES;
tm=mapspot+1;
break;
case 2: // north facing wall
distance=((tiley+1)<<FRACTILESHIFT)-viewy;
textureadjust=-viewx;
baseangle+=TANANGLES *2;
tm=mapspot+MAPCOLS;
break;
case 3: // east facing wall
distance=viewx-(tilex<<FRACTILESHIFT);
textureadjust=-viewy;
baseangle+=TANANGLES;
tm=mapspot-1;
break;
}
ceiling1=floorheight[tm];
floor1=floorheight[mapspot];
if (ceiling1<=floor1) goto ceilingstep;
if (ceiling1>=ceilingheight[mapspot]) walltype=1; // clip beyond this tile
floor=true;
walltype1=floordef[tm];
rotateright1=floordefflags[tm] & F_RIGHT;
rotateleft1=floordefflags[tm] & F_LEFT;
rotateup1=floordefflags[tm] & F_UP;
rotatedown1=floordefflags[tm] & F_DOWN;
cclip1=ceiling1;
ceiling1=(ceiling1<<FRACBITS)-viewz;
floor1=-((floor1<<FRACBITS)-viewz); // distance below vi
walltype1=walltranslation[walltype1]; // global animation
wall1=lumpmain[walllump+walltype1]; // to get wall height
postindex1=wallposts+((walltype1-1)<<6); // 64 pointers to texture start
ceilingstep:
if (mapflags[mapspot]&FL_CEILING)
{
if (!floor) return;
goto skipceilingcalc;
}
switch (side)
{
case 0: // south facing wall
tm=mapspot-MAPSIZE;
break;
case 1: // west facing wall
tm=mapspot+1;
break;
case 2: // north facing wall
tm=mapspot+MAPSIZE;
break;
case 3: // east facing wall
tm=mapspot-1;
break;
}
floor2=ceilingheight[tm];
ceiling2=ceilingheight[mapspot];
if (ceiling2<=floor2)
{
if (!floor) return;
goto skipceilingcalc;
}
if (floor2<=floorheight[mapspot]) walltype=1; // clip beyond this tile
if (floor && cclip1>=floor2) walltype=1;
ceiling=true;
ceiling2=(ceiling2<<FRACBITS)-viewz;
floor2=-((floor2<<FRACBITS)-viewz); // distance below vi
walltype2=ceilingdef[tm];
walltype2=walltranslation[walltype2]; // global animation
wall2=lumpmain[walllump+walltype2]; // to get wall height
postindex2=wallposts+((walltype2-1)<<6); // 64 pointers to texture start
rotateleft2=ceilingdefflags[tm] & F_LEFT;
rotateright2=ceilingdefflags[tm] & F_RIGHT;
rotateup2=ceilingdefflags[tm] & F_UP;
rotatedown2=ceilingdefflags[tm] & F_DOWN;
skipceilingcalc:
if (wallshadow==1) sp_colormap=colormaps+(wallglow<<8);
else if (wallshadow==2) sp_colormap=colormaps+(wallflicker1<<8);
else if (wallshadow==3) sp_colormap=colormaps+(wallflicker2<<8);
else if (wallshadow==4) sp_colormap=colormaps+(wallflicker3<<8);
// step through the individual posts
for (x=x1; x<=x2; x++)
{
// first do the z clipping
angle=baseangle+pixelangle[x];
angle&=TANANGLES *2-1;
anglecos=cosines[(angle-TANANGLES)&(TANANGLES *4-1)];
pointz=FIXEDDIV(distance, anglecos);
pointz=FIXEDMUL(pointz, pixelcosine[x]);
if (pointz>MAXZ || pointz<MINZ) continue;
/* wall special effects */
if (wallshadow==0)
{
light=(pointz>>FRACBITS)+maplight;
if (light>MAXZLIGHT) light=MAXZLIGHT;
else if (light<0) light=0;
sp_colormap=zcolormap[light];
}
else if (wallshadow>=5 && wallshadow<=8)
{
if (wallcycle==wallshadow-5) sp_colormap=colormaps;
else
{
light=(pointz>>FRACBITS)+maplight;
if (light>MAXZLIGHT) light=MAXZLIGHT;
else if (light<0) light=0;
sp_colormap=zcolormap[light];
}
}
else if (wallshadow==9)
{
light=(pointz>>FRACBITS)+maplight+wallflicker4;
if (light>MAXZLIGHT) light=MAXZLIGHT;
else if (light<0) light=0;
sp_colormap=zcolormap[light];
}
texture=(textureadjust+FIXEDMUL(distance,tangents[angle]))>>FRACBITS;
scale=FIXEDMUL(pointz,ISCALE);
if (scale<1000) continue;
sp_fracstep=scale;
/*=======================================*/
if (floor)
{
texture2=texture;
if (rotateright1) texture2-=wallrotate;
else if (rotateleft1) texture2+=wallrotate;
else if (x==x1 && x!=0) texture2=0; // fix the incorrect looping problem
texture2&=63;
sp_source=postindex1[texture2];
top=FIXEDDIV(ceiling1,scale);
topy=CENTERY - (top>>FRACBITS);
fracadjust=top & (FRACUNIT-1);
sp_frac=FIXEDMUL(fracadjust,sp_fracstep);
if (topy<scrollmin)
{
sp_frac+=(scrollmin-topy)*scale;
sp_loopvalue=(*wall1 * 4)<<FRACBITS;
while (sp_frac>=sp_loopvalue) sp_frac-=sp_loopvalue;
topy=scrollmin;
}
if (rotatedown1)
sp_frac+=FRACUNIT*(63-wallrotate);
else if (rotateup1)
sp_frac+=FRACUNIT*wallrotate;
bottom=FIXEDDIV(floor1,scale)+FRACUNIT;
bottomy=bottom>=((CENTERY+scrollmin)<<FRACBITS) ?
scrollmax-1: CENTERY+(bottom>>FRACBITS);
if ((bottomy<scrollmin)||(topy>=scrollmax)) goto contceiling;
sp_count=bottomy-topy+1;
sp_dest=viewylookup[bottomy-scrollmin]+x;
span=(pointz<<ZTOFRAC)&ZMASK;
spansx[numspans]=x;
span|=numspans;
spantags[numspans]=span;
span_p=&spans[numspans];
span_p->spantype=sp_step;
span_p->picture=sp_source;
span_p->y=sp_frac; // store info in span structure
span_p->yh=sp_fracstep;
span_p->x2=transparentposts; // post index
span_p->light=(*wall1 * 4);
numspans++;
tpwalls_dest[transparentposts]=sp_dest;
tpwalls_colormap[transparentposts]=sp_colormap;
tpwalls_count[transparentposts]=sp_count;
transparentposts++;
#ifdef VALIDATE
if (transparentposts>=MAXPEND) MS_Error("Too many Pending Posts! (%i>=%i)",transparentposts,MAXPEND);
if (numspans>=MAXSPANS) MS_Error("MAXSPANS exceeded, FloorDefs (%i>=%i)",numspans,MAXSPANS);
#endif
}
contceiling:
/*=======================================*/
if (ceiling)
{
texture2=texture;
if (rotateright2) texture2-=wallrotate;
else if (rotateleft2) texture2+=wallrotate;
else if (x==x1 && x!=0) texture2=0; // fix the incorrect looping problem
texture2&=63;
sp_source=postindex2[texture2];
top=FIXEDDIV(ceiling2,scale)+FRACUNIT;
topy=CENTERY - (top>>FRACBITS);
fracadjust=top & (FRACUNIT-1);
sp_frac=FIXEDMUL(fracadjust,sp_fracstep);
if (topy<scrollmin)
{
sp_frac+=(scrollmin-topy)*scale;
sp_loopvalue=(*wall2 * 4)<<FRACBITS;
while (sp_frac>=sp_loopvalue) sp_frac-=sp_loopvalue;
topy=scrollmin;
}
if (rotatedown2)
sp_frac+=FRACUNIT*(63-wallrotate);
else if (rotateup2)
sp_frac+=FRACUNIT*wallrotate;
bottom=FIXEDDIV(floor2,scale)+FRACUNIT;
bottomy=bottom>=((CENTERY+scrollmin)<<FRACBITS) ?
scrollmax-1: CENTERY+(bottom>>FRACBITS);
if (bottomy<scrollmin|| topy>=scrollmax) continue;
sp_count=bottomy-topy+1;
sp_dest=viewylookup[bottomy-scrollmin]+x;
span=(pointz<<ZTOFRAC)&ZMASK;
spansx[numspans]=x;
span|=numspans;
spantags[numspans]=span;
span_p=&spans[numspans];
span_p->spantype=sp_step;
span_p->picture=sp_source;
span_p->y=sp_frac; // store info in span structure
span_p->yh=sp_fracstep;
span_p->x2=transparentposts; // post index
span_p->light=(*wall2 * 4); // loop value
numspans++;
tpwalls_dest[transparentposts]=sp_dest;
tpwalls_colormap[transparentposts]=sp_colormap;
tpwalls_count[transparentposts]=sp_count;
transparentposts++;
#ifdef VALIDATE
if (transparentposts>=MAXPEND) MS_Error("Too many Pending Posts! (%i>=%i)",transparentposts,MAXPEND);
if (numspans>=MAXSPANS) MS_Error("MAXSPANS exceeded, CeilingDefs (%i>=%i)",numspans,MAXSPANS);
#endif
}
}
if (floor)
{
if (walltype) c=WALL_COLOR;
else c=STEP_COLOR;
switch(side)
{
case 0:
player.northmap[mapspot]=c;
break;
case 1:
player.westmap[mapspot+1]=c;
break;
case 2:
player.northmap[mapspot+MAPCOLS]=c;
break;
case 3:
player.westmap[mapspot]=c;
}
}
}