ravenengine/SOURCE/R_PUBLIC.C
2014-12-12 00:00:00 +00:00

662 lines
24 KiB
C

#include <stdlib.h>
#include <math.h>
#include <string.h>
//#include "r_public.h"
#include "D_global.h"
#include "d_disk.h"
#include "R_refdef.h"
int windowHeight = INIT_VIEW_HEIGHT;
int windowWidth = INIT_VIEW_WIDTH;
int windowLeft = (320-INIT_VIEW_WIDTH) >> 1;
int windowTop = (200-INIT_VIEW_HEIGHT) >> 1;
int windowSize = INIT_VIEW_HEIGHT*INIT_VIEW_WIDTH;
int viewLocation = 0xA0000+VIEW_TOP*320+VIEW_LEFT;
//=============================================================
/* */
/*===================== */
/*= */
/*= RF_PreloadGraphics */
/*= */
/*===================== */
/* */
void RF_PreloadGraphics(void)
{
int i, x;
byte *base;
byte *wall;
int size;
//
// find the number of lumps of each type
//
spritelump=CA_GetNamedNum("startsprites");
numsprites=CA_GetNamedNum("endsprites")-spritelump;
walllump=CA_GetNamedNum("startwalls");
numwalls=CA_GetNamedNum("endwalls")-walllump;
flatlump=CA_GetNamedNum("startflats");
numflats=CA_GetNamedNum("endflats")-flatlump;
//
// load the lumps
//
for (i=1; i<numsprites; i++)
CA_CacheLump(spritelump+i);
for (i=1; i<numwalls; i++)
CA_CacheLump(walllump+i);
for (i=1; i<numflats; i++)
CA_CacheLump(flatlump+i);
//
// set up pointers
//
wallposts=malloc((size_t)(numwalls+1)*64*4);
for (i=0; i<numwalls-1; i++) {
wall=lumpmain[walllump+i+1];
base=wall+65*2;
size=*wall *4;
for (x=0; x<64; x++)
wallposts[i *64+x]=base+size *x;
}
}
/* */
/*================== */
/*= */
/*= RF_Startup */
/*= */
/*================== */
/* */
void RF_Startup(void)
{
int i;
double angle;
int lightlump;
InitWalls();
memset(framevalid, 0, sizeof(framevalid));
frameon=0;
//
// trig tables
//
for (i=0; i<ANGLES; i++) {
angle=i *PI *2/ANGLES;
sintable[i]=rint(sin(angle)*FRACUNIT);
costable[i]=rint(cos(angle)*FRACUNIT);
}
SetViewSize(windowWidth,windowHeight);
//
// set up lights
// Allocates a page aligned buffer and load in the light tables
//
lightlump=CA_GetNamedNum("lights");
numcolormaps=infotable[lightlump].size/256;
colormaps=malloc((size_t)256*(numcolormaps+1));
colormaps=(byte *)(((int)colormaps+255)&~0xff);
CA_ReadLump(lightlump, colormaps);
RF_SetLights(MAXZ);
RF_ClearWorld();
RF_PreloadGraphics();
//
// initialize the translation to no animation
//
flattranslation=malloc((size_t)(numflats+1)*4);
for (i=0; i<=numflats; i++)
flattranslation[i]=i;
walltranslation=malloc((size_t)(numwalls+1)*4);
for (i=0; i<=numwalls; i++)
walltranslation[i]=i;
actionhook=NULL;
actionflag=0;
}
//=============================================================
/* */
/*================ */
/*= */
/*= RF_ClearWorld */
/*= */
/*= Clears out all sprites and doors */
/*= */
/*================ */
/* */
void RF_ClearWorld(void)
{
int i;
firstscaleobj.prev=NULL;
firstscaleobj.next=&lastscaleobj;
lastscaleobj.prev=&firstscaleobj;
lastscaleobj.next=NULL;
freescaleobj_p=scaleobjlist;
memset(scaleobjlist, 0, sizeof(scaleobjlist));
for (i=0; i<MAXSPRITES-1; i++)
scaleobjlist[i].next=&scaleobjlist[i+1];
numdoors=0;
}
//==========================================================
/* */
/*================ */
/*= */
/*= RF_GetDoor */
/*= */
/*================ */
/* */
doorobj_t *RF_GetDoor(int tilex, int tiley)
{
doorobj_t *door;
if (numdoors==MAXDOORS)
MS_Error("Too many doors placed!");
door=&doorlist[numdoors];
numdoors++;
door->tilex=tilex;
door->tiley=tiley;
mapflags[tiley*MAPROWS+tilex] |= FL_DOOR;
return door;
}
//==========================================================
/* */
/*================ */
/*= */
/*= RF_GetSprite */
/*= */
/*= Return a free sprite structure that has been added to the end of */
/*= the active list */
/*= */
/*================ */
/* */
scaleobj_t *RF_GetSprite(void)
{
scaleobj_t *new;
if (!freescaleobj_p)
MS_Error("GetSprite: Out of spots in scaleobjlist!");
new=freescaleobj_p;
freescaleobj_p=freescaleobj_p->next;
memset(new, 0, sizeof(*new));
new->next=(scaleobj_t *)&lastscaleobj;
new->prev=lastscaleobj.prev;
lastscaleobj.prev=new;
new->prev->next=new;
return new;
}
//==========================================================
/* */
/*====================*/
/*= */
/*= RF_RemoveSprite */
/*= */
/*= Unlink the sprite */
/*= from the active */
/*= list */
/*= */
/*====================*/
/* */
void RF_RemoveSprite(scaleobj_t *spr)
{
spr->next->prev=spr->prev;
spr->prev->next=spr->next;
memset(spr, 0, sizeof(spr));
spr->next=freescaleobj_p;
freescaleobj_p=spr;
}
//==========================================================
/* */
/*=====================*/
/*= */
/*= RF_GetFloorZ */
/*= */
/*=====================*/
/* */
fixed_t RF_GetFloorZ(fixed_t x, fixed_t y)
{
fixed_t h1, h2, h3, h4;
int tilex, tiley, mapspot;
int polytype;
fixed_t fx, fy;
fixed_t top, bottom;
tilex=x>>(FRACBITS+TILESHIFT);
tiley=y>>(FRACBITS+TILESHIFT);
mapspot=tiley *MAPSIZE+tilex;
polytype=(mapflags[mapspot]&FL_FLOOR)>>FLS_FLOOR;
//
// flat
//
if (polytype==POLY_FLAT)
return floorheight[mapspot]<<FRACBITS;
//
// constant slopes
//
h1=floorheight[mapspot]<<FRACBITS;
h2=floorheight[mapspot+1]<<FRACBITS;
h3=floorheight[mapspot+MAPSIZE]<<FRACBITS;
h4=floorheight[mapspot+MAPSIZE+1]<<FRACBITS;
fx=(x&(TILEUNIT-1))>>6; // range from 0 to fracunit-1
fy=(y&(TILEUNIT-1))>>6;
if (polytype==POLY_SLOPE) {
if (h1==h2) // north/south slope
return h1+FIXEDMUL(h3-h1, fy);
else // east/west slope
return h1+FIXEDMUL(h2-h1, fx);
}
//
// triangulated slopes
//
// set the outside corner of the triangle that the point is NOT in s
// plane with the other three
if (polytype==POLY_ULTOLR) {
if (fx>fy)
h3=h1-(h2-h1);
else
h2=h1+(h1-h3);
}
else {
if (fx<FRACUNIT-fy)
h4=h2+(h2-h1);
else
h1=h2-(h4-h2);
}
top=h1+FIXEDMUL(h2-h1, fx);
bottom=h3+FIXEDMUL(h4-h3, fx);
return top+FIXEDMUL(bottom-top, fy);
}
//==========================================================
/* */
/*===================== */
/*= */
/*= RF_GetCeilingZ */
/*= */
/*===================== */
/* */
fixed_t RF_GetCeilingZ(fixed_t x, fixed_t y)
{
fixed_t h1, h2, h3, h4;
int tilex, tiley, mapspot;
int polytype;
fixed_t fx, fy;
fixed_t top, bottom;
tilex=x>>(FRACBITS+TILESHIFT);
tiley=y>>(FRACBITS+TILESHIFT);
mapspot=tiley *MAPSIZE+tilex;
polytype=(mapflags[mapspot]&FL_CEILING)>>FLS_CEILING;
//
// flat
//
if (polytype==POLY_FLAT)
return ceilingheight[mapspot]<<FRACBITS;
//
// constant slopes
//
h1=ceilingheight[mapspot]<<FRACBITS;
h2=ceilingheight[mapspot+1]<<FRACBITS;
h3=ceilingheight[mapspot+MAPSIZE]<<FRACBITS;
h4=ceilingheight[mapspot+MAPSIZE+1]<<FRACBITS;
fx=(x&(TILEUNIT-1))>>6; // range from 0 to fracunit-1
fy=(y&(TILEUNIT-1))>>6;
if (polytype==POLY_SLOPE) {
if (h1==h2) // north/south slope
return h1+FIXEDMUL(h3-h1, fy);
else // east/west slope
return h1+FIXEDMUL(h2-h1, fx);
}
//
// triangulated slopes
//
// set the outside corner of the triangle that the point is NOT in s
// plane with the other three
if (polytype==POLY_ULTOLR) {
if (fx>fy)
h3=h1-(h2-h1);
else
h2=h1+(h1-h3);
}
else {
if (fx<FRACUNIT-fy)
h4=h2+(h2-h1);
else
h1=h2-(h4-h2);
}
top=h1+FIXEDMUL(h2-h1, fx);
bottom=h3+FIXEDMUL(h4-h3, fx);
return top+FIXEDMUL(bottom-top, fy);
}
//==========================================================
/* */
/*=================== */
/*= */
/*= CheckSpriteContact */
/*= */
/*=====================*/
/* */
boolean CheckSpriteContact(span_t *span_p, fixed_t pointz, int sx, int sy)
{
int x;
fixed_t leftx;
fixed_t scale;
fixed_t fracstep;
fixed_t shapebottom, topheight, bottomheight;
int post;
int topy, bottomy;
scalepic_t *pic;
byte *collumn;
int deltascreen, posty;
pic=(scalepic_t *)span_p->picture;
shapebottom=span_p->y;
scale=FIXEDDIV(SCALE, pointz);
fracstep=FIXEDMUL(pointz, ISCALE);
sp_fracstep=fracstep;
leftx=span_p->x2;
leftx-=pic->leftoffset<<FRACBITS;
x=CENTERX+(FIXEDMUL(leftx, scale)>>FRACBITS);
if (x>sx)
return false; // the sprite is to the right of the point
deltascreen=sx-x;
post=(fracstep *deltascreen)>>FRACBITS;
if (post>=pic->width)
return false; // the sprite is to the left of the point
if (pointz>wallz[sx])
return false; // this post is obscured by a closer wall
collumn=(byte *)pic+pic->collumnofs[post];
topheight=shapebottom+(*collumn<<FRACBITS);
bottomheight=shapebottom+(*(collumn+1)<<FRACBITS);
collumn+=2;
topy=CENTERY-(FIXEDMUL(topheight, scale)>>FRACBITS);
if (topy>sy)
return false; // shape is below point
bottomy=CENTERY-(FIXEDMUL(bottomheight, scale)>>FRACBITS);
if (bottomy<sy)
return false; // shape is above point
deltascreen=sy-topy;
posty=(sp_fracstep *deltascreen)>>FRACBITS;
if (!collumn[posty])
return false; // point is in a transparent area
id_type=id_sprite;
id_structure=span_p->structure;
return true;
}
/* */
/*========================*/
/*= =*/
/*= RF_PixelIdentity =*/
/*= =*/
/*= You can only call =*/
/*= this between frames, =*/
/*= not during an action =*/
/*= hook routine call =*/
/*= =*/
/*========================*/
/* */
void RF_PixelIdentity(int sx, int sy)
{
unsigned tag, *spantag_p;
int spannum;
span_t *span_p;
int spanx;
fixed_t pointz, length, fracstep;
int deltay;
int angle;
//
// scan the sorted span lists from closest to farthest
//
spantag_p=endtaglist_p-1;
while (spantag_p>=starttaglist_p) {
tag=*spantag_p--;
spannum=tag&SPANMASK;
span_p=&spans[spannum];
spanx=tag&XMASK;
pointz=(tag&ZMASK)>>ZTOFRAC;
if (span_p->spantype==sp_shape) {
// check for intersection with the sprite's pixels
if (CheckSpriteContact(span_p, pointz, sx, sy))
return;
continue;
}
spanx=(spanx>>XSHIFT)^0x1ff; // invert back to regular x
if ((span_p->spantype==sp_door)||(span_p->spantype==sp_maskeddoor)) {
// if it got here, it didn't hit a floor or ceiling in front
if (spanx!=sx)
continue;
id_type=id_door;
id_structure=span_p->structure;
return;
}
/// its just a floor/ ceiling span
// check the extent of the span
if (span_p->y!=sy||spanx>sx||span_p->x2<=sx)
continue;
if (tag&CEILINGBIT)
id_type=id_ceiling;
else
id_type=id_floor;
angle=viewfineangle+pixelangle[sx];
angle&=TANANGLES *4-1;
length=FIXEDDIV(pointz, pixelcosine[sx]);
id_px=viewx+FIXEDMUL(length, cosines[angle]);
id_py=viewy-FIXEDMUL(length, sines[angle]);
return;
}
//
// if there is a wall post at sx, the click was somewhere in it
//
if (wallz[sx]==MAXZ+1) {
// didn't click on anything
id_type=id_empty;
return;
}
id_type=id_wall;
id_tilex=wallnumber[sx]>>17;
id_tiley=(wallnumber[sx]>>2)&63;
id_side=wallnumber[sx]&3;
id_px=walltexture[sx];
deltay=sy-walltopy[sx];
fracstep=FIXEDMUL(wallz[sx], ISCALEFUDGE);
id_py=(deltay *fracstep)>>FRACBITS;
if (id_py<0)
id_py=0;
}
/* */
/*=====================*/
/*= */
/*= RF_SetLights */
/*= */
/*= Spreads the light */
/*= translation tables */
/*= from 0 - MAXZ, with*/
/*= the black point at */
/*= blackz. It is OK to*/
/*= have blackz>MAXZ, */
/*= things will be */
/*= brighter when they */
/*= appear */
/*=====================*/
/* */
void RF_SetLights(fixed_t blackz)
{
// linear diminishing
int i;
int table;
blackz>>=FRACBITS;
for (i=0; i<=MAXZ>>FRACBITS; i++) {
table=numcolormaps *i/blackz;
if (table>=numcolormaps)
table=numcolormaps-1;
zcolormap[i]=colormaps+table *256;
}
}
//==========================================================
/* */
/*===================== */
/*= */
/*= RF_CheckActionFlag */
/*= */
/*===================== */
/* */
void RF_CheckActionFlag(void)
{
if (!actionflag)
return;
if (!actionhook)
MS_Error("RF_CheckActionFlag: Actionhook not set");
actionhook();
actionflag=0;
}
/* */
/*===================== */
/*= */
/*= RF_SetActionHook */
/*= */
/*===================== */
/* */
void RF_SetActionHook(void (*hook)(void))
{
actionhook=hook;
}
//==========================================================
/* */
/*=============== */
/*= */
/*= RF_RenderView */
/*= */
/*=============== */
/* */
void RF_RenderView(fixed_t x, fixed_t y, fixed_t z, int angle, byte showBlast)
{
if ((x<=0)||(x>=((MAPSIZE-1)<<(FRACBITS+TILESHIFT)))||(y<=0)||
(y>=((MAPSIZE-1)<<(FRACBITS+TILESHIFT))||angle<0||angle>=ANGLES))
MS_Error("Invalid RF_RenderView (%p, %p, %p, %i)\n", x, y, z, angle);
viewx=(x&~0xfff) + 0x800;
viewy=(y&~0xfff) + 0x800;
viewz=(z&~0xfff) + 0x800;
viewangle=angle;
SetupFrame();
RF_CheckActionFlag();
FlowView(x,y);
RF_CheckActionFlag();
RenderSprites(x, y, z, angle, showBlast);
RF_CheckActionFlag();
DrawSpans();
RF_CheckActionFlag();
}
void SetViewSize(int width, int height)
{
int i;
if (width>MAX_VIEW_WIDTH) width = MAX_VIEW_WIDTH;
if (height>MAX_VIEW_HEIGHT) height = MAX_VIEW_HEIGHT;
windowHeight = height;
windowWidth = width;
windowSize = width*height;
for (i=0;i<height;i++) viewylookup[i]=viewbuffer+i*width;
//
// slopes for rows and collumns of screen pixels
// slightly biased to account for the truncation in coordinates
for (i=0;i<=width;i++)
xslope[i] = rint((float)(i+1-CENTERX)/CENTERX*FRACUNIT);
for (i=0;i<height;i++)
yslope[i] = rint(-(float)(i-0.5-CENTERY)/CENTERX*FRACUNIT);
}