raze/source/games/sw/src/_polymost.cpp

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BEGIN_SW_NS
short GlobStackSect[2];
void
GetUpperLowerSector(short match, int x, int y, short* upper, short* lower)
{
int i;
short sectorlist[16];
int sln = 0;
int SpriteNum;
SPRITEp sp;
// keep a list of the last stacked sectors the view was in and
// check those fisrt
sln = 0;
for (i = 0; i < (int)SIZ(GlobStackSect); i++)
{
// will not hurt if GlobStackSect is invalid - inside checks for this
if (inside(x, y, GlobStackSect[i]) == 1)
{
bool found = false;
SectIterator it(GlobStackSect[i]);
while ((SpriteNum = it.NextIndex()) >= 0)
{
sp = &sprite[SpriteNum];
if (sp->statnum == STAT_FAF &&
(sp->hitag >= VIEW_LEVEL1 && sp->hitag <= VIEW_LEVEL6)
&& sp->lotag == match)
{
found = true;
}
}
if (!found)
continue;
sectorlist[sln] = GlobStackSect[i];
sln++;
}
}
// didn't find it yet so test ALL sectors
if (sln < 2)
{
sln = 0;
for (i = numsectors - 1; i >= 0; i--)
{
if (inside(x, y, (short)i) == 1)
{
bool found = false;
SectIterator it(i);
while ((SpriteNum = it.NextIndex()) >= 0)
{
sp = &sprite[SpriteNum];
if (sp->statnum == STAT_FAF &&
(sp->hitag >= VIEW_LEVEL1 && sp->hitag <= VIEW_LEVEL6)
&& sp->lotag == match)
{
found = true;
}
}
if (!found)
continue;
if (sln < (int)SIZ(GlobStackSect))
GlobStackSect[sln] = i;
if (sln < (int)SIZ(sectorlist))
sectorlist[sln] = i;
sln++;
}
}
}
// might not find ANYTHING if not tagged right
if (sln == 0)
{
*upper = -1;
*lower = -1;
return;
}
// Map rooms have NOT been dragged on top of each other
else if (sln == 1)
{
*lower = sectorlist[0];
*upper = sectorlist[0];
return;
}
// Map rooms HAVE been dragged on top of each other
// inside will somtimes find that you are in two different sectors if the x,y
// is exactly on a sector line.
else if (sln > 2)
{
//DSPRINTF(ds, "TOO MANY SECTORS FOUND: x=%d, y=%d, match=%d, num sectors %d, %d, %d, %d, %d, %d", x, y, match, sln, sectorlist[0], sectorlist[1], sectorlist[2], sectorlist[3], sectorlist[4]);
MONO_PRINT(ds);
// try again moving the x,y pos around until you only get two sectors
GetUpperLowerSector(match, x - 1, y, upper, lower);
}
if (sln == 2)
{
if (sector[sectorlist[0]].floorz < sector[sectorlist[1]].floorz)
{
// swap
// make sectorlist[0] the LOW sector
short hold;
hold = sectorlist[0];
sectorlist[0] = sectorlist[1];
sectorlist[1] = hold;
}
*lower = sectorlist[0];
*upper = sectorlist[1];
}
}
bool
FindCeilingView(short match, int32_t* x, int32_t* y, int32_t z, int16_t* sectnum)
{
int xoff = 0;
int yoff = 0;
int i;
SPRITEp sp = NULL;
int pix_diff;
int newz;
save.zcount = 0;
// Search Stat List For closest ceiling view sprite
// Get the match, xoff, yoff from this point
StatIterator it(STAT_FAF);
while ((i = it.NextIndex()) >= 0)
{
sp = &sprite[i];
if (sp->hitag == VIEW_THRU_CEILING && sp->lotag == match)
{
xoff = *x - sp->x;
yoff = *y - sp->y;
break;
}
}
it.Reset(STAT_FAF);
while ((i = it.NextIndex()) >= 0)
{
sp = &sprite[i];
if (sp->lotag == match)
{
// determine x,y position
if (sp->hitag == VIEW_THRU_FLOOR)
{
short upper, lower;
*x = sp->x + xoff;
*y = sp->y + yoff;
// get new sector
GetUpperLowerSector(match, *x, *y, &upper, &lower);
*sectnum = upper;
break;
}
}
}
if (*sectnum < 0)
return false;
ASSERT(sp);
ASSERT(sp->hitag == VIEW_THRU_FLOOR);
pix_diff = labs(z - sector[sp->sectnum].floorz) >> 8;
newz = sector[sp->sectnum].floorz + ((pix_diff / 128) + 1) * Z(128);
it.Reset(STAT_FAF);
while ((i = it.NextIndex()) >= 0)
{
sp = &sprite[i];
if (sp->lotag == match)
{
// move lower levels ceilings up for the correct view
if (sp->hitag == VIEW_LEVEL2)
{
// save it off
save.sectnum[save.zcount] = sp->sectnum;
save.zval[save.zcount] = sector[sp->sectnum].floorz;
save.pic[save.zcount] = sector[sp->sectnum].floorpicnum;
save.slope[save.zcount] = sector[sp->sectnum].floorheinum;
sector[sp->sectnum].floorz = newz;
// don't change FAF_MIRROR_PIC - ConnectArea
if (sector[sp->sectnum].floorpicnum != FAF_MIRROR_PIC)
sector[sp->sectnum].floorpicnum = FAF_MIRROR_PIC + 1;
sector[sp->sectnum].floorheinum = 0;
save.zcount++;
PRODUCTION_ASSERT(save.zcount < ZMAX);
}
}
}
return true;
}
bool
FindFloorView(short match, int32_t* x, int32_t* y, int32_t z, int16_t* sectnum)
{
int xoff = 0;
int yoff = 0;
int i;
SPRITEp sp = NULL;
int newz;
int pix_diff;
save.zcount = 0;
// Search Stat List For closest ceiling view sprite
// Get the match, xoff, yoff from this point
StatIterator it(STAT_FAF);
while ((i = it.NextIndex()) >= 0)
{
sp = &sprite[i];
if (sp->hitag == VIEW_THRU_FLOOR && sp->lotag == match)
{
xoff = *x - sp->x;
yoff = *y - sp->y;
break;
}
}
it.Reset(STAT_FAF);
while ((i = it.NextIndex()) >= 0)
{
sp = &sprite[i];
if (sp->lotag == match)
{
// determine x,y position
if (sp->hitag == VIEW_THRU_CEILING)
{
short upper, lower;
*x = sp->x + xoff;
*y = sp->y + yoff;
// get new sector
GetUpperLowerSector(match, *x, *y, &upper, &lower);
*sectnum = lower;
break;
}
}
}
if (*sectnum < 0)
return false;
ASSERT(sp);
ASSERT(sp->hitag == VIEW_THRU_CEILING);
// move ceiling multiple of 128 so that the wall tile will line up
pix_diff = labs(z - sector[sp->sectnum].ceilingz) >> 8;
newz = sector[sp->sectnum].ceilingz - ((pix_diff / 128) + 1) * Z(128);
it.Reset(STAT_FAF);
while ((i = it.NextIndex()) >= 0)
{
sp = &sprite[i];
if (sp->lotag == match)
{
// move upper levels floors down for the correct view
if (sp->hitag == VIEW_LEVEL1)
{
// save it off
save.sectnum[save.zcount] = sp->sectnum;
save.zval[save.zcount] = sector[sp->sectnum].ceilingz;
save.pic[save.zcount] = sector[sp->sectnum].ceilingpicnum;
save.slope[save.zcount] = sector[sp->sectnum].ceilingheinum;
sector[sp->sectnum].ceilingz = newz;
// don't change FAF_MIRROR_PIC - ConnectArea
if (sector[sp->sectnum].ceilingpicnum != FAF_MIRROR_PIC)
sector[sp->sectnum].ceilingpicnum = FAF_MIRROR_PIC + 1;
sector[sp->sectnum].ceilingheinum = 0;
save.zcount++;
PRODUCTION_ASSERT(save.zcount < ZMAX);
}
}
}
return true;
}
short
ViewSectorInScene(short cursectnum, short level)
{
int i;
SPRITEp sp;
short match;
StatIterator it(STAT_FAF);
while ((i = it.NextIndex()) >= 0)
{
sp = &sprite[i];
if (sp->hitag == level)
{
if (cursectnum == sp->sectnum)
{
// ignore case if sprite is pointing up
if (sp->ang == 1536)
continue;
// only gets to here is sprite is pointing down
// found a potential match
match = sp->lotag;
if (!PicInView(FAF_MIRROR_PIC, true))
return -1;
return match;
}
}
}
return -1;
}
void
DrawOverlapRoom(int tx, int ty, int tz, fixed_t tq16ang, fixed_t tq16horiz, short tsectnum)
{
short i;
short match;
save.zcount = 0;
match = ViewSectorInScene(tsectnum, VIEW_LEVEL1);
if (match != -1)
{
FindCeilingView(match, &tx, &ty, tz, &tsectnum);
if (tsectnum < 0)
return;
renderDrawRoomsQ16(tx, ty, tz, tq16ang, tq16horiz, tsectnum);
// reset Z's
for (i = 0; i < save.zcount; i++)
{
sector[save.sectnum[i]].floorz = save.zval[i];
sector[save.sectnum[i]].floorpicnum = save.pic[i];
sector[save.sectnum[i]].floorheinum = save.slope[i];
}
analyzesprites(tx, ty, tz, false);
post_analyzesprites();
renderDrawMasks();
}
else
{
match = ViewSectorInScene(tsectnum, VIEW_LEVEL2);
if (match != -1)
{
FindFloorView(match, &tx, &ty, tz, &tsectnum);
if (tsectnum < 0)
return;
renderDrawRoomsQ16(tx, ty, tz, tq16ang, tq16horiz, tsectnum);
// reset Z's
for (i = 0; i < save.zcount; i++)
{
sector[save.sectnum[i]].ceilingz = save.zval[i];
sector[save.sectnum[i]].ceilingpicnum = save.pic[i];
sector[save.sectnum[i]].ceilingheinum = save.slope[i];
}
analyzesprites(tx, ty, tz, false);
post_analyzesprites();
renderDrawMasks();
}
}
}
void FAF_DrawRooms(int x, int y, int z, fixed_t q16ang, fixed_t q16horiz, short sectnum)
{
int i;
StatIterator it(STAT_CEILING_FLOOR_PIC_OVERRIDE);
while ((i = it.NextIndex()) >= 0)
{
if (SPRITE_TAG3(i) == 0)
{
// back up ceilingpicnum and ceilingstat
SPRITE_TAG5(i) = sector[sprite[i].sectnum].ceilingpicnum;
sector[sprite[i].sectnum].ceilingpicnum = SPRITE_TAG2(i);
SPRITE_TAG4(i) = sector[sprite[i].sectnum].ceilingstat;
//SET(sector[sprite[i].sectnum].ceilingstat, ((int)SPRITE_TAG7(i))<<7);
SET(sector[sprite[i].sectnum].ceilingstat, SPRITE_TAG6(i));
RESET(sector[sprite[i].sectnum].ceilingstat, CEILING_STAT_PLAX);
}
else if (SPRITE_TAG3(i) == 1)
{
SPRITE_TAG5(i) = sector[sprite[i].sectnum].floorpicnum;
sector[sprite[i].sectnum].floorpicnum = SPRITE_TAG2(i);
SPRITE_TAG4(i) = sector[sprite[i].sectnum].floorstat;
//SET(sector[sprite[i].sectnum].floorstat, ((int)SPRITE_TAG7(i))<<7);
SET(sector[sprite[i].sectnum].floorstat, SPRITE_TAG6(i));
RESET(sector[sprite[i].sectnum].floorstat, FLOOR_STAT_PLAX);
}
}
renderDrawRoomsQ16(x,y,z,q16ang,q16horiz,sectnum);
it.Reset(STAT_CEILING_FLOOR_PIC_OVERRIDE);
while ((i = it.NextIndex()) >= 0)
{
// manually set gotpic
if (TEST_GOTSECTOR(sprite[i].sectnum))
{
SET_GOTPIC(FAF_MIRROR_PIC);
}
if (SPRITE_TAG3(i) == 0)
{
// restore ceilingpicnum and ceilingstat
sector[sprite[i].sectnum].ceilingpicnum = SPRITE_TAG5(i);
sector[sprite[i].sectnum].ceilingstat = SPRITE_TAG4(i);
//RESET(sector[sprite[i].sectnum].ceilingstat, CEILING_STAT_TYPE_MASK);
RESET(sector[sprite[i].sectnum].ceilingstat, CEILING_STAT_PLAX);
}
else if (SPRITE_TAG3(i) == 1)
{
sector[sprite[i].sectnum].floorpicnum = SPRITE_TAG5(i);
sector[sprite[i].sectnum].floorstat = SPRITE_TAG4(i);
//RESET(sector[sprite[i].sectnum].floorstat, FLOOR_STAT_TYPE_MASK);
RESET(sector[sprite[i].sectnum].floorstat, FLOOR_STAT_PLAX);
}
}
}
void polymost_drawscreen(PLAYERp pp, int tx, int ty, int tz, binangle tang, fixedhoriz thoriz, int tsectnum)
{
videoSetCorrectedAspect();
renderSetAspect(xs_CRoundToInt(double(viewingrange) * tan(r_fov * (pi::pi() / 360.))), yxaspect);
OverlapDraw = true;
DrawOverlapRoom(tx, ty, tz, tang.asq16(), thoriz.asq16(), tsectnum);
OverlapDraw = false;
if (automapMode != am_full)// && !ScreenSavePic)
{
// TEST this! Changed to camerapp
//JS_DrawMirrors(camerapp, tx, ty, tz, tang.asq16(), thoriz.asq16());
JS_DrawMirrors(pp, tx, ty, tz, tang.asq16(), thoriz.asq16());
}
// TODO: This call is redundant if the tiled overhead map is shown, but the
// HUD elements should be properly outputted with hardware rendering first.
if (!FAF_DebugView)
FAF_DrawRooms(tx, ty, tz, tang.asq16(), thoriz.asq16(), tsectnum);
analyzesprites(tx, ty, tz, false);
post_analyzesprites();
renderDrawMasks();
}
void JS_DrawMirrors(PLAYERp pp, int tx, int ty, int tz, fixed_t tpq16ang, fixed_t tpq16horiz)
{
int j, cnt;
int dist;
int tposx, tposy; // Camera
int *longptr;
fixed_t tang;
// int tx, ty, tz, tpang; // Interpolate so mirror doesn't
// drift!
bool bIsWallMirror = false;
// WARNING! Assuming (MIRRORLABEL&31) = 0 and MAXMIRRORS = 64 <-- JBF: wrong
longptr = (int *)&gotpic[MIRRORLABEL >> 3];
if (longptr && (longptr[0] || longptr[1]))
{
for (cnt = MAXMIRRORS - 1; cnt >= 0; cnt--)
//if (TEST_GOTPIC(cnt + MIRRORLABEL) || TEST_GOTPIC(cnt + CAMSPRITE))
if (TEST_GOTPIC(cnt + MIRRORLABEL) || ((unsigned)mirror[cnt].campic < MAXTILES && TEST_GOTPIC(mirror[cnt].campic)))
{
bIsWallMirror = false;
if (TEST_GOTPIC(cnt + MIRRORLABEL))
{
bIsWallMirror = true;
RESET_GOTPIC(cnt + MIRRORLABEL);
}
//else if (TEST_GOTPIC(cnt + CAMSPRITE))
else if ((unsigned)mirror[cnt].campic < MAXTILES && TEST_GOTPIC(mirror[cnt].campic))
{
//RESET_GOTPIC(cnt + CAMSPRITE);
RESET_GOTPIC(mirror[cnt].campic);
}
mirrorinview = true;
// tx = pp->oposx + MulScale(pp->posx - pp->oposx, smoothratio, 16);
// ty = pp->oposy + MulScale(pp->posy - pp->oposy, smoothratio, 16);
// tz = pp->oposz + MulScale(pp->posz - pp->oposz, smoothratio, 16);
// tpq16ang = pp->angle.ang.asq16();
dist = 0x7fffffff;
if (bIsWallMirror)
{
j = abs(wall[mirror[cnt].mirrorwall].x - tx);
j += abs(wall[mirror[cnt].mirrorwall].y - ty);
if (j < dist)
dist = j;
}
else
{
SPRITEp tp;
tp = &sprite[mirror[cnt].camsprite];
j = abs(tp->x - tx);
j += abs(tp->y - ty);
if (j < dist)
dist = j;
}
if (mirror[cnt].ismagic)
{
SPRITEp sp=NULL;
int camhoriz;
short w;
int dx, dy, dz, tdx, tdy, tdz, midx, midy;
ASSERT(mirror[cnt].camera != -1);
sp = &sprite[mirror[cnt].camera];
ASSERT(sp);
// Calculate the angle of the mirror wall
w = mirror[cnt].mirrorwall;
// Get wall midpoint for offset in mirror view
midx = (wall[w].x + wall[wall[w].point2].x) / 2;
midy = (wall[w].y + wall[wall[w].point2].y) / 2;
// Finish finding offsets
tdx = abs(midx - tx);
tdy = abs(midy - ty);
if (midx >= tx)
dx = sp->x - tdx;
else
dx = sp->x + tdx;
if (midy >= ty)
dy = sp->y - tdy;
else
dy = sp->y + tdy;
tdz = abs(tz - sp->z);
if (tz >= sp->z)
dz = sp->z + tdz;
else
dz = sp->z - tdz;
// Is it a TV cam or a teleporter that shows destination?
// true = It's a TV cam
mirror[cnt].mstate = m_normal;
if (TEST_BOOL1(sp))
mirror[cnt].mstate = m_viewon;
// Show teleport destination
// NOTE: Adding MAXSECTORS lets you draw a room, even if
// you are outside of it!
if (mirror[cnt].mstate != m_viewon)
{
tileDelete(MIRROR);
// Set TV camera sprite size to 0 to show mirror
// behind in this case!
if (mirror[cnt].campic != -1)
tileDelete(mirror[cnt].campic);
renderDrawRoomsQ16(dx, dy, dz, tpq16ang, tpq16horiz, sp->sectnum + MAXSECTORS);
analyzesprites(dx, dy, dz, false);
renderDrawMasks();
}
}
else
{
// It's just a mirror
// Prepare drawrooms for drawing mirror and calculate
// reflected
// position into tposx, tposy, and tang (tposz == cposz)
// Must call preparemirror before drawrooms and
// completemirror after drawrooms
renderPrepareMirror(tx, ty, tz, tpq16ang, tpq16horiz,
mirror[cnt].mirrorwall, /*mirror[cnt].mirrorsector,*/ &tposx, &tposy, &tang);
renderDrawRoomsQ16(tposx, tposy, tz, (tang), tpq16horiz, mirror[cnt].mirrorsector + MAXSECTORS);
analyzesprites(tposx, tposy, tz, true);
renderDrawMasks();
renderCompleteMirror(); // Reverse screen x-wise in this
// function
}
// g_visibility = tvisibility;
// g_visibility = NormalVisibility;
// renderDrawRoomsQ16(tx, ty, tz, tpq16ang, tpq16horiz, pp->cursectnum);
// Clean up anything that the camera view might have done
tileDelete(MIRROR);
wall[mirror[cnt].mirrorwall].overpicnum = MIRRORLABEL + cnt;
}
else
mirrorinview = false;
}
}
END_SW_NS