raze-gles/polymer/eduke32/source/sw/src/vis.c

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//-------------------------------------------------------------------------
/*
Copyright (C) 1997, 2005 - 3D Realms Entertainment
This file is part of Shadow Warrior version 1.2
Shadow Warrior is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
Original Source: 1997 - Frank Maddin and Jim Norwood
Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
*/
//-------------------------------------------------------------------------
#include "build.h"
#include "names2.h"
#include "game.h"
#include "tags.h"
#include "common_game.h"
#include "break.h"
#include "quake.h"
#include "pal.h"
#include "sprite.h"
extern short NormalVisibility; // player.c
extern BOOL GamePaused;
#define VIS_VisCur(sp) (SP_TAG2(sp))
#define VIS_VisDir(sp) (SP_TAG3(sp))
#define VIS_VisGoal(sp) (SP_TAG4(sp))
void ProcessVisOn(void)
{
short i, nexti;
SPRITEp sp;
TRAVERSE_SPRITE_STAT(headspritestat[STAT_VIS_ON], i, nexti)
{
sp = &sprite[i];
if (VIS_VisDir(sp))
{
// get brighter
VIS_VisCur(sp) >>= 1;
//VIS_VisCur(sp) -= 16;
if (VIS_VisCur(sp) <= VIS_VisGoal(sp))
{
VIS_VisCur(sp) = VIS_VisGoal(sp);
VIS_VisDir(sp) ^= 1;
}
}
else
{
// get darker
VIS_VisCur(sp) <<= 1;
VIS_VisCur(sp) += 1;
//VIS_VisCur(sp) += 16;
if (VIS_VisCur(sp) >= NormalVisibility)
{
VIS_VisCur(sp) = NormalVisibility;
if (sp->owner >= 0)
{
ASSERT(User[sp->owner]);
RESET(User[sp->owner]->Flags2, SPR2_VIS_SHADING);
}
KillSprite(i);
}
}
}
}
void VisViewChange(PLAYERp pp, int *vis)
{
short i, nexti;
SPRITEp sp;
short BrightestVis = NormalVisibility;
int x,y,z;
short sectnum;
if (GamePaused)
return;
// find the closest quake - should be a strength value
TRAVERSE_SPRITE_STAT(headspritestat[STAT_VIS_ON], i, nexti)
{
sp = &sprite[i];
if (sp->owner >= 0)
{
x = sprite[sp->owner].x;
y = sprite[sp->owner].y;
z = sprite[sp->owner].z;
sectnum = sprite[sp->owner].sectnum;
}
else
{
x = sp->x;
y = sp->y;
z = sp->z;
sectnum = sp->sectnum;
}
// save off the brightest vis that you can see
if (FAFcansee(pp->posx, pp->posy, pp->posz, pp->cursectnum, x, y, z, sectnum))
{
if (VIS_VisCur(sp) < BrightestVis)
BrightestVis = VIS_VisCur(sp);
}
}
*vis = BrightestVis;
}
int SpawnVis(short Parent, short sectnum, int x, int y, int z, int amt)
{
short SpriteNum;
SPRITEp sp;
short i,nexti;
if (Parent >= 0)
{
if (sector[sprite[Parent].sectnum].floorpal == PALETTE_FOG)
return -1;
if (sector[sprite[Parent].sectnum].floorpal == PALETTE_DIVE_LAVA)
return -1;
// kill any others with the same parent
TRAVERSE_SPRITE_STAT(headspritestat[STAT_VIS_ON], i, nexti)
{
sp = &sprite[i];
if (sp->owner == Parent)
{
KillSprite(i);
}
}
SpriteNum = COVERinsertsprite(sprite[Parent].sectnum, STAT_VIS_ON);
sp = &sprite[SpriteNum];
sp->owner = Parent;
ASSERT(User[Parent]);
SET(User[Parent]->Flags2, SPR2_CHILDREN);
sp->x = sprite[Parent].x;
sp->y = sprite[Parent].y;
sp->z = sprite[Parent].z;
SET(User[Parent]->Flags2, SPR2_VIS_SHADING);
}
else
{
if (sector[sectnum].floorpal == PALETTE_FOG)
return -1;
SpriteNum = COVERinsertsprite(sectnum, STAT_VIS_ON);
sp = &sprite[SpriteNum];
sp->x = x;
sp->y = y;
sp->z = z - Z(20);
sp->owner = -1;
}
sp->cstat = 0;
sp->extra = 0;
VIS_VisDir(sp) = 1;
VIS_VisCur(sp) = NormalVisibility;
VIS_VisGoal(sp) = amt;
return SpriteNum;
}