mirror of
https://github.com/ZDoom/raze-gles.git
synced 2024-11-07 13:31:27 +00:00
188 lines
4.7 KiB
C
188 lines
4.7 KiB
C
|
//-------------------------------------------------------------------------
|
||
|
/*
|
||
|
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;
|
||
|
}
|
||
|
|