//------------------------------------------------------------------------- /* Copyright (C) 2010-2019 EDuke32 developers and contributors Copyright (C) 2019 Nuke.YKT This file is part of NBlood. NBlood is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License version 2 as published by the Free Software Foundation. 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. */ //------------------------------------------------------------------------- #include "compat.h" #include "build.h" #include "pragmas.h" #include "common_game.h" #include "blood.h" #include "db.h" #include "gameutil.h" #include "globals.h" #include "trig.h" char flicker1[] = { 0, 0, 1, 0, 1, 1, 1, 1, 0, 0, 0, 0, 1, 0, 1, 0, 1, 1, 0, 1, 0, 0, 1, 1, 0, 1, 1, 0, 1, 0, 0, 1, 0, 0, 1, 1, 0, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 1, 0, 0, 0, 0, 0, 0, 1, 0, 1, 1, 0, 0, 1, 1, 0, 1 }; char flicker2[] = { 1, 2, 4, 2, 3, 4, 3, 2, 0, 0, 1, 2, 4, 3, 2, 0, 2, 1, 0, 1, 0, 2, 3, 4, 3, 2, 1, 1, 2, 0, 0, 1, 1, 2, 3, 4, 4, 3, 2, 1, 2, 3, 4, 4, 2, 1, 0, 1, 0, 0, 0, 0, 1, 2, 3, 4, 3, 2, 1, 2, 3, 4, 3, 2 }; char flicker3[] = { 4, 4, 4, 4, 3, 4, 4, 4, 4, 4, 4, 2, 4, 3, 4, 4, 4, 4, 2, 1, 3, 3, 3, 4, 3, 4, 4, 4, 4, 4, 2, 4, 4, 4, 3, 4, 4, 4, 4, 4, 4, 4, 4, 4, 2, 1, 0, 1, 0, 1, 0, 1, 0, 2, 3, 4, 4, 4, 4, 4, 4, 4, 3, 4 }; char flicker4[] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 4, 0, 0, 3, 0, 1, 0, 1, 0, 4, 4, 4, 4, 4, 2, 0, 0, 0, 0, 4, 4, 3, 2, 1, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 2, 1, 2, 1, 2, 1, 2, 1, 4, 3, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0 ,0 ,0 ,0, 0, 0 ,0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 ,0 ,0 ,0, 0, 0 ,0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 ,0 ,0 ,0, 0, 0 ,0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 ,0 ,0 ,0, 0, 0 ,0, 0 }; char strobe[] = { 64, 64, 64, 48, 36, 27, 20, 15, 11, 9, 6, 5, 4, 3, 2, 2, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }; int GetWaveValue(int a, int b, int c) { b &= 2047; switch (a) { case 0: return c; case 1: return (b>>10)*c; case 2: return (klabs(128-(b>>3))*c)>>7; case 3: return ((b>>3)*c)>>8; case 4: return ((255-(b>>3))*c)>>8; case 5: return (c+mulscale30(c,Sin(b)))>>1; case 6: return flicker1[b>>5]*c; case 7: return (flicker2[b>>5]*c)>>2; case 8: return (flicker3[b>>5]*c)>>2; case 9: return (flicker4[b>>4]*c)>>2; case 10: return (strobe[b>>5]*c)>>6; case 11: if (b*4 > 2048) return 0; return (c-mulscale30(c, Cos(b*4)))>>1; } return 0; } int shadeCount; short shadeList[512]; void DoSectorLighting(void) { for (int i = 0; i < shadeCount; i++) { int nXSector = shadeList[i]; XSECTOR *pXSector = &xsector[nXSector]; int nSector = pXSector->reference; dassert(sector[nSector].extra == nXSector); if (pXSector->shade) { int v4 = pXSector->shade; if (pXSector->shadeFloor) { sector[nSector].floorshade -= v4; if (pXSector->color) { int nTemp = pXSector->floorpal; pXSector->floorpal = sector[nSector].floorpal; sector[nSector].floorpal = nTemp; } } if (pXSector->shadeCeiling) { sector[nSector].ceilingshade -= v4; if (pXSector->color) { int nTemp = pXSector->ceilpal; pXSector->ceilpal = sector[nSector].ceilingpal; sector[nSector].ceilingpal = nTemp; } } if (pXSector->shadeWalls) { int nStartWall = sector[nSector].wallptr; int nEndWall = nStartWall + sector[nSector].wallnum; for (int j = nStartWall; j < nEndWall; j++) { wall[j].shade -= v4; if (pXSector->color) { wall[j].pal = sector[nSector].floorpal; } } } pXSector->shade = 0; } if (pXSector->shadeAlways || pXSector->busy) { int t1 = pXSector->wave; int t2 = pXSector->amplitude; if (!pXSector->shadeAlways && pXSector->busy) { t2 = mulscale16(t2, pXSector->busy); } int v4 = GetWaveValue(t1, pXSector->phase*8+pXSector->freq*gGameClock, t2); if (pXSector->shadeFloor) { sector[nSector].floorshade = ClipRange(sector[nSector].floorshade+v4, -128, 127); if (pXSector->color && v4 != 0) { int nTemp = pXSector->floorpal; pXSector->floorpal = sector[nSector].floorpal; sector[nSector].floorpal = nTemp; } } if (pXSector->shadeCeiling) { sector[nSector].ceilingshade = ClipRange(sector[nSector].ceilingshade+v4, -128, 127); if (pXSector->color && v4 != 0) { int nTemp = pXSector->ceilpal; pXSector->ceilpal = sector[nSector].ceilingpal; sector[nSector].ceilingpal = nTemp; } } if (pXSector->shadeWalls) { int nStartWall = sector[nSector].wallptr; int nEndWall = nStartWall + sector[nSector].wallnum; for (int j = nStartWall; j < nEndWall; j++) { wall[j].shade = ClipRange(wall[j].shade+v4, -128, 127); if (pXSector->color && v4 != 0) { wall[j].pal = sector[nSector].floorpal; } } } pXSector->shade = v4; } } } void UndoSectorLighting(void) { for (int i = 0; i < numsectors; i++) { int nXSprite = sector[i].extra; if (nXSprite > 0) { XSECTOR *pXSector = &xsector[i]; if (pXSector->shade) { int v4 = pXSector->shade; if (pXSector->shadeFloor) { sector[i].floorshade -= v4; if (pXSector->color) { int nTemp = pXSector->floorpal; pXSector->floorpal = sector[i].floorpal; sector[i].floorpal = nTemp; } } if (pXSector->shadeCeiling) { sector[i].ceilingshade -= v4; if (pXSector->color) { int nTemp = pXSector->ceilpal; pXSector->ceilpal = sector[i].ceilingpal; sector[i].ceilingpal = nTemp; } } if (pXSector->shadeWalls) { int nStartWall = sector[i].wallptr; int nEndWall = nStartWall + sector[i].wallnum; for (int j = nStartWall; j < nEndWall; j++) { wall[j].shade -= v4; if (pXSector->color) { wall[j].pal = sector[i].floorpal; } } } pXSector->shade = 0; } } } } int panCount; short panList[kMaxXSectors]; short wallPanList[kMaxXWalls]; int wallPanCount; void DoSectorPanning(void) { for (int i = 0; i < panCount; i++) { int nXSector = panList[i]; XSECTOR *pXSector = &xsector[nXSector]; int nSector = pXSector->reference; dassert(nSector >= 0 && nSector < kMaxSectors); sectortype *pSector = §or[nSector]; dassert(pSector->extra == nXSector); if (pXSector->panAlways || pXSector->busy) { int angle = pXSector->panAngle+1024; int speed = pXSector->panVel<<10; if (!pXSector->panAlways && (pXSector->busy&0xffff)) speed = mulscale16(speed, pXSector->busy); if (pXSector->panFloor) // Floor { int nTile = pSector->floorpicnum; int px = (pSector->floorxpanning<<8)+pXSector->at32_1; int py = (pSector->floorypanning<<8)+pXSector->at34_0; if (pSector->floorstat&64) angle -= 512; int xBits = (picsiz[nTile]&15)-((pSector->floorstat&8)!=0); px += mulscale30(speed<<2, Cos(angle))>>xBits; int yBits = (picsiz[nTile]/16)-((pSector->floorstat&8)!=0); py -= mulscale30(speed<<2, Sin(angle))>>yBits; pSector->floorxpanning = px>>8; pSector->floorypanning = py>>8; pXSector->at32_1 = px&255; pXSector->at34_0 = py&255; } if (pXSector->panCeiling) // Ceiling { int nTile = pSector->ceilingpicnum; int px = (pSector->ceilingxpanning<<8)+pXSector->at30_1; int py = (pSector->ceilingypanning<<8)+pXSector->at31_1; if (pSector->ceilingstat&64) angle -= 512; int xBits = (picsiz[nTile]&15)-((pSector->ceilingstat&8)!=0); px += mulscale30(speed<<2, Cos(angle))>>xBits; int yBits = (picsiz[nTile]/16)-((pSector->ceilingstat&8)!=0); py -= mulscale30(speed<<2, Sin(angle))>>yBits; pSector->ceilingxpanning = px>>8; pSector->ceilingypanning = py>>8; pXSector->at30_1 = px&255; pXSector->at31_1 = py&255; } } } for (int i = 0; i < wallPanCount; i++) { int nXWall = wallPanList[i]; XWALL *pXWall = &xwall[nXWall]; int nWall = pXWall->reference; dassert(wall[nWall].extra == nXWall); if (pXWall->panAlways || pXWall->busy) { int psx = pXWall->panXVel<<10; int psy = pXWall->panYVel<<10; if (!pXWall->panAlways && (pXWall->busy & 0xffff)) { psx = mulscale16(psx, pXWall->busy); psy = mulscale16(psy, pXWall->busy); } int nTile = wall[nWall].picnum; int px = (wall[nWall].xpanning<<8)+pXWall->xpanFrac; int py = (wall[nWall].ypanning<<8)+pXWall->ypanFrac; px += (psx<<2)>>((uint8_t)picsiz[nTile]&15); py += (psy<<2)>>((uint8_t)picsiz[nTile]/16); wall[nWall].xpanning = px>>8; wall[nWall].ypanning = py>>8; pXWall->xpanFrac = px&255; pXWall->ypanFrac = py&255; } } } void InitSectorFX(void) { shadeCount = 0; panCount = 0; wallPanCount = 0; for (int i = 0; i < numsectors; i++) { int nXSector = sector[i].extra; if (nXSector > 0) { XSECTOR *pXSector = &xsector[nXSector]; if (pXSector->amplitude) shadeList[shadeCount++] = nXSector; if (pXSector->panVel) panList[panCount++] = nXSector; } } for (int i = 0; i < numwalls; i++) { int nXWall = wall[i].extra; if (nXWall > 0) { XWALL *pXWall = &xwall[nXWall]; if (pXWall->panXVel || pXWall->panYVel) wallPanList[wallPanCount++] = nXWall; } } } class CSectorListMgr { public: CSectorListMgr(); int CreateList(short); void AddSector(int, short); int GetSectorCount(int); short *GetSectorList(int); private: int nLists; int nListSize[32]; int nListStart[32]; short nSectors[kMaxSectors]; }; CSectorListMgr::CSectorListMgr() { nLists = 0; } int CSectorListMgr::CreateList(short nSector) { int nStart = 0; if (nLists) nStart = nListStart[nLists-1]+nListStart[nLists-1]; int nList = nLists; nListStart[nList] = nStart; nListSize[nList] = 1; nLists++; short *pList = GetSectorList(nList); pList[0] = nSector; return nList; } void CSectorListMgr::AddSector(int nList, short nSector) { for (int i = nLists; i > nList; i--) { short *pList = GetSectorList(i); int nCount = GetSectorCount(i); memmove(pList+1,pList,nCount*sizeof(short)); nListStart[i]++; } short *pList = GetSectorList(nList); int nCount = GetSectorCount(nList); pList[nCount] = nSector; nListSize[nList]++; } int CSectorListMgr::GetSectorCount(int nList) { return nListSize[nList]; } short * CSectorListMgr::GetSectorList(int nList) { return nSectors+nListStart[nList]; }