raze-gles/source/blood/src/fire.cpp
Christoph Oelckers 4b45ee150f - Blood: replaced several uses of gameclock with gFrameClock
Mainly those which do not use its full precision.
Choke needs interpolation support, though.
2020-09-01 20:08:37 +02:00

131 lines
3.2 KiB
C++

//-------------------------------------------------------------------------
/*
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 "ns.h" // Must come before everything else!
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include "build.h"
#include "common_game.h"
#include "blood.h"
#include "globals.h"
#include "misc.h"
BEGIN_BLD_NS
int fireSize = 128;
int gDamping = 6;
char CoolTable[1024];
void CellularFrame(char *pFrame, int sizeX, int sizeY);
char FrameBuffer[17280];
char SeedBuffer[16][128];
static TArray<uint8_t> gCLU;
void InitSeedBuffers(void)
{
for (int i = 0; i < 16; i++)
for (int j = 0; j < fireSize; j += 2)
SeedBuffer[i][j] = SeedBuffer[i][j+1] = wrand();
}
void BuildCoolTable(void)
{
for (int i = 0; i < 1024; i++)
CoolTable[i] = ClipLow((i-gDamping) / 4, 0);
}
void DoFireFrame(void)
{
int nRand = qrand()&15;
for (int i = 0; i < 3; i++)
{
memcpy(FrameBuffer+16896+i*128, SeedBuffer[nRand], 128);
}
CellularFrame(FrameBuffer, 128, 132);
auto pData = TileFiles.tileMakeWritable(2342);
char *pSource = FrameBuffer;
int x = fireSize;
do
{
int y = fireSize;
auto pDataBak = pData;
do
{
*pData = gCLU[*pSource];
pSource++;
pData += fireSize;
} while (--y);
pData = pDataBak + 1;
} while (--x);
}
void FireInit(void)
{
memset(FrameBuffer, 0, sizeof(FrameBuffer));
BuildCoolTable();
InitSeedBuffers();
auto fr = fileSystem.OpenFileReader("rfire.clu");
if (!fr.isOpen())
ThrowError("RFIRE.CLU not found");
gCLU = fr.Read();
for (int i = 0; i < 100; i++)
DoFireFrame();
}
void FireProcess(void)
{
// This assumes a smooth high frame rate. Ugh...
static int lastUpdate;
int clock = I_GetBuildTime()/ 2;
if (clock < lastUpdate || lastUpdate + 2 < clock)
{
DoFireFrame();
lastUpdate = clock;
TileFiles.InvalidateTile(2342);
}
}
void CellularFrame(char *pFrame, int sizeX, int sizeY)
{
int nSquare = sizeX * sizeY;
unsigned char *pPtr1 = (unsigned char*)pFrame;
while (nSquare--)
{
unsigned char *pPtr2 = pPtr1+sizeX;
int sum = *(pPtr2-1) + *pPtr2 + *(pPtr2+1) + *(pPtr2+sizeX);
if (*(pPtr2+sizeX) > 96)
{
pPtr2 += sizeX;
sum += *(pPtr2-1) + *pPtr2 + *(pPtr2+1) + *(pPtr2+sizeX);
sum >>= 1;
}
*pPtr1 = CoolTable[sum];
pPtr1++;
}
}
END_BLD_NS