mirror of
https://github.com/ZDoom/Raze.git
synced 2024-12-14 14:41:21 +00:00
419 lines
13 KiB
C++
419 lines
13 KiB
C++
//-------------------------------------------------------------------------
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/*
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Copyright (C) 2010-2019 EDuke32 developers and contributors
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Copyright (C) 2019 Nuke.YKT
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This file is part of NBlood.
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NBlood is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License version 2
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as published by the Free Software Foundation.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*/
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//-------------------------------------------------------------------------
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#include "ns.h" // Must come before everything else!
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#include "compat.h"
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#include "build.h"
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#include "pragmas.h"
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#include "common_game.h"
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#include "blood.h"
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#include "db.h"
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#include "gameutil.h"
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#include "globals.h"
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#include "sectorfx.h"
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BEGIN_BLD_NS
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char flicker1[] = {
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0, 0, 1, 0, 1, 1, 1, 1, 0, 0, 0, 0, 1, 0, 1, 0,
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1, 1, 0, 1, 0, 0, 1, 1, 0, 1, 1, 0, 1, 0, 0, 1,
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0, 0, 1, 1, 0, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 1,
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0, 0, 0, 0, 0, 0, 1, 0, 1, 1, 0, 0, 1, 1, 0, 1
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};
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char flicker2[] = {
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1, 2, 4, 2, 3, 4, 3, 2, 0, 0, 1, 2, 4, 3, 2, 0,
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2, 1, 0, 1, 0, 2, 3, 4, 3, 2, 1, 1, 2, 0, 0, 1,
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1, 2, 3, 4, 4, 3, 2, 1, 2, 3, 4, 4, 2, 1, 0, 1,
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0, 0, 0, 0, 1, 2, 3, 4, 3, 2, 1, 2, 3, 4, 3, 2
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};
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char flicker3[] = {
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4, 4, 4, 4, 3, 4, 4, 4, 4, 4, 4, 2, 4, 3, 4, 4,
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4, 4, 2, 1, 3, 3, 3, 4, 3, 4, 4, 4, 4, 4, 2, 4,
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4, 4, 3, 4, 4, 4, 4, 4, 4, 4, 4, 4, 2, 1, 0, 1,
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0, 1, 0, 1, 0, 2, 3, 4, 4, 4, 4, 4, 4, 4, 3, 4
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};
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char flicker4[] = {
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0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
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4, 0, 0, 3, 0, 1, 0, 1, 0, 4, 4, 4, 4, 4, 2, 0,
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0, 0, 0, 4, 4, 3, 2, 1, 0, 0, 0, 0, 0, 0, 0, 1,
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0, 0, 0, 0, 0, 2, 1, 2, 1, 2, 1, 2, 1, 4, 3, 2,
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0, 0, 0, 0, 0, 0, 0, 0, 0 ,0 ,0 ,0, 0, 0 ,0, 0,
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0, 0, 0, 0, 0, 0, 0, 0, 0 ,0 ,0 ,0, 0, 0 ,0, 0,
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0, 0, 0, 0, 0, 0, 0, 0, 0 ,0 ,0 ,0, 0, 0 ,0, 0,
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0, 0, 0, 0, 0, 0, 0, 0, 0 ,0 ,0 ,0, 0, 0 ,0, 0
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};
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char strobe[] = {
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64, 64, 64, 48, 36, 27, 20, 15, 11, 9, 6, 5, 4, 3, 2, 2,
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1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
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0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
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0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0
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};
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int GetWaveValue(int a, int b, int c)
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{
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b &= 2047;
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switch (a)
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{
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case 0:
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return c;
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case 1:
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return (b>>10)*c;
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case 2:
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return (klabs(128-(b>>3))*c)>>7;
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case 3:
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return ((b>>3)*c)>>8;
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case 4:
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return ((255-(b>>3))*c)>>8;
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case 5:
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return (c+mulscale30(c,Sin(b)))>>1;
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case 6:
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return flicker1[b>>5]*c;
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case 7:
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return (flicker2[b>>5]*c)>>2;
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case 8:
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return (flicker3[b>>5]*c)>>2;
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case 9:
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return (flicker4[b>>4]*c)>>2;
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case 10:
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return (strobe[b>>5]*c)>>6;
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case 11:
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if (b*4 > 2048)
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return 0;
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return (c-mulscale30(c, Cos(b*4)))>>1;
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}
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return 0;
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}
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int shadeCount = 0;
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short shadeList[kMaxXSectors];
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int panCount = 0;
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short panList[kMaxXSectors];
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void DoSectorLighting(void)
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{
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for (int i = 0; i < shadeCount; i++)
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{
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int nXSector = shadeList[i];
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XSECTOR *pXSector = &xsector[nXSector];
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int nSector = pXSector->reference;
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assert(sector[nSector].extra == nXSector);
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if (pXSector->shade)
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{
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int v4 = pXSector->shade;
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if (pXSector->shadeFloor)
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{
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sector[nSector].floorshade -= v4;
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if (pXSector->color)
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{
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int nTemp = pXSector->floorpal;
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pXSector->floorpal = sector[nSector].floorpal;
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sector[nSector].floorpal = nTemp;
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}
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}
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if (pXSector->shadeCeiling)
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{
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sector[nSector].ceilingshade -= v4;
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if (pXSector->color)
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{
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int nTemp = pXSector->ceilpal;
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pXSector->ceilpal = sector[nSector].ceilingpal;
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sector[nSector].ceilingpal = nTemp;
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}
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}
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if (pXSector->shadeWalls)
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{
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int nStartWall = sector[nSector].wallptr;
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int nEndWall = nStartWall + sector[nSector].wallnum;
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for (int j = nStartWall; j < nEndWall; j++)
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{
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wall[j].shade -= v4;
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if (pXSector->color)
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{
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wall[j].pal = sector[nSector].floorpal;
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}
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}
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}
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pXSector->shade = 0;
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}
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if (pXSector->shadeAlways || pXSector->busy)
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{
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int t1 = pXSector->wave;
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int t2 = pXSector->amplitude;
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if (!pXSector->shadeAlways && pXSector->busy)
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{
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t2 = mulscale16(t2, pXSector->busy);
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}
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int v4 = GetWaveValue(t1, pXSector->phase*8+pXSector->freq*gFrameClock, t2);
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if (pXSector->shadeFloor)
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{
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sector[nSector].floorshade = ClipRange(sector[nSector].floorshade+v4, -128, 127);
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if (pXSector->color && v4 != 0)
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{
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int nTemp = pXSector->floorpal;
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pXSector->floorpal = sector[nSector].floorpal;
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sector[nSector].floorpal = nTemp;
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}
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}
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if (pXSector->shadeCeiling)
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{
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sector[nSector].ceilingshade = ClipRange(sector[nSector].ceilingshade+v4, -128, 127);
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if (pXSector->color && v4 != 0)
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{
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int nTemp = pXSector->ceilpal;
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pXSector->ceilpal = sector[nSector].ceilingpal;
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sector[nSector].ceilingpal = nTemp;
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}
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}
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if (pXSector->shadeWalls)
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{
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int nStartWall = sector[nSector].wallptr;
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int nEndWall = nStartWall + sector[nSector].wallnum;
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for (int j = nStartWall; j < nEndWall; j++)
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{
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wall[j].shade = ClipRange(wall[j].shade+v4, -128, 127);
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if (pXSector->color && v4 != 0)
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{
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wall[j].pal = sector[nSector].floorpal;
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}
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}
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}
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pXSector->shade = v4;
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}
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}
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}
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void UndoSectorLighting(void)
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{
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for (int i = 0; i < numsectors; i++)
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{
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int nXSprite = sector[i].extra;
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if (nXSprite > 0)
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{
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XSECTOR *pXSector = &xsector[i];
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if (pXSector->shade)
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{
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int v4 = pXSector->shade;
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if (pXSector->shadeFloor)
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{
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sector[i].floorshade -= v4;
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if (pXSector->color)
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{
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int nTemp = pXSector->floorpal;
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pXSector->floorpal = sector[i].floorpal;
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sector[i].floorpal = nTemp;
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}
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}
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if (pXSector->shadeCeiling)
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{
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sector[i].ceilingshade -= v4;
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if (pXSector->color)
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{
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int nTemp = pXSector->ceilpal;
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pXSector->ceilpal = sector[i].ceilingpal;
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sector[i].ceilingpal = nTemp;
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}
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}
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if (pXSector->shadeWalls)
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{
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int nStartWall = sector[i].wallptr;
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int nEndWall = nStartWall + sector[i].wallnum;
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for (int j = nStartWall; j < nEndWall; j++)
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{
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wall[j].shade -= v4;
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if (pXSector->color)
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{
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wall[j].pal = sector[i].floorpal;
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}
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}
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}
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pXSector->shade = 0;
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}
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}
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}
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}
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short wallPanList[kMaxXWalls];
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int wallPanCount;
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void DoSectorPanning(void)
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{
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for (int i = 0; i < panCount; i++)
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{
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int nXSector = panList[i];
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XSECTOR *pXSector = &xsector[nXSector];
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int nSector = pXSector->reference;
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assert(nSector >= 0 && nSector < kMaxSectors);
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sectortype *pSector = §or[nSector];
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assert(pSector->extra == nXSector);
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if (pXSector->panAlways || pXSector->busy)
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{
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int angle = pXSector->panAngle+1024;
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int speed = pXSector->panVel<<10;
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if (!pXSector->panAlways && (pXSector->busy&0xffff))
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speed = mulscale16(speed, pXSector->busy);
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if (pXSector->panFloor) // Floor
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{
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int nTile = pSector->floorpicnum;
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if (pSector->floorstat & 64)
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angle -= 512;
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int xBits = tileWidth(nTile) >> int((pSector->floorstat & 8) != 0);
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int px = mulscale30(speed << 2, Cos(angle)) / xBits;
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int yBits = tileHeight(nTile) >> int((pSector->floorstat & 8) != 0);
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int py = mulscale30(speed << 2, Sin(angle)) / yBits;
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pSector->addfloorxpan(px * (1. / 256));
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pSector->addfloorypan(-py * (1. / 256));
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}
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if (pXSector->panCeiling) // Ceiling
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{
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int nTile = pSector->ceilingpicnum;
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if (pSector->ceilingstat & 64)
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angle -= 512;
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int xBits = tileWidth(nTile) >> int((pSector->ceilingstat & 8) != 0);
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int px = mulscale30(speed << 2, Cos(angle)) / xBits;
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int yBits = tileHeight(nTile) >> int((pSector->ceilingstat & 8) != 0);
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int py = mulscale30(speed << 2, Sin(angle)) / yBits;
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pSector->addceilingxpan(px * (1. / 256));
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pSector->addceilingypan(-py * (1. / 256));
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}
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}
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}
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for (int i = 0; i < wallPanCount; i++)
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{
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int nXWall = wallPanList[i];
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XWALL *pXWall = &xwall[nXWall];
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int nWall = pXWall->reference;
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assert(wall[nWall].extra == nXWall);
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if (pXWall->panAlways || pXWall->busy)
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{
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int psx = pXWall->panXVel<<10;
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int psy = pXWall->panYVel<<10;
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if (!pXWall->panAlways && (pXWall->busy & 0xffff))
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{
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psx = mulscale16(psx, pXWall->busy);
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psy = mulscale16(psy, pXWall->busy);
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}
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int nTile = wall[nWall].picnum;
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int px = (psx << 2) / tileWidth(nTile);
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int py = (psy << 2) / tileHeight(nTile);
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wall[nWall].addxpan(px * (1. / 256));
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wall[nWall].addypan(py * (1. / 256));
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}
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}
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}
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void InitSectorFX(void)
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{
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shadeCount = 0;
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panCount = 0;
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wallPanCount = 0;
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for (int i = 0; i < numsectors; i++)
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{
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int nXSector = sector[i].extra;
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if (nXSector > 0)
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{
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XSECTOR *pXSector = &xsector[nXSector];
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if (pXSector->amplitude)
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shadeList[shadeCount++] = nXSector;
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if (pXSector->panVel)
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panList[panCount++] = nXSector;
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}
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}
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for (int i = 0; i < numwalls; i++)
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{
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int nXWall = wall[i].extra;
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if (nXWall > 0)
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{
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XWALL *pXWall = &xwall[nXWall];
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if (pXWall->panXVel || pXWall->panYVel)
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wallPanList[wallPanCount++] = nXWall;
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}
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}
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}
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class CSectorListMgr
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{
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public:
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CSectorListMgr();
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int CreateList(short);
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void AddSector(int, short);
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int GetSectorCount(int);
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short *GetSectorList(int);
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private:
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int nLists;
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int nListSize[32];
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int nListStart[32];
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short nSectors[kMaxSectors];
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};
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CSectorListMgr::CSectorListMgr()
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{
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nLists = 0;
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}
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int CSectorListMgr::CreateList(short nSector)
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{
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int nStart = 0;
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if (nLists)
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nStart = nListStart[nLists-1]+nListStart[nLists-1];
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int nList = nLists;
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nListStart[nList] = nStart;
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nListSize[nList] = 1;
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nLists++;
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short *pList = GetSectorList(nList);
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pList[0] = nSector;
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return nList;
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}
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void CSectorListMgr::AddSector(int nList, short nSector)
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{
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for (int i = nLists; i > nList; i--)
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{
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short *pList = GetSectorList(i);
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int nCount = GetSectorCount(i);
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memmove(pList+1,pList,nCount*sizeof(short));
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nListStart[i]++;
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}
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short *pList = GetSectorList(nList);
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int nCount = GetSectorCount(nList);
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pList[nCount] = nSector;
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nListSize[nList]++;
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}
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int CSectorListMgr::GetSectorCount(int nList)
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{
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return nListSize[nList];
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}
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short * CSectorListMgr::GetSectorList(int nList)
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{
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return nSectors+nListStart[nList];
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}
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END_BLD_NS
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