mirror of
https://github.com/ZDoom/Raze.git
synced 2024-12-01 16:42:16 +00:00
d064706f93
All map geometry npw uses texture IDs and no longer depends on Build's tile system. (What's missing is a new map format, though, but this was a necessary prerequisite to make that worthwile...)
385 lines
9.8 KiB
C++
385 lines
9.8 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 "build.h"
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#include "blood.h"
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#include "interpolate.h"
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BEGIN_BLD_NS
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static const uint8_t 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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static const uint8_t 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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static const uint8_t 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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static const uint8_t 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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static const uint8_t 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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//---------------------------------------------------------------------------
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//
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//
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//
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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 (abs(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 + int(c * BobVal(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 - int(c * BobVal(b * 4 + 512))) >> 1;
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}
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return 0;
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}
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//---------------------------------------------------------------------------
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//
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// These can be fully regenerated after loading a savegame.
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//
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//---------------------------------------------------------------------------
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TArray<sectortype*> shadeList;
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TArray<sectortype*> panList;
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TArray<walltype*> wallPanList;
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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void DoSectorLighting(void)
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{
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for (auto& pSector : shadeList)
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{
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XSECTOR* pXSector = &pSector->xs();
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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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pSector->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 = pSector->floorpal;
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pSector->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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pSector->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 = pSector->ceilingpal;
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pSector->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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for (auto& wal : pSector->walls)
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{
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wal.shade -= v4;
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if (pXSector->color)
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{
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wal.pal = pSector->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 = MulScale(t2, pXSector->busy, 16);
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}
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int v4 = GetWaveValue(t1, pXSector->phase * 8 + pXSector->freq * PlayClock, t2);
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if (pXSector->shadeFloor)
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{
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pSector->floorshade = ClipRange(pSector->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 = pSector->floorpal;
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pSector->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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pSector->ceilingshade = ClipRange(pSector->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 = pSector->ceilingpal;
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pSector->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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for (auto& wal : pSector->walls)
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{
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wal.shade = ClipRange(wal.shade + v4, -128, 127);
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if (pXSector->color && v4 != 0)
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{
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wal.pal = pSector->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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//---------------------------------------------------------------------------
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//
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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 (auto& sect : sector)
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{
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if (sect.hasX())
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{
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XSECTOR* pXSector = §.xs();
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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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sect.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 = sect.floorpal;
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sect.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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sect.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 = sect.ceilingpal;
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sect.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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for (auto& wal : sect.walls)
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{
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wal.shade -= v4;
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if (pXSector->color)
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{
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wal.pal = sect.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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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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void DoSectorPanning(void)
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{
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for (auto pSector : panList)
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{
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XSECTOR* pXSector = &pSector->xs();
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if (pXSector->panAlways || pXSector->busy)
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{
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DAngle angle = pXSector->panAngle + DAngle180;
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int speed = pXSector->panVel << 10;
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if (!pXSector->panAlways && (pXSector->busy & 0xffff))
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speed = MulScale(speed, pXSector->busy, 16);
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if (pXSector->panFloor) // Floor
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{
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auto nTex = TexMan.GetGameTexture(pSector->floortexture);
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if (pSector->floorstat & CSTAT_SECTOR_ALIGN)
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angle -= DAngle90;
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int xBits = int(nTex->GetDisplayWidth()) >> int((pSector->floorstat & CSTAT_SECTOR_TEXHALF) != 0);
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int yBits = int(nTex->GetDisplayHeight()) >> int((pSector->floorstat & CSTAT_SECTOR_TEXHALF) != 0);
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double px = angle.Cos() * (speed << 2) / xBits;
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double py = angle.Sin() * (speed << 2) / xBits;
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pSector->addfloorxpan((float)px * (1.f / 256));
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pSector->addfloorypan(-(float)py * (1.f / 256));
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}
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if (pXSector->panCeiling) // Ceiling
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{
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auto nTex = TexMan.GetGameTexture(pSector->ceilingtexture);
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if (pSector->ceilingstat & CSTAT_SECTOR_ALIGN)
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angle -= DAngle90;
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int xBits = int(nTex->GetDisplayWidth()) >> int((pSector->ceilingstat & CSTAT_SECTOR_TEXHALF) != 0);
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int yBits = int(nTex->GetDisplayHeight()) >> int((pSector->ceilingstat & CSTAT_SECTOR_TEXHALF) != 0);
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double px = angle.Cos() * (speed << 2) / xBits;
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double py = angle.Sin() * (speed << 2) / xBits;
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pSector->addceilingxpan((float)px * (1.f / 256));
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pSector->addceilingypan(-(float)py * (1.f / 256));
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}
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}
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}
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for (auto pWall : wallPanList)
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{
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XWALL* pXWall = &pWall->xw();
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if (pXWall->panAlways || pXWall->busy)
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{
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int psx = pXWall->panVel.X << 10;
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int psy = pXWall->panVel.Y << 10;
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if (!pXWall->panAlways && (pXWall->busy & 0xffff))
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{
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psx = MulScale(psx, pXWall->busy, 16);
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psy = MulScale(psy, pXWall->busy, 16);
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}
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auto nTex = TexMan.GetGameTexture(pWall->walltexture);
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int px = (psx << 2) / int(nTex->GetDisplayWidth());
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int py = (psy << 2) / int(nTex->GetDisplayHeight());
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pWall->addxpan(px * (1.f / 256));
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pWall->addypan(py * (1.f / 256));
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}
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}
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}
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//---------------------------------------------------------------------------
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//
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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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shadeList.Clear();
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panList.Clear();
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wallPanList.Clear();
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for (auto& sect : sector)
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{
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if (sect.hasX())
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{
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XSECTOR* pXSector = §.xs();
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if (pXSector->amplitude)
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shadeList.Push(§);
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if (pXSector->panVel)
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{
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panList.Push(§);
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if (pXSector->panCeiling)
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{
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StartInterpolation(§, Interp_Sect_CeilingPanX);
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StartInterpolation(§, Interp_Sect_CeilingPanY);
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}
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if (pXSector->panFloor)
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{
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StartInterpolation(§, Interp_Sect_FloorPanX);
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StartInterpolation(§, Interp_Sect_FloorPanY);
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}
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}
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}
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}
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for (auto& wal : wall)
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{
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if (wal.hasX())
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{
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XWALL* pXWall = &wal.xw();
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if (pXWall->panVel.X || pXWall->panVel.Y)
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{
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wallPanList.Push(&wal);
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if (pXWall->panVel.X) StartInterpolation(&wal, Interp_Wall_PanX);
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if (pXWall->panVel.Y) StartInterpolation(&wal, Interp_Wall_PanY);
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}
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}
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}
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}
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END_BLD_NS
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