raze/source/games/blood/src/sectorfx.cpp
Christoph Oelckers d064706f93 - got rid of wallpicnum and overpicnum.
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...)
2022-12-29 14:14:53 +01:00

385 lines
9.8 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 "build.h"
#include "blood.h"
#include "interpolate.h"
BEGIN_BLD_NS
static const uint8_t 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
};
static const uint8_t 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
};
static const uint8_t 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
};
static const uint8_t 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
};
static const uint8_t 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 (abs(128 - (b >> 3)) * c) >> 7;
case 3:
return ((b >> 3) * c) >> 8;
case 4:
return ((255 - (b >> 3)) * c) >> 8;
case 5:
return (c + int(c * BobVal(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 - int(c * BobVal(b * 4 + 512))) >> 1;
}
return 0;
}
//---------------------------------------------------------------------------
//
// These can be fully regenerated after loading a savegame.
//
//---------------------------------------------------------------------------
TArray<sectortype*> shadeList;
TArray<sectortype*> panList;
TArray<walltype*> wallPanList;
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void DoSectorLighting(void)
{
for (auto& pSector : shadeList)
{
XSECTOR* pXSector = &pSector->xs();
if (pXSector->shade)
{
int v4 = pXSector->shade;
if (pXSector->shadeFloor)
{
pSector->floorshade -= v4;
if (pXSector->color)
{
int nTemp = pXSector->floorpal;
pXSector->floorpal = pSector->floorpal;
pSector->floorpal = nTemp;
}
}
if (pXSector->shadeCeiling)
{
pSector->ceilingshade -= v4;
if (pXSector->color)
{
int nTemp = pXSector->ceilpal;
pXSector->ceilpal = pSector->ceilingpal;
pSector->ceilingpal = nTemp;
}
}
if (pXSector->shadeWalls)
{
for (auto& wal : pSector->walls)
{
wal.shade -= v4;
if (pXSector->color)
{
wal.pal = pSector->floorpal;
}
}
}
pXSector->shade = 0;
}
if (pXSector->shadeAlways || pXSector->busy)
{
int t1 = pXSector->wave;
int t2 = pXSector->amplitude;
if (!pXSector->shadeAlways && pXSector->busy)
{
t2 = MulScale(t2, pXSector->busy, 16);
}
int v4 = GetWaveValue(t1, pXSector->phase * 8 + pXSector->freq * PlayClock, t2);
if (pXSector->shadeFloor)
{
pSector->floorshade = ClipRange(pSector->floorshade + v4, -128, 127);
if (pXSector->color && v4 != 0)
{
int nTemp = pXSector->floorpal;
pXSector->floorpal = pSector->floorpal;
pSector->floorpal = nTemp;
}
}
if (pXSector->shadeCeiling)
{
pSector->ceilingshade = ClipRange(pSector->ceilingshade + v4, -128, 127);
if (pXSector->color && v4 != 0)
{
int nTemp = pXSector->ceilpal;
pXSector->ceilpal = pSector->ceilingpal;
pSector->ceilingpal = nTemp;
}
}
if (pXSector->shadeWalls)
{
for (auto& wal : pSector->walls)
{
wal.shade = ClipRange(wal.shade + v4, -128, 127);
if (pXSector->color && v4 != 0)
{
wal.pal = pSector->floorpal;
}
}
}
pXSector->shade = v4;
}
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void UndoSectorLighting(void)
{
for (auto& sect : sector)
{
if (sect.hasX())
{
XSECTOR* pXSector = &sect.xs();
if (pXSector->shade)
{
int v4 = pXSector->shade;
if (pXSector->shadeFloor)
{
sect.floorshade -= v4;
if (pXSector->color)
{
int nTemp = pXSector->floorpal;
pXSector->floorpal = sect.floorpal;
sect.floorpal = nTemp;
}
}
if (pXSector->shadeCeiling)
{
sect.ceilingshade -= v4;
if (pXSector->color)
{
int nTemp = pXSector->ceilpal;
pXSector->ceilpal = sect.ceilingpal;
sect.ceilingpal = nTemp;
}
}
if (pXSector->shadeWalls)
{
for (auto& wal : sect.walls)
{
wal.shade -= v4;
if (pXSector->color)
{
wal.pal = sect.floorpal;
}
}
}
pXSector->shade = 0;
}
}
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void DoSectorPanning(void)
{
for (auto pSector : panList)
{
XSECTOR* pXSector = &pSector->xs();
if (pXSector->panAlways || pXSector->busy)
{
DAngle angle = pXSector->panAngle + DAngle180;
int speed = pXSector->panVel << 10;
if (!pXSector->panAlways && (pXSector->busy & 0xffff))
speed = MulScale(speed, pXSector->busy, 16);
if (pXSector->panFloor) // Floor
{
auto nTex = TexMan.GetGameTexture(pSector->floortexture);
if (pSector->floorstat & CSTAT_SECTOR_ALIGN)
angle -= DAngle90;
int xBits = int(nTex->GetDisplayWidth()) >> int((pSector->floorstat & CSTAT_SECTOR_TEXHALF) != 0);
int yBits = int(nTex->GetDisplayHeight()) >> int((pSector->floorstat & CSTAT_SECTOR_TEXHALF) != 0);
double px = angle.Cos() * (speed << 2) / xBits;
double py = angle.Sin() * (speed << 2) / xBits;
pSector->addfloorxpan((float)px * (1.f / 256));
pSector->addfloorypan(-(float)py * (1.f / 256));
}
if (pXSector->panCeiling) // Ceiling
{
auto nTex = TexMan.GetGameTexture(pSector->ceilingtexture);
if (pSector->ceilingstat & CSTAT_SECTOR_ALIGN)
angle -= DAngle90;
int xBits = int(nTex->GetDisplayWidth()) >> int((pSector->ceilingstat & CSTAT_SECTOR_TEXHALF) != 0);
int yBits = int(nTex->GetDisplayHeight()) >> int((pSector->ceilingstat & CSTAT_SECTOR_TEXHALF) != 0);
double px = angle.Cos() * (speed << 2) / xBits;
double py = angle.Sin() * (speed << 2) / xBits;
pSector->addceilingxpan((float)px * (1.f / 256));
pSector->addceilingypan(-(float)py * (1.f / 256));
}
}
}
for (auto pWall : wallPanList)
{
XWALL* pXWall = &pWall->xw();
if (pXWall->panAlways || pXWall->busy)
{
int psx = pXWall->panVel.X << 10;
int psy = pXWall->panVel.Y << 10;
if (!pXWall->panAlways && (pXWall->busy & 0xffff))
{
psx = MulScale(psx, pXWall->busy, 16);
psy = MulScale(psy, pXWall->busy, 16);
}
auto nTex = TexMan.GetGameTexture(pWall->walltexture);
int px = (psx << 2) / int(nTex->GetDisplayWidth());
int py = (psy << 2) / int(nTex->GetDisplayHeight());
pWall->addxpan(px * (1.f / 256));
pWall->addypan(py * (1.f / 256));
}
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void InitSectorFX(void)
{
shadeList.Clear();
panList.Clear();
wallPanList.Clear();
for (auto& sect : sector)
{
if (sect.hasX())
{
XSECTOR* pXSector = &sect.xs();
if (pXSector->amplitude)
shadeList.Push(&sect);
if (pXSector->panVel)
{
panList.Push(&sect);
if (pXSector->panCeiling)
{
StartInterpolation(&sect, Interp_Sect_CeilingPanX);
StartInterpolation(&sect, Interp_Sect_CeilingPanY);
}
if (pXSector->panFloor)
{
StartInterpolation(&sect, Interp_Sect_FloorPanX);
StartInterpolation(&sect, Interp_Sect_FloorPanY);
}
}
}
}
for (auto& wal : wall)
{
if (wal.hasX())
{
XWALL* pXWall = &wal.xw();
if (pXWall->panVel.X || pXWall->panVel.Y)
{
wallPanList.Push(&wal);
if (pXWall->panVel.X) StartInterpolation(&wal, Interp_Wall_PanX);
if (pXWall->panVel.Y) StartInterpolation(&wal, Interp_Wall_PanY);
}
}
}
}
END_BLD_NS