wolf_sprites.c 6.7 KB

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  1. /*
  2. Copyright (C) 2004 Michael Liebscher
  3. Copyright (C) 2000-2002 by DarkOne the Hacker
  4. This program is free software; you can redistribute it and/or
  5. modify it under the terms of the GNU General Public License
  6. as published by the Free Software Foundation; either version 2
  7. of the License, or (at your option) any later version.
  8. This program is distributed in the hope that it will be useful,
  9. but WITHOUT ANY WARRANTY; without even the implied warranty of
  10. MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
  11. GNU General Public License for more details.
  12. You should have received a copy of the GNU General Public License
  13. along with this program; if not, write to the Free Software
  14. Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
  15. */
  16. /*
  17. * wolf_sprites.c: Wolfenstein3-D sprite handling.
  18. *
  19. * Author: Michael Liebscher <johnnycanuck@users.sourceforge.net>
  20. * Date: 2004
  21. *
  22. * Acknowledgement:
  23. * This code was derived from NewWolf, and was originally
  24. * written by DarkOne the Hacker.
  25. *
  26. */
  27. #include "../wolfiphone.h"
  28. /*
  29. -----------------------------------------------------------------------------
  30. Function: Sprite_Reset -Reset sprite status.
  31. Parameters: Nothing.
  32. Returns: Nothing.
  33. Notes: Called only when client must reconnect will not set remove flag!
  34. -----------------------------------------------------------------------------
  35. */
  36. PUBLIC void Sprite_Reset( void )
  37. {
  38. levelData.numSprites = 0;
  39. memset( levelData.sprites, 0, sizeof( levelData.sprites ) );
  40. }
  41. /*
  42. -----------------------------------------------------------------------------
  43. Function: Sprite_RemoveSprite -Remove sprite.
  44. Parameters: sprite_id -[in] sprite id to remove.
  45. Returns: Nothing.
  46. Notes:
  47. -----------------------------------------------------------------------------
  48. */
  49. PUBLIC void Sprite_RemoveSprite( int sprite_id )
  50. {
  51. if( sprite_id == -1 )
  52. {
  53. return;
  54. }
  55. levelData.sprites[ sprite_id ].flags |= SPRT_REMOVE;
  56. }
  57. /*
  58. -----------------------------------------------------------------------------
  59. Function: Sprite_GetNewSprite -Get sprite index.
  60. Parameters: Nothing.
  61. Returns: "sprite id" index.
  62. Notes:
  63. -----------------------------------------------------------------------------
  64. */
  65. PUBLIC int Sprite_GetNewSprite( void )
  66. {
  67. W32 n;
  68. sprite_t* sprt;
  69. for( n = 0, sprt = levelData.sprites ; n < levelData.numSprites ; ++n, ++sprt )
  70. {
  71. if( sprt->flags & SPRT_REMOVE )
  72. { // free spot: clear it first
  73. memset( sprt, 0, sizeof( sprite_t ) );
  74. return n;
  75. }
  76. }
  77. if( levelData.numSprites >= MAX_SPRITES )
  78. {
  79. Com_Printf( "Warning n_of_sprt == MAX_SPRITES\n" );
  80. return -1;
  81. }
  82. return levelData.numSprites++;
  83. }
  84. /*
  85. -----------------------------------------------------------------------------
  86. Function: Sprite_SetPos -Set sprite position.
  87. Parameters: sprite_id -[in] sprite id to change.
  88. x, y -[in] new x, y.
  89. angle -[in] new angle to set.
  90. Returns: Nothing.
  91. Notes:
  92. -----------------------------------------------------------------------------
  93. */
  94. PUBLIC void Sprite_SetPos( int sprite_id, int x, int y, int angle )
  95. {
  96. if( sprite_id == -1 )
  97. {
  98. return;
  99. }
  100. levelData.sprites[ sprite_id ].x = x;
  101. levelData.sprites[ sprite_id ].y = y;
  102. levelData.sprites[ sprite_id ].ang = angle;
  103. levelData.sprites[ sprite_id ].tilex = POS2TILE( x );
  104. levelData.sprites[ sprite_id ].tiley = POS2TILE( y );
  105. levelData.sprites[ sprite_id ].flags |= SPRT_CHG_POS;
  106. if( ! (x & HALFTILE) ) // (x%TILEGLOBAL>=HALFTILE)
  107. {
  108. levelData.sprites[ sprite_id ].tilex--;
  109. }
  110. if( ! (y & HALFTILE) )
  111. {
  112. levelData.sprites[ sprite_id ].tiley--;
  113. }
  114. }
  115. /*
  116. -----------------------------------------------------------------------------
  117. Function: Sprite_SetTex -Set sprite texture.
  118. Parameters: sprite_id -[in] sprite id to change.
  119. index -[in] texture index.
  120. tex -[in] texture to set as.
  121. Returns: Nothing.
  122. Notes:
  123. -----------------------------------------------------------------------------
  124. */
  125. void CacheTextures( W16 start, W16 end );
  126. PUBLIC void Sprite_SetTex( int sprite_id, int index, int tex )
  127. {
  128. if( sprite_id == -1 )
  129. {
  130. return;
  131. }
  132. CacheTextures( tex, tex );
  133. if( index == -1 ) // one texture for each phase
  134. {
  135. levelData.sprites[ sprite_id ].tex[ 0 ] = tex;
  136. levelData.sprites[ sprite_id ].flags |= SPRT_ONE_TEX;
  137. }
  138. else
  139. {
  140. levelData.sprites[ sprite_id ].tex[ index ] = tex;
  141. }
  142. levelData.sprites[ sprite_id ].flags |= SPRT_CHG_TEX;
  143. }
  144. #define MAXVISABLE 128
  145. visobj_t vislist[ MAXVISABLE ];
  146. /*
  147. -----------------------------------------------------------------------------
  148. Function: Sprite_CreateVisList -Compare function for vislist sorting.
  149. Parameters: vis1, vis2 -[in] Two values to compare.
  150. Returns:
  151. <0 elem1 further than elem2
  152. 0 elem1 equal distance to elem2
  153. >0 elem1 closer than elem2
  154. Notes:
  155. -----------------------------------------------------------------------------
  156. */
  157. PRIVATE int Sprite_cmpVis( const void *elem1, const void *elem2 )
  158. {
  159. // macro to get distance from a void pointer to visobj_t
  160. #define vis_dist( vis ) ( ((visobj_t *)vis)->dist )
  161. if( vis_dist( elem1 ) == vis_dist( elem2 ) )
  162. {
  163. return 0; // process equal distance
  164. }
  165. else
  166. {
  167. // if dist > sprite must be first
  168. return vis_dist( elem1 ) < vis_dist( elem2 ) ? 1 : -1;
  169. }
  170. }
  171. /*
  172. -----------------------------------------------------------------------------
  173. Function: Sprite_CreateVisList -Build and sort visibility list of sprites.
  174. Parameters: Nothing.
  175. Returns: Number of visible sprites.
  176. Notes:
  177. List is sorted from far to near.
  178. List is based on tile visibility array, made by raycaster.
  179. Called only by client.
  180. -----------------------------------------------------------------------------
  181. */
  182. PUBLIC int Sprite_CreateVisList( void )
  183. {
  184. W32 tx, ty, n, num_visible;
  185. visobj_t *visptr;
  186. sprite_t* sprt;
  187. visptr = vislist;
  188. num_visible = 0;
  189. for( n = 0, sprt = levelData.sprites; n < levelData.numSprites; ++n, ++sprt )
  190. {
  191. if( sprt->flags & SPRT_REMOVE )
  192. {
  193. continue;
  194. }
  195. tx = sprt->tilex;
  196. ty = sprt->tiley;
  197. if( tx > 63 )
  198. tx = 63;
  199. if( ty > 63 )
  200. ty = 63;
  201. // can be in any of 4 surrounding tiles; not 9 - see definition of tilex & tiley
  202. if( tile_visible[ tx ][ ty ] || tile_visible[ tx + 1 ][ ty ] ||
  203. tile_visible[ tx ][ ty + 1 ] || tile_visible[ tx + 1 ][ ty + 1 ] )
  204. { // player spoted it
  205. visptr->dist = LineLen2Point( sprt->x - Player.position.origin[ 0 ],
  206. sprt->y-Player.position.origin[ 1 ],
  207. Player.position.angle ); //FIXME viewport
  208. visptr->x = sprt->x;
  209. visptr->y = sprt->y;
  210. visptr->ang = sprt->ang;
  211. visptr->tex = sprt->tex[ 0 ]; //FIXME!
  212. if( ++num_visible > MAXVISABLE )
  213. {
  214. break; // vislist full
  215. }
  216. visptr++;
  217. }
  218. }
  219. // sorting list
  220. if( num_visible ) // do not sort if no entries
  221. {
  222. qsort( vislist, num_visible, sizeof( visobj_t ), Sprite_cmpVis );
  223. }
  224. return num_visible;
  225. }