File: wl_atmos.cpp

package info (click to toggle)
wolf4sdl 1.7+svn262+dfsg1-5
  • links: PTS, VCS
  • area: contrib
  • in suites: bullseye, buster, sid
  • size: 4,112 kB
  • sloc: cpp: 34,696; ansic: 1,257; objc: 246; makefile: 159; sh: 44
file content (229 lines) | stat: -rw-r--r-- 7,454 bytes parent folder | download | duplicates (4)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
#include "version.h"

#if defined(USE_STARSKY) || defined(USE_RAIN) || defined(USE_SNOW)

#include "wl_def.h"

#if defined(USE_RAIN) || defined(USE_SNOW)
    uint32_t rainpos = 0;
#endif

typedef struct {
    int32_t x, y, z;
} point3d_t;

#define MAXPOINTS 400
point3d_t points[MAXPOINTS];

byte moon[100]={
     0,  0, 27, 18, 15, 16, 19, 29,  0,  0,
     0, 22, 16, 15, 15, 16, 16, 18, 24,  0,
    27, 17, 15, 17, 16, 16, 17, 17, 18, 29,
    18, 15, 15, 15, 16, 16, 17, 17, 18, 20,
    16, 15, 15, 16, 16, 17, 17, 18, 19, 21,
    16, 15, 17, 20, 18, 17, 18, 18, 20, 22,
    19, 16, 18, 19, 17, 17, 18, 19, 22, 24,
    28, 19, 17, 17, 17, 18, 19, 21, 25, 31,
     0, 23, 18, 19, 18, 20, 22, 24, 28,  0,
     0,  0, 28, 21, 20, 22, 28, 30,  0,  0 };

void Init3DPoints()
{
    int hvheight = viewheight >> 1;
    for(int i = 0; i < MAXPOINTS; i++)
    {
        point3d_t *pt = &points[i];
        pt->x = 16384 - (rand() & 32767);
        pt->z = 16384 - (rand() & 32767);
        float len = sqrt((float)pt->x * pt->x + (float)pt->z * pt->z);
        int j=50;
        do
        {
            pt->y = 1024 + (rand() & 8191);
            j--;
        }
        while(j > 0 && (float)pt->y * 256.F / len >= hvheight);
    }
}

#endif

#ifdef USE_STARSKY

void DrawStarSky(byte *vbuf, uint32_t vbufPitch)
{
    int hvheight = viewheight >> 1;
    int hvwidth = viewwidth >> 1;

    byte *ptr = vbuf;
    int i;
    for(i = 0; i < hvheight; i++, ptr += vbufPitch)
        memset(ptr, 0, viewwidth);

    for(i = 0; i < MAXPOINTS; i++)
    {
        point3d_t *pt = &points[i];
        int32_t x = pt->x * viewcos + pt->z * viewsin;
        int32_t y = pt->y << 16;
        int32_t z = (pt->z * viewcos - pt->x * viewsin) >> 8;
        if(z <= 0) continue;
        int shade = z >> 18;
        if(shade > 15) continue;
        int32_t xx = x / z + hvwidth;
        int32_t yy = hvheight - y / z;
        if(xx >= 0 && xx < viewwidth && yy >= 0 && yy < hvheight)
            vbuf[yy * vbufPitch + xx] = shade + 15;
    }

    int32_t x = 16384 * viewcos + 16384 * viewsin;
    int32_t z = (16384 * viewcos - 16384 * viewsin) >> 8;
    if(z <= 0) return;
    int32_t xx = x / z + hvwidth;
    int32_t yy = hvheight - ((hvheight - (hvheight >> 3)) << 22) / z;
    if(xx > -10 && xx < viewwidth)
    {
        int stopx = 10, starty = 0, stopy = 10;
        i = 0;
        if(xx < 0) i = -xx;
        if(xx > viewwidth - 11) stopx = viewwidth - xx;
        if(yy < 0) startj = -yy;
        if(yy > viewheight - 11) stopy = viewheight - yy;
        for(; i < stopx; i++)
            for(int j = starty; j < stopy; j++)
                vbuf[(yy + j) * vbufPitch + xx + i] = moon[j * 10 + i];
    }
}

#endif

#ifdef USE_RAIN

void DrawRain(byte *vbuf, uint32_t vbufPitch)
{
#if defined(USE_FLOORCEILINGTEX) && defined(FIXRAINSNOWLEAKS)
    fixed dist;                                // distance to row projection
    fixed tex_step;                            // global step per one screen pixel
    fixed gu, gv, floorx, floory;              // global texture coordinates
#endif

    fixed px = (player->y + FixedMul(0x7900, viewsin)) >> 6;
    fixed pz = (player->x - FixedMul(0x7900, viewcos)) >> 6;
    int32_t ax, az, x, y, z, xx, yy, height, actheight;
    int shade;
    int hvheight = viewheight >> 1;
    int hvwidth = viewwidth >> 1;

    rainpos -= tics * 900;
    for(int i = 0; i < MAXPOINTS; i++)
    {
        point3d_t *pt = &points[i];
        ax = pt->x + px;
        ax = 0x1fff - (ax & 0x3fff);
        az = pt->z + pz;
        az = 0x1fff - (az & 0x3fff);
        x = ax * viewcos + az * viewsin;
        y = -(heightnumerator << 7) + ((((pt->y << 6) + rainpos) & 0x0ffff) << 11);
        z = (az * viewcos - ax * viewsin) >> 8;
        if(z <= 0) continue;
        shade = z >> 17;
        if(shade > 13) continue;
        xx = x / z + hvwidth;
        if(xx < 0 || xx >= viewwidth) continue;
        actheight = y / z;
        yy = hvheight - actheight;
        height = (heightnumerator << 10) / z;
        if(actheight < 0) actheight = -actheight;
        if(actheight < (wallheight[xx] >> 3) && height < wallheight[xx]) continue;

        if(xx >= 0 && xx < viewwidth && yy > 0 && yy < viewheight)
        {
#if defined(USE_FLOORCEILINGTEX) && defined(FIXRAINSNOWLEAKS)
            // Find the rain's tile coordinate
            // NOTE: This sometimes goes over the map edges.
            dist = ((heightnumerator / ((height >> 3) + 1)) << 5);
            gu =  viewx + FixedMul(dist, viewcos);
            gv = -viewy + FixedMul(dist, viewsin);
            floorx = (  gu >> TILESHIFT     ) & 63;
            floory = (-(gv >> TILESHIFT) - 1) & 63;

            // Is there a ceiling tile?
            if(MAPSPOT(floorx, floory, 2) >> 8) continue;
#endif

            vbuf[yy * vbufPitch + xx] = shade+15;
            vbuf[(yy - 1) * vbufPitch + xx] = shade+16;
            if(yy > 2)
                vbuf[(yy - 2) * vbufPitch + xx] = shade+17;
        }
    }
}

#endif

#ifdef USE_SNOW

void DrawSnow(byte *vbuf, uint32_t vbufPitch)
{
#if defined(USE_FLOORCEILINGTEX) && defined(FIXRAINSNOWLEAKS)
    fixed dist;                                // distance to row projection
    fixed tex_step;                            // global step per one screen pixel
    fixed gu, gv, floorx, floory;              // global texture coordinates
#endif

    fixed px = (player->y + FixedMul(0x7900, viewsin)) >> 6;
    fixed pz = (player->x - FixedMul(0x7900, viewcos)) >> 6;
    int32_t ax, az, x, y, z, xx, yy, height, actheight;
    int shade;
    int hvheight = viewheight >> 1;
    int hvwidth = viewwidth >> 1;

    rainpos -= tics * 256;
    for(int i = 0; i < MAXPOINTS; i++)
    {
        point3d_t *pt = &points[i];
        ax = pt->x + px;
        ax = 0x1fff - (ax & 0x3fff);
        az = pt->z + pz;
        az = 0x1fff - (az & 0x3fff);
        x = ax * viewcos + az * viewsin;
        y = -(heightnumerator << 7) + ((((pt->y << 6) + rainpos) & 0x0ffff) << 11);
        z = (az * viewcos - ax * viewsin) >> 8;
        if(z <= 0) continue;
        shade = z >> 17;
        if(shade > 13) continue;
        xx = x / z + hvwidth;
        if(xx < 0 || xx >= viewwidth) continue;
        actheight = y / z;
        yy = hvheight - actheight;
        height = (heightnumerator << 10) / z;
        if(actheight < 0) actheight = -actheight;
        if(actheight < (wallheight[xx] >> 3) && height < wallheight[xx]) continue;
        if(xx > 0 && xx < viewwidth && yy > 0 && yy < viewheight)
        {
#if defined(USE_FLOORCEILINGTEX) && defined(FIXRAINSNOWLEAKS)
            // Find the snow's tile coordinate
            // NOTE: This sometimes goes over the map edges.
            dist = ((heightnumerator / ((height >> 3) + 1)) << 5);
            gu =  viewx + FixedMul(dist, viewcos);
            gv = -viewy + FixedMul(dist, viewsin);
            floorx = (  gu >> TILESHIFT     ) & 63;
            floory = (-(gv >> TILESHIFT) - 1) & 63;

            // Is there a ceiling tile?
            if(MAPSPOT(floorx, floory, 2) >> 8) continue;
#endif

            if(shade < 10)
            {
                vbuf[yy * vbufPitch + xx] = shade+17;
                vbuf[yy * vbufPitch + xx - 1] = shade+16;
                vbuf[(yy - 1) * vbufPitch + xx] = shade+16;
                vbuf[(yy - 1) * vbufPitch + xx - 1] = shade+15;
            }
            else
                vbuf[yy * vbufPitch + xx] = shade+15;
        }
    }
}

#endif