rockbox/apps/plugins/sdl/progs/wolf3d/wl_atmos.c
Franklin Wei 3f59fc8b77 Wolfenstein 3-D!
This is a port of Wolf4SDL, which is derived from the original id
software source release. The port runs on top of the SDL plugin
runtime and is loaded as an overlay.

Licensing of the game code is not an issue, as discussed below
(essentially, the Debian project treats Wolf4SDL as GPLv2, with an
email from John Carmack backing it up):

  http://forums.rockbox.org/index.php?topic=52872

Included is a copy of MAME's Yamaha OPL sound chip emulator
(fmopl_gpl.c).  This file was not part of the original Wolf4SDL source
(which includes a non-GPL'd version), but was rather rebased from from
a later MAME source which had been relicensed to GPLv2.

Change-Id: I64c2ba035e0be7e2f49252f40640641416613439
2019-07-09 11:20:55 -04:00

229 lines
7.3 KiB
C

#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