3f59fc8b77
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
229 lines
7.3 KiB
C
229 lines
7.3 KiB
C
#include "version.h"
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#if defined(USE_STARSKY) || defined(USE_RAIN) || defined(USE_SNOW)
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#include "wl_def.h"
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#if defined(USE_RAIN) || defined(USE_SNOW)
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uint32_t rainpos = 0;
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#endif
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typedef struct {
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int32_t x, y, z;
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} point3d_t;
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#define MAXPOINTS 400
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point3d_t points[MAXPOINTS];
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byte moon[100]={
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0, 0, 27, 18, 15, 16, 19, 29, 0, 0,
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0, 22, 16, 15, 15, 16, 16, 18, 24, 0,
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27, 17, 15, 17, 16, 16, 17, 17, 18, 29,
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18, 15, 15, 15, 16, 16, 17, 17, 18, 20,
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16, 15, 15, 16, 16, 17, 17, 18, 19, 21,
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16, 15, 17, 20, 18, 17, 18, 18, 20, 22,
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19, 16, 18, 19, 17, 17, 18, 19, 22, 24,
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28, 19, 17, 17, 17, 18, 19, 21, 25, 31,
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0, 23, 18, 19, 18, 20, 22, 24, 28, 0,
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0, 0, 28, 21, 20, 22, 28, 30, 0, 0 };
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void Init3DPoints()
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{
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int hvheight = viewheight >> 1;
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for(int i = 0; i < MAXPOINTS; i++)
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{
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point3d_t *pt = &points[i];
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pt->x = 16384 - (rand() & 32767);
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pt->z = 16384 - (rand() & 32767);
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float len = sqrt((float)pt->x * pt->x + (float)pt->z * pt->z);
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int j=50;
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do
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{
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pt->y = 1024 + (rand() & 8191);
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j--;
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}
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while(j > 0 && (float)pt->y * 256.F / len >= hvheight);
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}
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}
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#endif
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#ifdef USE_STARSKY
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void DrawStarSky(byte *vbuf, uint32_t vbufPitch)
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{
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int hvheight = viewheight >> 1;
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int hvwidth = viewwidth >> 1;
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byte *ptr = vbuf;
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int i;
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for(i = 0; i < hvheight; i++, ptr += vbufPitch)
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memset(ptr, 0, viewwidth);
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for(i = 0; i < MAXPOINTS; i++)
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{
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point3d_t *pt = &points[i];
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int32_t x = pt->x * viewcos + pt->z * viewsin;
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int32_t y = pt->y << 16;
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int32_t z = (pt->z * viewcos - pt->x * viewsin) >> 8;
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if(z <= 0) continue;
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int shade = z >> 18;
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if(shade > 15) continue;
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int32_t xx = x / z + hvwidth;
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int32_t yy = hvheight - y / z;
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if(xx >= 0 && xx < viewwidth && yy >= 0 && yy < hvheight)
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vbuf[yy * vbufPitch + xx] = shade + 15;
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}
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int32_t x = 16384 * viewcos + 16384 * viewsin;
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int32_t z = (16384 * viewcos - 16384 * viewsin) >> 8;
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if(z <= 0) return;
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int32_t xx = x / z + hvwidth;
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int32_t yy = hvheight - ((hvheight - (hvheight >> 3)) << 22) / z;
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if(xx > -10 && xx < viewwidth)
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{
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int stopx = 10, starty = 0, stopy = 10;
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i = 0;
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if(xx < 0) i = -xx;
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if(xx > viewwidth - 11) stopx = viewwidth - xx;
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if(yy < 0) startj = -yy;
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if(yy > viewheight - 11) stopy = viewheight - yy;
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for(; i < stopx; i++)
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for(int j = starty; j < stopy; j++)
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vbuf[(yy + j) * vbufPitch + xx + i] = moon[j * 10 + i];
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}
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}
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#endif
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#ifdef USE_RAIN
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void DrawRain(byte *vbuf, uint32_t vbufPitch)
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{
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#if defined(USE_FLOORCEILINGTEX) && defined(FIXRAINSNOWLEAKS)
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fixed dist; // distance to row projection
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fixed tex_step; // global step per one screen pixel
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fixed gu, gv, floorx, floory; // global texture coordinates
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#endif
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fixed px = (player->y + FixedMul(0x7900, viewsin)) >> 6;
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fixed pz = (player->x - FixedMul(0x7900, viewcos)) >> 6;
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int32_t ax, az, x, y, z, xx, yy, height, actheight;
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int shade;
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int hvheight = viewheight >> 1;
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int hvwidth = viewwidth >> 1;
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rainpos -= tics * 900;
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for(int i = 0; i < MAXPOINTS; i++)
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{
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point3d_t *pt = &points[i];
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ax = pt->x + px;
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ax = 0x1fff - (ax & 0x3fff);
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az = pt->z + pz;
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az = 0x1fff - (az & 0x3fff);
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x = ax * viewcos + az * viewsin;
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y = -(heightnumerator << 7) + ((((pt->y << 6) + rainpos) & 0x0ffff) << 11);
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z = (az * viewcos - ax * viewsin) >> 8;
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if(z <= 0) continue;
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shade = z >> 17;
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if(shade > 13) continue;
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xx = x / z + hvwidth;
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if(xx < 0 || xx >= viewwidth) continue;
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actheight = y / z;
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yy = hvheight - actheight;
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height = (heightnumerator << 10) / z;
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if(actheight < 0) actheight = -actheight;
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if(actheight < (wallheight[xx] >> 3) && height < wallheight[xx]) continue;
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if(xx >= 0 && xx < viewwidth && yy > 0 && yy < viewheight)
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{
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#if defined(USE_FLOORCEILINGTEX) && defined(FIXRAINSNOWLEAKS)
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// Find the rain's tile coordinate
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// NOTE: This sometimes goes over the map edges.
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dist = ((heightnumerator / ((height >> 3) + 1)) << 5);
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gu = viewx + FixedMul(dist, viewcos);
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gv = -viewy + FixedMul(dist, viewsin);
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floorx = ( gu >> TILESHIFT ) & 63;
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floory = (-(gv >> TILESHIFT) - 1) & 63;
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// Is there a ceiling tile?
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if(MAPSPOT(floorx, floory, 2) >> 8) continue;
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#endif
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vbuf[yy * vbufPitch + xx] = shade+15;
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vbuf[(yy - 1) * vbufPitch + xx] = shade+16;
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if(yy > 2)
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vbuf[(yy - 2) * vbufPitch + xx] = shade+17;
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}
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}
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}
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#endif
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#ifdef USE_SNOW
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void DrawSnow(byte *vbuf, uint32_t vbufPitch)
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{
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#if defined(USE_FLOORCEILINGTEX) && defined(FIXRAINSNOWLEAKS)
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fixed dist; // distance to row projection
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fixed tex_step; // global step per one screen pixel
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fixed gu, gv, floorx, floory; // global texture coordinates
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#endif
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fixed px = (player->y + FixedMul(0x7900, viewsin)) >> 6;
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fixed pz = (player->x - FixedMul(0x7900, viewcos)) >> 6;
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int32_t ax, az, x, y, z, xx, yy, height, actheight;
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int shade;
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int hvheight = viewheight >> 1;
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int hvwidth = viewwidth >> 1;
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rainpos -= tics * 256;
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for(int i = 0; i < MAXPOINTS; i++)
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{
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point3d_t *pt = &points[i];
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ax = pt->x + px;
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ax = 0x1fff - (ax & 0x3fff);
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az = pt->z + pz;
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az = 0x1fff - (az & 0x3fff);
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x = ax * viewcos + az * viewsin;
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y = -(heightnumerator << 7) + ((((pt->y << 6) + rainpos) & 0x0ffff) << 11);
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z = (az * viewcos - ax * viewsin) >> 8;
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if(z <= 0) continue;
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shade = z >> 17;
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if(shade > 13) continue;
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xx = x / z + hvwidth;
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if(xx < 0 || xx >= viewwidth) continue;
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actheight = y / z;
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yy = hvheight - actheight;
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height = (heightnumerator << 10) / z;
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if(actheight < 0) actheight = -actheight;
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if(actheight < (wallheight[xx] >> 3) && height < wallheight[xx]) continue;
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if(xx > 0 && xx < viewwidth && yy > 0 && yy < viewheight)
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{
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#if defined(USE_FLOORCEILINGTEX) && defined(FIXRAINSNOWLEAKS)
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// Find the snow's tile coordinate
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// NOTE: This sometimes goes over the map edges.
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dist = ((heightnumerator / ((height >> 3) + 1)) << 5);
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gu = viewx + FixedMul(dist, viewcos);
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gv = -viewy + FixedMul(dist, viewsin);
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floorx = ( gu >> TILESHIFT ) & 63;
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floory = (-(gv >> TILESHIFT) - 1) & 63;
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// Is there a ceiling tile?
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if(MAPSPOT(floorx, floory, 2) >> 8) continue;
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#endif
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if(shade < 10)
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{
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vbuf[yy * vbufPitch + xx] = shade+17;
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vbuf[yy * vbufPitch + xx - 1] = shade+16;
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vbuf[(yy - 1) * vbufPitch + xx] = shade+16;
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vbuf[(yy - 1) * vbufPitch + xx - 1] = shade+15;
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}
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else
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vbuf[yy * vbufPitch + xx] = shade+15;
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}
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}
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}
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#endif
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