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authorFranklin Wei <git@fwei.tk>2019-07-07 22:00:20 -0400
committerFranklin Wei <git@fwei.tk>2019-07-09 11:20:55 -0400
commit3f59fc8b771625aca9c3aefe03cf1038d8461963 (patch)
treee0623a323613baa0b0993411b38bcaed144b27ed /apps/plugins/sdl/progs/wolf3d/wl_atmos.c
parent439a0d1d91fa040d261fc39b87278bc9f5391dcc (diff)
downloadrockbox-3f59fc8b771625aca9c3aefe03cf1038d8461963.tar.gz
rockbox-3f59fc8b771625aca9c3aefe03cf1038d8461963.zip
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
Diffstat (limited to 'apps/plugins/sdl/progs/wolf3d/wl_atmos.c')
-rw-r--r--apps/plugins/sdl/progs/wolf3d/wl_atmos.c229
1 files changed, 229 insertions, 0 deletions
diff --git a/apps/plugins/sdl/progs/wolf3d/wl_atmos.c b/apps/plugins/sdl/progs/wolf3d/wl_atmos.c
new file mode 100644
index 0000000000..f11336e77f
--- /dev/null
+++ b/apps/plugins/sdl/progs/wolf3d/wl_atmos.c
@@ -0,0 +1,229 @@
+#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