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#include "version.h"
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#ifdef USE_CLOUDSKY
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#include "wl_def.h"
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#include "wl_cloudsky.h"
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// Each colormap defines a number of colors which should be mapped from
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// the skytable. The according colormapentry_t array defines how these colors should
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// be mapped to the wolfenstein palette. The first int of each entry defines
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// how many colors are grouped to this entry and the absolute value of the
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// second int sets the starting palette index for this pair. If this value is
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// negative the index will be decremented for every color, if it's positive
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// it will be incremented.
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//
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// Example colormap:
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//   colormapentry_t colmapents_1[] = { { 6, -10 }, { 2, 40 } };
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//   colormap_t colorMaps[] = {
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//      { 8, colmapents_1 }
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//   };
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//
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//   The colormap 0 consists of 8 colors. The first color group consists of 6
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//   colors and starts descending at palette index 10: 10, 9, 8, 7, 6, 5
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//   The second color group consists of 2 colors and starts ascending at
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//   index 40: 40, 41
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//   There's no other color group because all colors of this colormap are
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//   already used (6+2=8)
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//
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// Warning: Always make sure that the sum of the amount of the colors in all
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//          color groups is the number of colors used for your colormap!
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colormapentry_t colmapents_1[] = { { 16, -31 }, { 16, 136 } };
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colormapentry_t colmapents_2[] = { { 16, -31 } };
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colormap_t colorMaps[] = {
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    { 32, colmapents_1 },
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    { 16, colmapents_2 }
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};
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const int numColorMaps = lengthof(colorMaps);
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// The sky definitions which can be selected as defined by GetCloudSkyDefID() in wl_def.h
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// You can use +Z in debug mode to find out suitable values for seed and colorMapIndex
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// Each entry consists of seed, speed, angle and colorMapIndex
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cloudsky_t cloudSkys[] = {
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    { 626,   800,  20,  0 },
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    { 1234,  650,  60,  1 },
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    { 0,     700,  120, 0 },
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    { 0,     0,    0,   0 },
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    { 11243, 750,  310, 0 },
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    { 32141, 750,  87,  0 },
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    { 12124, 750,  64,  0 },
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    { 55543, 500,  240, 0 },
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    { 65535, 200,  54,  1 },
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    { 4,     1200, 290, 0 },
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};
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byte skyc[65536L];
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long cloudx = 0, cloudy = 0;
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cloudsky_t *curSky = NULL;
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#ifdef USE_FEATUREFLAGS
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// The lower left tile of every map determines the used cloud sky definition from cloudSkys.
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static int GetCloudSkyDefID()
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{
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    int skyID = ffDataBottomLeft;
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    assert(skyID >= 0 && skyID < lengthof(cloudSkys));
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    return skyID;
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}
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#else
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static int GetCloudSkyDefID()
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{
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    int skyID;
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    switch(gamestate.episode * 10 + mapon)
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    {
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        case  0: skyID =  0; break;
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        case  1: skyID =  1; break;
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        case  2: skyID =  2; break;
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        case  3: skyID =  3; break;
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        case  4: skyID =  4; break;
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        case  5: skyID =  5; break;
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        case  6: skyID =  6; break;
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        case  7: skyID =  7; break;
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        case  8: skyID =  8; break;
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        case  9: skyID =  9; break;
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        default: skyID =  9; break;
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    }
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    assert(skyID >= 0 && skyID < lengthof(cloudSkys));
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    return skyID;
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}
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#endif
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void SplitS(unsigned size,unsigned x1,unsigned y1,unsigned x2,unsigned y2)
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{
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   if(size==1) return;
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   if(!skyc[((x1+size/2)*256+y1)])
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   {
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      skyc[((x1+size/2)*256+y1)]=(byte)(((int)skyc[(x1*256+y1)]
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            +(int)skyc[((x2&0xff)*256+y1)])/2)+rand()%(size*2)-size;
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      if(!skyc[((x1+size/2)*256+y1)]) skyc[((x1+size/2)*256+y1)]=1;
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   }
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   if(!skyc[((x1+size/2)*256+(y2&0xff))])
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   {
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      skyc[((x1+size/2)*256+(y2&0xff))]=(byte)(((int)skyc[(x1*256+(y2&0xff))]
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            +(int)skyc[((x2&0xff)*256+(y2&0xff))])/2)+rand()%(size*2)-size;
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      if(!skyc[((x1+size/2)*256+(y2&0xff))])
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         skyc[((x1+size/2)*256+(y2&0xff))]=1;
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   }
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   if(!skyc[(x1*256+y1+size/2)])
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   {
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      skyc[(x1*256+y1+size/2)]=(byte)(((int)skyc[(x1*256+y1)]
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            +(int)skyc[(x1*256+(y2&0xff))])/2)+rand()%(size*2)-size;
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      if(!skyc[(x1*256+y1+size/2)]) skyc[(x1*256+y1+size/2)]=1;
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   }
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   if(!skyc[((x2&0xff)*256+y1+size/2)])
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   {
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      skyc[((x2&0xff)*256+y1+size/2)]=(byte)(((int)skyc[((x2&0xff)*256+y1)]
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            +(int)skyc[((x2&0xff)*256+(y2&0xff))])/2)+rand()%(size*2)-size;
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      if(!skyc[((x2&0xff)*256+y1+size/2)]) skyc[((x2&0xff)*256+y1+size/2)]=1;
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   }
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   skyc[((x1+size/2)*256+y1+size/2)]=(byte)(((int)skyc[(x1*256+y1)]
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         +(int)skyc[((x2&0xff)*256+y1)]+(int)skyc[(x1*256+(y2&0xff))]
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         +(int)skyc[((x2&0xff)*256+(y2&0xff))])/4)+rand()%(size*2)-size;
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   SplitS(size/2,x1,y1+size/2,x1+size/2,y2);
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   SplitS(size/2,x1+size/2,y1,x2,y1+size/2);
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   SplitS(size/2,x1+size/2,y1+size/2,x2,y2);
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   SplitS(size/2,x1,y1,x1+size/2,y1+size/2);
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}
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void InitSky()
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{
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    unsigned cloudskyid = GetCloudSkyDefID();
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    if(cloudskyid >= lengthof(cloudSkys))
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        Quit("Illegal cloud sky id: %u", cloudskyid);
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    curSky = &cloudSkys[cloudskyid];
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    memset(skyc, 0, sizeof(skyc));
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    // funny water texture if used instead of memset ;D
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    // for(int i = 0; i < 65536; i++)
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    //     skyc[i] = rand() % 32 * 8;
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    srand(curSky->seed);
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    skyc[0] = rand() % 256;
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    SplitS(256, 0, 0, 256, 256);
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    // Smooth the clouds a bit
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    for(int k = 0; k < 2; k++)
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    {
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        for(int i = 0; i < 256; i++)
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        {
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            for(int j = 0; j < 256; j++)
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            {
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                int32_t val = -skyc[j * 256 + i];
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                for(int m = 0; m < 3; m++)
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                {
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                    for(int n = 0; n < 3; n++)
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                    {
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                        val += skyc[((j + n - 1) & 0xff) * 256 + ((i + m - 1) & 0xff)];
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                    }
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                }
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                skyc[j * 256 + i] = (byte)(val >> 3);
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            }
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        }
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    }
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    // the following commented line could be useful, if you're trying to
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    // create a new color map. This will display your current color map
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    // in one (of course repeating) stripe of the sky
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    // for(int i = 0; i < 256; i++)
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    //     skyc[i] = skyc[i + 256] = skyc[i + 512] = i;
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    if(curSky->colorMapIndex >= lengthof(colorMaps))
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        Quit("Illegal colorMapIndex for cloud sky def %u: %u", cloudskyid, curSky->colorMapIndex);
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    colormap_t *curMap = &colorMaps[curSky->colorMapIndex];
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    int numColors = curMap->numColors;
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    byte colormap[256];
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    colormapentry_t *curEntry = curMap->entries;
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    for(int calcedCols = 0; calcedCols < numColors; curEntry++)
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    {
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        if(curEntry->startAndDir < 0)
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        {
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            for(int i = 0, ind = -curEntry->startAndDir; i < curEntry->length; i++, ind--)
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                colormap[calcedCols++] = ind;
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        }
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        else
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        {
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            for(int i = 0, ind = curEntry->startAndDir; i < curEntry->length; i++, ind++)
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                colormap[calcedCols++] = ind;
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        }
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    }
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    for(int i = 0; i < 256; i++)
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    {
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        for(int j = 0; j < 256; j++)
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        {
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            skyc[i * 256 + j] = colormap[skyc[i * 256 + j] * numColors / 256];
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        }
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    }
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}
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// Based on Textured Floor and Ceiling by DarkOne
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void DrawClouds(byte *vbuf, unsigned vbufPitch, int min_wallheight)
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{
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    // Move clouds
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    fixed moveDist = tics * curSky->speed;
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    cloudx += FixedMul(moveDist,sintable[curSky->angle]);
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    cloudy -= FixedMul(moveDist,costable[curSky->angle]);
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    // Draw them
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    int y0, halfheight;
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    unsigned top_offset0;
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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, du, dv;                      // global texture coordinates
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    int u, v;                                  // local texture coordinates
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    // ------ * prepare * --------
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    halfheight = viewheight >> 1;
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    y0 = min_wallheight >> 3;                  // starting y value
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    if(y0 > halfheight)
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        return;                                // view obscured by walls
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    if(!y0) y0 = 1;                            // don't let division by zero
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    top_offset0 = vbufPitch * (halfheight - y0 - 1);
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    // draw horizontal lines
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    for(int y = y0, top_offset = top_offset0; y < halfheight; y++, top_offset -= vbufPitch)
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    {
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        dist = (heightnumerator / y) << 8;
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        gu =  viewx + FixedMul(dist, viewcos) + cloudx;
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        gv = -viewy + FixedMul(dist, viewsin) + cloudy;
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        tex_step = (dist << 8) / viewwidth / 175;
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        du =  FixedMul(tex_step, viewsin);
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        dv = -FixedMul(tex_step, viewcos);
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        gu -= (viewwidth >> 1)*du;
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        gv -= (viewwidth >> 1)*dv;          // starting point (leftmost)
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        for(int x = 0, top_add = top_offset; x < viewwidth; x++, top_add++)
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        {
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            if(wallheight[x] >> 3 <= y)
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            {
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                u = (gu >> 13) & 255;
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                v = (gv >> 13) & 255;
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                vbuf[top_add] = skyc[((255 - u) << 8) + 255 - v];
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            }
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            gu += du;
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            gv += dv;
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        }
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    }
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}
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#endif