2024-10-05 00:56:13 +02:00
|
|
|
// Voir README.md pour license précise, par Fcalva 2023-2024 et est sous GPLv3
|
2024-10-05 21:48:42 +02:00
|
|
|
|
|
|
|
#include <gint/display.h>
|
|
|
|
#include <gint/keyboard.h>
|
2024-10-08 13:16:05 +02:00
|
|
|
#include <stdlib.h>
|
|
|
|
#include <string.h>
|
2024-10-05 21:48:42 +02:00
|
|
|
|
|
|
|
#include "game.h"
|
|
|
|
#include "sprites.h"
|
|
|
|
#include "moteur.h"
|
|
|
|
#include "config.h"
|
|
|
|
#include "fixed.h"
|
2024-10-08 13:16:05 +02:00
|
|
|
#include "utils.h"
|
2024-10-05 21:48:42 +02:00
|
|
|
|
|
|
|
extern fixed_t zbuf[viewport_w];
|
|
|
|
|
|
|
|
int spritec;
|
|
|
|
|
|
|
|
Sprite *sprite_index[SINDEX_S];
|
|
|
|
|
|
|
|
void add_sprite(Sprite *sprite){
|
2024-10-08 13:16:05 +02:00
|
|
|
if(spritec >= SINDEX_S)
|
|
|
|
return;
|
|
|
|
sprite_index[spritec++] = sprite;
|
2024-10-05 21:48:42 +02:00
|
|
|
}
|
|
|
|
|
2024-10-08 13:16:05 +02:00
|
|
|
void clear_sprites(){
|
|
|
|
spritec = 0;
|
2024-10-05 21:48:42 +02:00
|
|
|
}
|
|
|
|
|
2024-10-08 13:16:05 +02:00
|
|
|
void remove_sprite(GUNUSED Sprite *sprite){
|
|
|
|
//TODO
|
2024-10-05 21:48:42 +02:00
|
|
|
}
|
|
|
|
|
|
|
|
//Lodev's sprite projection, translated
|
|
|
|
|
|
|
|
void project_sprite(bopti_image_t *tex_index[], Sprite *sprite, RcActor *player){
|
|
|
|
|
|
|
|
V2d relpos = sprite->pos;
|
|
|
|
relpos.x -= player->pos.x;
|
|
|
|
relpos.y -= player->pos.y;
|
|
|
|
|
|
|
|
fixed_t idet = fmul(player->plane.x, player->dir.y) -
|
|
|
|
fmul(player->dir.x, player->plane.y);
|
|
|
|
idet = idet ? fdiv(fix(1), idet):0;
|
|
|
|
|
|
|
|
fixed_t tx = fmul(idet, fmul(player->dir.y, relpos.x) -
|
|
|
|
fmul(player->dir.x, relpos.y));
|
|
|
|
fixed_t ty = fmul(idet, fmul(-player->plane.y, relpos.x) +
|
|
|
|
fmul(player->plane.x, relpos.y));
|
|
|
|
fixed_t txtydiv = ty ? fdiv(tx, ty):0;
|
|
|
|
int screen_x = ffloor(fmul(fix(viewport_w/2),(fix(1) + txtydiv)));
|
|
|
|
|
|
|
|
int sprite_h = ffloor(fixabs(fdiv(fix(viewport_h),ty)));
|
|
|
|
|
|
|
|
int sprite_pos_y = -sprite_h / 2 + viewport_h / 2;
|
|
|
|
|
|
|
|
if(sprite_pos_y < 0)
|
|
|
|
sprite_pos_y = 0;
|
|
|
|
|
|
|
|
int sprite_pos_x = -sprite_h / 2 + screen_x;
|
|
|
|
if(sprite_pos_x < 0)
|
|
|
|
sprite_pos_x = 0;
|
|
|
|
int sprite_end_x = sprite_h / 2 + screen_x;
|
|
|
|
if(sprite_end_x > viewport_w)
|
|
|
|
sprite_end_x = viewport_w;
|
|
|
|
|
|
|
|
int sprite_w = sprite_h;
|
|
|
|
|
|
|
|
if(sprite_pos_x + sprite_h > viewport_w)
|
|
|
|
sprite_h = viewport_w - sprite_pos_x;
|
|
|
|
if(sprite_pos_y + sprite_w > viewport_h)
|
|
|
|
sprite_w = viewport_h - sprite_pos_y;
|
|
|
|
if(sprite_pos_x + sprite_h < 0 || sprite_pos_x > viewport_w)
|
|
|
|
return;
|
|
|
|
|
|
|
|
fixed_t sprite_size = fdiv(fix(sprite_w), fix(TSIZE));
|
|
|
|
|
|
|
|
for(int x = sprite_pos_x; x < sprite_end_x; x++){
|
|
|
|
if(ty < 0 || x < 0 || ty > zbuf[x])
|
|
|
|
continue;
|
|
|
|
if(x > viewport_w)
|
|
|
|
break;
|
|
|
|
int tex_x = ffloor((x-sprite_pos_x) * fdiv(fix(TSIZE), fix(sprite_w)));
|
|
|
|
tex_x %= TSIZE;
|
|
|
|
|
|
|
|
draw_stripe(tex_index[4], 0, sprite_pos_y, sprite_size, tex_x, x);
|
|
|
|
}
|
|
|
|
}
|
2024-10-08 13:16:05 +02:00
|
|
|
|
|
|
|
struct SpriteDist{
|
|
|
|
fixed_t dist;
|
|
|
|
int id;
|
|
|
|
};
|
|
|
|
|
|
|
|
int sprite_cmpfnc(const void *p1, const void *p2){
|
|
|
|
return ((struct SpriteDist*)p2)->dist - ((struct SpriteDist*)p1)->dist;
|
|
|
|
}
|
|
|
|
|
|
|
|
void draw_sprites(bopti_image_t *tex_index[], RcActor *player){
|
|
|
|
struct SpriteDist dists[SINDEX_S];
|
|
|
|
memset(dists, 0, sizeof(struct SpriteDist)*SINDEX_S);
|
|
|
|
for(int i = 0; i < spritec; i++){
|
|
|
|
Sprite *spr = sprite_index[i];
|
|
|
|
fixed_t d = player->pos.x - spr->pos.x;
|
|
|
|
d = fmul(d,d);
|
|
|
|
d += fmul(player->pos.y - spr->pos.y,player->pos.y - spr->pos.y);
|
|
|
|
dists[i].dist = d;
|
|
|
|
dists[i].id = i;
|
|
|
|
}
|
|
|
|
|
|
|
|
qsort(dists, SINDEX_S, sizeof(struct SpriteDist), &sprite_cmpfnc);
|
|
|
|
|
|
|
|
int msprite = min(spritec,max_sprites);
|
|
|
|
for(int i = msprite; i > 0; i--){
|
|
|
|
struct SpriteDist *sd = &dists[i];
|
|
|
|
Sprite *spr = sprite_index[sd->id];
|
|
|
|
if(sd->dist > max_dist)
|
|
|
|
continue;
|
|
|
|
project_sprite(tex_index, spr, player);
|
|
|
|
}
|
|
|
|
}
|