2024-10-05 00:56:13 +02:00
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// Voir README.md pour license précise, par Fcalva 2023-2024 et est sous GPLv3
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2024-10-05 21:48:42 +02:00
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#include <gint/display.h>
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#include <gint/keyboard.h>
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#include "game.h"
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#include "sprites.h"
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#include "moteur.h"
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#include "config.h"
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#include "fixed.h"
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extern fixed_t zbuf[viewport_w];
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int spritec;
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Sprite *sprite_index[SINDEX_S];
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void add_sprite(Sprite *sprite){
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}
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void remove_sprite(Sprite *sprite){
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}
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void draw_sprites(){
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}
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//Lodev's sprite projection, translated
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void project_sprite(bopti_image_t *tex_index[], Sprite *sprite, RcActor *player){
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V2d relpos = sprite->pos;
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relpos.x -= player->pos.x;
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relpos.y -= player->pos.y;
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fixed_t idet = fmul(player->plane.x, player->dir.y) -
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fmul(player->dir.x, player->plane.y);
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idet = idet ? fdiv(fix(1), idet):0;
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fixed_t tx = fmul(idet, fmul(player->dir.y, relpos.x) -
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fmul(player->dir.x, relpos.y));
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fixed_t ty = fmul(idet, fmul(-player->plane.y, relpos.x) +
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fmul(player->plane.x, relpos.y));
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fixed_t txtydiv = ty ? fdiv(tx, ty):0;
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int screen_x = ffloor(fmul(fix(viewport_w/2),(fix(1) + txtydiv)));
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int sprite_h = ffloor(fixabs(fdiv(fix(viewport_h),ty)));
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int sprite_pos_y = -sprite_h / 2 + viewport_h / 2;
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if(sprite_pos_y < 0)
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sprite_pos_y = 0;
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int sprite_pos_x = -sprite_h / 2 + screen_x;
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if(sprite_pos_x < 0)
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sprite_pos_x = 0;
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int sprite_end_x = sprite_h / 2 + screen_x;
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if(sprite_end_x > viewport_w)
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sprite_end_x = viewport_w;
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int sprite_w = sprite_h;
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if(sprite_pos_x + sprite_h > viewport_w)
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sprite_h = viewport_w - sprite_pos_x;
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if(sprite_pos_y + sprite_w > viewport_h)
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sprite_w = viewport_h - sprite_pos_y;
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if(sprite_pos_x + sprite_h < 0 || sprite_pos_x > viewport_w)
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return;
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fixed_t sprite_size = fdiv(fix(sprite_w), fix(TSIZE));
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for(int x = sprite_pos_x; x < sprite_end_x; x++){
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//TODO : Zbuffer
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if(ty < 0 || x < 0 || ty > zbuf[x])
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continue;
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if(x > viewport_w)
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break;
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int tex_x = ffloor((x-sprite_pos_x) * fdiv(fix(TSIZE), fix(sprite_w)));
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tex_x %= TSIZE;
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//dline(x, sprite_pos_y, x, sprite_pos_y+sprite_w,2);
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draw_stripe(tex_index[4], 0, sprite_pos_y, sprite_size, tex_x, x);
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}
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}
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