// Voir README.md pour license précise, par Fcalva 2023-2024 et est sous GPLv3 #include #include #include #include #include "game.h" #include "sprites.h" #include "moteur.h" #include "config.h" #include "fixed.h" #include "utils.h" extern fixed_t zbuf[viewport_w]; int spritec; Sprite *sprite_index[SINDEX_S]; void add_sprite(Sprite *sprite){ if(spritec >= SINDEX_S) return; sprite_index[spritec++] = sprite; } void clear_sprites(){ spritec = 0; } void remove_sprite(GUNUSED Sprite *sprite){ //TODO } //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); } } 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); } }