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https://github.com/libretro/scummvm.git
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684 lines
18 KiB
C++
684 lines
18 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* Additional copyright for this file:
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* Copyright (C) 1999-2000 Revolution Software Ltd.
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* This code is based on source code created by Revolution Software,
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* used with permission.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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#include "engines/icb/common/px_common.h"
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#include "engines/icb/p4.h"
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#include "engines/icb/p4_generic.h"
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#include "engines/icb/debug.h"
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#include "engines/icb/mission.h"
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#include "engines/icb/direct_input.h"
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#include "engines/icb/global_objects.h"
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#include "engines/icb/global_objects_psx.h"
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#include "engines/icb/p4.h"
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#include "engines/icb/actor.h"
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#include "engines/icb/actor_pc.h"
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#include "engines/icb/drawpoly_pc.h"
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#include "engines/icb/common/px_capri_maths.h"
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#include "engines/icb/gfx/gfxstub.h"
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#include "engines/icb/gfx/gfxstub_dutch.h"
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#include "engines/icb/gfx/gfxstub_rev_dutch.h"
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#include "engines/icb/actor_view_pc.h"
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#include "engines/icb/res_man.h"
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#include "common/keyboard.h"
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namespace ICB {
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// Cute little puppies
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extern char *pRGB;
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extern char *pZa;
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extern int32 RGBWidth;
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extern int32 RGBHeight;
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extern int32 RGBPitch;
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extern int32 RGBBytesPerPixel;
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RevRenderDevice renderingDevice;
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extern int32 texturesUsedThisCycle;
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// This controls autoanimation (0 = None, 1 = Backward, 2 = Forward)
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uint32 auto_anim = 2;
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// Camera and animation structures
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PXanim *pxanim;
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SVECTOR rot; // Actor rotation
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SVECTOR _crot; // Camera rotation
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int32 uvframe = 0;
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// Global filename stuff
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char cluster_name[32];
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uint32 cluster_name_hash;
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char raj_name[128];
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uint32 raj_name_hash;
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// Pointers to useful strings for the current actor
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char *character_name;
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char *anim_name;
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const char *weapon_name;
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char *outfit_name;
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int32 framenum;
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int32 g_repeats;
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// Do we allow keyboard input to affect the actor viewing
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bool8 g_av_userControlled = FALSE8;
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// Lighting structure and coordinates, colour components
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int16 av_LightX;
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int16 av_LightY;
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int16 av_LightZ;
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int32 av_LightR;
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int32 av_LightG;
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int32 av_LightB;
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int32 av_LightA;
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bool8 av_LightDir;
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bool8 av_autoR;
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bool8 av_autoG;
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bool8 av_autoB;
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// Render coordinates
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int16 av_x, av_y, av_z;
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// Prototypes for functions used in this module
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TextureHandle *GetRegisteredTexture(const char *, uint32, const char *, uint32, const char *, uint32);
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void DrawFrame(const int32 frame);
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void MakeCameraView();
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void ResetCamera();
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void ResetActor();
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void InitLight();
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void SetLight(int32 falloff);
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void AutoCycleLight();
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#define LIGHT_DISTANCE_FROM_ACTOR 100
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#define LIGHT_HEIGHT_LIMIT 200
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void InitActorView(const char *name, const char *outfit, const char *weapon, const char *anim, int16 ix, int16 iy, int16 iz) {
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// Store initial offset coordinates
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av_x = ix;
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av_y = iy;
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av_z = iz;
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// Make hash filename of the character
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char h_character[8];
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HashFile(name, h_character);
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// Make hash filename of the outfit
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char h_outfit[8];
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HashFile(outfit, h_outfit);
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// Make the cluster name
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sprintf(cluster_name, "\\C\\%s\\%s.OFT", h_character, h_outfit);
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// Hash value for this cluster name
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cluster_name_hash = NULL_HASH;
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ResetCamera();
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ResetActor();
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raj_name_hash = NULL_HASH;
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sprintf(raj_name, "%s\\%s.raj", weapon, anim);
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anim_name = const_cast<char *>(anim);
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weapon_name = const_cast<char *>(weapon);
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outfit_name = const_cast<char *>(outfit);
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character_name = const_cast<char *>(name);
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// Animate the shape from frame to frame, looping
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framenum = 0;
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g_repeats = 0;
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auto_anim = 2;
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// Initialise a light to use
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InitLight();
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// Start the psx poly drawing ganky bit
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InitDrawing();
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// Load and select the appropriate texture
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char texture_name[128];
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uint32 texture_name_hash = NULL_HASH;
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sprintf(texture_name, "material.revtex");
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TextureHandle *texHan = GetRegisteredTexture(texture_name, texture_name_hash, texture_name, texture_name_hash, cluster_name, cluster_name_hash);
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ChooseTexture(texHan);
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}
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void ChangeAnimPlaying(const char *pose, const char *anim, bool8 forwards, int32 repeats, int16 ix, int16 iy, int16 iz) {
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// Set pose
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if (pose) {
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// New pose
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weapon_name = const_cast<char *>(pose);
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} else {
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// Default is unarmed
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weapon_name = "unarmed";
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}
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// Require anim parameter
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if (anim == nullptr)
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Fatal_error("ChangeAnimPlaying() cannot set active animation to NULL!");
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// Remake raj filename
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raj_name_hash = NULL_HASH;
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sprintf(raj_name, "%s\\%s.raj", weapon_name, anim);
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// Change animation to use
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anim_name = const_cast<char *>(anim);
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// Set direction to run the anim
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if (forwards)
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auto_anim = 2;
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else
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auto_anim = 1;
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pxanim = (PXanim *)rs_anims->Res_open(raj_name, raj_name_hash, cluster_name, cluster_name_hash);
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// Set to the starting frame of this anim
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if (forwards)
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framenum = 0;
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else
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framenum = pxanim->frame_qty - 2;
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g_repeats = repeats;
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// Store initial offset coordinates
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av_x = ix;
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av_y = iy;
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av_z = iz;
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ResetCamera();
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}
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int32 ActorViewDraw() {
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// Return value
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int32 returnStatus = MID_ANIMATION;
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// Alters the light nicely
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AutoCycleLight();
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// Call this each cycle to update our light
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SetLight(500);
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// This does most of the work
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DrawFrame(framenum);
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// This code acts upon user input to alter the actor's rotation and anim frame
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// from the initialised defaults.
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if (g_av_userControlled) {
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// Increment in degrees
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int32 dang = 5;
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// Actor rotation
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if (Read_DI_keys(Common::KEYCODE_LEFT)) {
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rot.vy = (int16)(rot.vy + 4096 * dang / 360);
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}
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if (Read_DI_keys(Common::KEYCODE_DOWN)) {
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rot.vy = (int16)(rot.vy - 4096 * dang / 360);
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}
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if (Read_DI_keys(Common::KEYCODE_UP)) {
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rot.vx = (int16)(rot.vx + 4096 * dang / 360);
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}
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if (Read_DI_keys(Common::KEYCODE_DOWN)) {
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rot.vx = (int16)(rot.vx - 4096 * dang / 360);
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}
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if (Read_DI_keys(Common::KEYCODE_PAGEUP)) {
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rot.vz = (int16)(rot.vz + 4096 * dang / 360);
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}
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if (Read_DI_keys(Common::KEYCODE_PAGEDOWN)) {
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rot.vz = (int16)(rot.vz - 4096 * dang / 360);
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}
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if (rot.vx > 4096)
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rot.vx -= 4096;
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if (rot.vy > 4096)
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rot.vy -= 4096;
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if (rot.vz > 4096)
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rot.vz -= 4096;
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if (rot.vx < -4096)
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rot.vx += 4096;
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if (rot.vy < -4096)
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rot.vy += 4096;
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if (rot.vz < -4096)
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rot.vz += 4096;
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// Set animation playing forwards
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if (Read_DI_keys(Common::KEYCODE_1)) {
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auto_anim = 2;
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}
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// Set animation playing backwards
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if (Read_DI_keys(Common::KEYCODE_2)) {
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auto_anim = 1;
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}
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// Previous frame
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if (Read_DI_once_keys(Common::KEYCODE_MINUS)) {
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auto_anim = 0;
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framenum--;
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}
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// Next frame
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if (Read_DI_once_keys(Common::KEYCODE_EQUALS)) {
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auto_anim = 0;
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framenum++;
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}
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}
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// Auto animating backward
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if (auto_anim == 1) {
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framenum--;
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}
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// Auto forwards
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else if (auto_anim) {
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framenum++;
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}
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// Catch the loop for doing -1 in unsigned decimal
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if (framenum > pxanim->frame_qty)
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framenum = pxanim->frame_qty - 2;
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if (framenum < 0) {
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if (g_repeats > 0) {
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g_repeats--;
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} else {
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if (auto_anim == 1)
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returnStatus = ANIMATION_END;
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}
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framenum = pxanim->frame_qty - 2;
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}
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// Catch the loop for going past end of the animation
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if (framenum > (pxanim->frame_qty - 2)) {
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if (g_repeats > 0) {
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g_repeats--;
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} else {
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if (auto_anim == 2)
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returnStatus = ANIMATION_END;
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}
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framenum = 0;
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}
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// Catch illegal animations
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if (framenum < 0)
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framenum = 0;
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// Draw the display list
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drawOTList();
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// Now copy the sucker to the screen
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uint32 *address = (uint32 *)surface_manager->Lock_surface(working_buffer_id);
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uint32 pitch = surface_manager->Get_pitch(working_buffer_id);
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uint32 *source = (uint32 *)pRGB;
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uint16 *zActor = (uint16 *)pZa;
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uint32 *safe_ad = address;
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for (int32 y = SCREEN_DEPTH; y; y--) {
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uint32 *ad = safe_ad;
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for (int32 x = SCREEN_WIDTH; x; x--) {
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// If the z-map for this pixel is FFFF then this pixel doesn't contain actor
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if (*zActor != 0xFFFF) {
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*ad = *source;
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*zActor = 0xFFFF;
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}
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++zActor;
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++ad;
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++source;
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}
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safe_ad += pitch / 4;
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}
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// Unlock the surface
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surface_manager->Unlock_surface(working_buffer_id);
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return returnStatus;
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}
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void DrawFrame(const int32 frame) {
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// These structures are needed for the drawing code to accept our light
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PSXLampList the_lights;
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PSXShadeList the_shades;
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the_lights.n = 1;
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the_lights.states[0] = 0;
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the_lights.lamps[0] = g_av_Light;
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the_shades.n = 0;
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// Open the animation file
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char bone_name[128];
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char pose_name[128];
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char mesh_name[128];
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char smesh_name[128];
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PSXrgb ambient;
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ambient.r = 128;
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ambient.g = 128;
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ambient.b = 128;
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pxanim = (PXanim *)rs_anims->Res_open(raj_name, raj_name_hash, cluster_name, cluster_name_hash);
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PXFrameEnOfAnim(framenum, pxanim);
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// Make the actors orientation matrix
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g_av_actor->rot = rot;
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g_av_actor->rot.vy = (int16)(g_av_actor->rot.vy);
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// Make the root local-world matrix
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RotMatrix_gte(&g_av_actor->rot, &g_av_actor->lw);
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// Need to use marker to get correct actor height (making crouch look correct)
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PXframe *frm = PXFrameEnOfAnim(framenum, pxanim);
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PXmarker &marker = frm->markers[ORG_POS];
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float mposx, mposy, mposz;
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PXmarker_PSX_Object::GetXYZ(&marker, &mposx, &mposy, &mposz);
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int32 dy = (int32)mposy;
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g_av_actor->lw.t[0] = 0;
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g_av_actor->lw.t[1] = dy - 112;
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g_av_actor->lw.t[2] = 0;
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// Set the true rotation & position values from the ORG marker
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g_av_actor->truePos.x = 0;
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g_av_actor->truePos.y = dy - 112;
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g_av_actor->truePos.z = 0;
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g_av_actor->trueRot = g_av_actor->rot;
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sprintf(pose_name, "%s\\pose.rap", weapon_name);
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sprintf(bone_name, "%s\\%s.rab", weapon_name, anim_name);
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sprintf(mesh_name, "mesh.rap");
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sprintf(smesh_name, "mesh_shadow.rap");
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uint32 mesh_hash = HashString(mesh_name);
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RapAPI *mesh = (RapAPI *)rs_anims->Res_open(mesh_name, mesh_hash, cluster_name, cluster_name_hash);
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uint32 smesh_hash = HashString(smesh_name);
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RapAPI *smesh = (RapAPI *)rs_anims->Res_open(smesh_name, smesh_hash, cluster_name, cluster_name_hash);
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uint32 pose_hash = HashString(pose_name);
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RapAPI *pose = (RapAPI *)rs_anims->Res_open(pose_name, pose_hash, cluster_name, cluster_name_hash);
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uint32 bone_hash = HashString(bone_name);
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RabAPI *rab = (RabAPI *)rs_anims->Res_open(bone_name, bone_hash, cluster_name, cluster_name_hash);
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ConvertRAP(pose);
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ConvertRAP(smesh);
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ConvertRAP(mesh);
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// Some error checking
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if (READ_LE_INT32((int32 *)mesh->id) != *(int32 *)const_cast<char *>(RAP_API_ID)) {
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Fatal_error("Wrong rap id value file %d api %d file:%s", mesh->id, RAP_API_ID, mesh_name);
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}
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if (FROM_LE_32(mesh->schema) != RAP_API_SCHEMA) {
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Fatal_error("Wrong rap schema value file %d rap_api %d file:%s", mesh->schema, RAP_API_SCHEMA, mesh_name);
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}
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if (READ_LE_INT32((int32 *)pose->id) != *(int32 *)const_cast<char *>(RAP_API_ID)) {
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Fatal_error("Wrong rap id value file %d api %d file:%s", pose->id, RAP_API_ID, pose_name);
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}
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if (FROM_LE_32(pose->schema) != RAP_API_SCHEMA) {
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Fatal_error("Wrong rap schema value file %d rap_api %d file:%s", pose->schema, RAP_API_SCHEMA, pose_name);
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}
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if (READ_LE_INT32((int32 *)rab->id) != *(int32 *)const_cast<char *>(RAB_API_ID)) {
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Fatal_error("Wrong rab id value file %d rab_api %d file:%s", rab->id, RAB_API_ID, bone_name);
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}
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if (FROM_LE_32(rab->schema) != RAB_API_SCHEMA) {
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Fatal_error("Wrong rab schema value file %d rab_api %d file:%s", rab->schema, RAB_API_SCHEMA, bone_name);
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}
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if (FROM_LE_16(mesh->nBones) != rab->nBones) {
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Fatal_error("mesh nBones != animation nBones %d != %d", mesh->nBones, rab->nBones);
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}
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// Pass in the linkage file and the bones file
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Bone_Frame *bone_frame = RabAPIObject::GetFrame(rab, frame);
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int32 brightness;
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int32 debug = 1;
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BoneDeformation *myBones[MAX_DEFORMABLE_BONES];
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for (int32 i = 0; i < MAX_DEFORMABLE_BONES; i++) {
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myBones[i] = nullptr;
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}
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// Shadow stuff to play with
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int32 nShadows = 0;
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SVECTORPC p_n[3];
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int32 p_d[3];
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p_n[0].vx = 0;
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p_n[0].vy = -1;
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p_n[0].vz = 0;
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p_d[0] = -118;
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MATRIXPC local2screen; // not really bothered about this...
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// Drawing finally
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DrawActor4PC(g_av_actor, g_camera, bone_frame, mesh, pose, smesh, &ambient, &the_lights, &the_shades, nShadows, p_n, p_d, debug, uvframe, myBones, &brightness,
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&local2screen);
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uvframe++;
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}
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void MakeCameraView() {
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RotMatrix_gte(&_crot, &g_camera->view);
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// Include the x,y,z scalings
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g_camera->view.m[0][0] = (int16)(g_camera->view.m[0][0] * 1);
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g_camera->view.m[0][1] = (int16)(g_camera->view.m[0][1] * 1);
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g_camera->view.m[0][2] = (int16)(g_camera->view.m[0][2] * 1);
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g_camera->view.m[1][0] = (int16)(g_camera->view.m[1][0] * 1);
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g_camera->view.m[1][1] = (int16)(g_camera->view.m[1][1] * 1);
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g_camera->view.m[1][2] = (int16)(g_camera->view.m[1][2] * 1);
|
|
g_camera->view.m[2][0] = (int16)(g_camera->view.m[2][0] * 4);
|
|
g_camera->view.m[2][1] = (int16)(g_camera->view.m[2][1] * 4);
|
|
g_camera->view.m[2][2] = (int16)(g_camera->view.m[2][2] * 4);
|
|
}
|
|
|
|
void ResetCamera() {
|
|
_crot.vx = (4096 * 180) / 360;
|
|
_crot.vy = (4096 * -30) / 360;
|
|
_crot.vz = 0;
|
|
g_camera->view.t[0] = 170 + av_x;
|
|
g_camera->view.t[1] = 0 + av_y;
|
|
g_camera->view.t[2] = 1800 + av_z;
|
|
g_camera->focLen = 619 * 4;
|
|
MakeCameraView();
|
|
}
|
|
|
|
void ResetActor() {
|
|
// Set up av_actor rotation
|
|
rot.vx = 0;
|
|
rot.vy = 0;
|
|
rot.vz = 0;
|
|
}
|
|
|
|
void InitLight() {
|
|
g_av_Light->nStates = 1; // One state
|
|
g_av_Light->w = 0; // Zero width
|
|
g_av_Light->b = 0; // Zero bounce
|
|
g_av_Light->anu = 0; // Don't use it
|
|
g_av_Light->type = OMNI_LIGHT; // OMNI
|
|
g_av_Light->ba = 0; // Means nothing for an OMNI
|
|
g_av_Light->bs = 0; // Means nothing for an OMNI
|
|
|
|
// Don't think these things are used...
|
|
g_av_Light->states[0].ans2 = 0;
|
|
g_av_Light->states[0].ane2 = (100 * 1) * (100 * 1);
|
|
|
|
// No shade...
|
|
g_av_Light->states[0].m = 128;
|
|
|
|
// Direction doesn't matter; it's an OMNI light
|
|
g_av_Light->states[0].vx = 4096; // Ignored for an OMNI light
|
|
g_av_Light->states[0].vy = 0; // Ignored for an OMNI light
|
|
g_av_Light->states[0].vz = 0; // Ignored for an OMNI light
|
|
|
|
// Initial angle
|
|
av_LightA = 0;
|
|
av_LightDir = TRUE8;
|
|
|
|
// Initial position
|
|
av_LightX = 0;
|
|
av_LightY = 0;
|
|
av_LightZ = LIGHT_DISTANCE_FROM_ACTOR;
|
|
|
|
// Initial colour (RED)
|
|
av_LightR = 255;
|
|
av_LightG = 0;
|
|
av_LightB = 0;
|
|
|
|
// Auto flags
|
|
av_autoR = FALSE8;
|
|
av_autoG = FALSE8;
|
|
av_autoB = FALSE8;
|
|
}
|
|
|
|
void AutoCycleLight() {
|
|
// Increase angle by 10 degrees
|
|
av_LightA += 10;
|
|
if (av_LightA >= 360)
|
|
av_LightA = 0;
|
|
|
|
// Convert to radians
|
|
double radians = (av_LightA * M_PI) / 180.0f;
|
|
|
|
// Now calculate z and x coordinates from this angle
|
|
av_LightX = (int16)(sin(radians) * LIGHT_DISTANCE_FROM_ACTOR);
|
|
av_LightZ = (int16)(cos(radians) * LIGHT_DISTANCE_FROM_ACTOR);
|
|
|
|
// Now bouce the light height between two fixed limits
|
|
if (av_LightDir) {
|
|
av_LightY = (int16)(av_LightY + 10);
|
|
|
|
if (av_LightY > LIGHT_HEIGHT_LIMIT) {
|
|
av_LightY = LIGHT_HEIGHT_LIMIT;
|
|
av_LightDir = FALSE8;
|
|
}
|
|
} else {
|
|
av_LightY = (int16)(av_LightY - 10);
|
|
|
|
if (av_LightY < -LIGHT_HEIGHT_LIMIT) {
|
|
av_LightY = -LIGHT_HEIGHT_LIMIT;
|
|
av_LightDir = TRUE8;
|
|
}
|
|
}
|
|
|
|
// Red component
|
|
if (av_autoR) {
|
|
av_LightR += 3;
|
|
|
|
if (av_LightR > 255) {
|
|
av_LightR = 255;
|
|
av_autoR = FALSE8;
|
|
}
|
|
} else {
|
|
av_LightR -= 2;
|
|
|
|
if (av_LightR < 0) {
|
|
av_LightR = 0;
|
|
av_autoR = TRUE8;
|
|
}
|
|
}
|
|
|
|
// Green component
|
|
if (av_autoG) {
|
|
av_LightG += 2;
|
|
|
|
if (av_LightG > 255) {
|
|
av_LightG = 255;
|
|
av_autoG = FALSE8;
|
|
}
|
|
} else {
|
|
av_LightG -= 3;
|
|
|
|
if (av_LightG < 0) {
|
|
av_LightG = 0;
|
|
av_autoG = TRUE8;
|
|
}
|
|
}
|
|
|
|
// Blue component
|
|
if (av_autoB) {
|
|
av_LightB += 7;
|
|
|
|
if (av_LightB > 255) {
|
|
av_LightB = 255;
|
|
av_autoB = FALSE8;
|
|
}
|
|
} else {
|
|
av_LightB -= 5;
|
|
|
|
if (av_LightB < 0) {
|
|
av_LightB = 0;
|
|
av_autoB = TRUE8;
|
|
}
|
|
}
|
|
}
|
|
|
|
void SetLight(int32 falloff) {
|
|
// Check colours are 0-255
|
|
if ((av_LightR > 255) || (av_LightR < 0) || (av_LightG > 255) || (av_LightG < 0) || (av_LightB > 255) || (av_LightB < 0))
|
|
Fatal_error("ActorView light rgb %d,%d,%d out of range (0-255)", av_LightR, av_LightG, av_LightB);
|
|
|
|
// Set colours (scale 0-255 to 0-4095)
|
|
g_av_Light->states[0].c.r = (int16)((av_LightR * 4096) / 256);
|
|
g_av_Light->states[0].c.g = (int16)((av_LightG * 4096) / 256);
|
|
g_av_Light->states[0].c.b = (int16)((av_LightB * 4096) / 256);
|
|
|
|
// Set the v field of colour to be the maximum of r,g,b
|
|
g_av_Light->states[0].c.v = g_av_Light->states[0].c.r; // Start at red
|
|
if (g_av_Light->states[0].c.g > g_av_Light->states[0].c.v) // If green bigger
|
|
g_av_Light->states[0].c.v = g_av_Light->states[0].c.g; // Set to green
|
|
if (g_av_Light->states[0].c.b > g_av_Light->states[0].c.v) // If blue bigger
|
|
g_av_Light->states[0].c.v = g_av_Light->states[0].c.b; // Set to blue
|
|
|
|
g_av_Light->states[0].pos.vx = (int32)av_LightX;
|
|
g_av_Light->states[0].pos.vy = (int32)av_LightY;
|
|
g_av_Light->states[0].pos.vz = (int32)av_LightZ;
|
|
|
|
// And add the players position
|
|
g_av_Light->states[0].pos.vx += (int32)g_av_actor->truePos.x;
|
|
g_av_Light->states[0].pos.vy += (int32)g_av_actor->truePos.y;
|
|
g_av_Light->states[0].pos.vz += (int32)g_av_actor->truePos.z;
|
|
|
|
// Falloff
|
|
if (falloff == 0) {
|
|
g_av_Light->afu = 0; // Don't use it
|
|
} else {
|
|
g_av_Light->states[0].afs2 = (falloff * falloff) / 100; // (d/10)^2 = (d*d)/100
|
|
g_av_Light->states[0].afe2 = falloff * falloff; // d^2 = (d*d)
|
|
g_av_Light->afu = 1; // Use it
|
|
}
|
|
}
|
|
|
|
int32 my_sprintf(char *buf, const char *format...) {
|
|
char lbuf[256];
|
|
|
|
// Process the variable arguments
|
|
va_list arglist;
|
|
va_start(arglist, format);
|
|
|
|
int32 slen = vsnprintf(lbuf, 256, const_cast<char *>(format), arglist);
|
|
|
|
strncpy(buf, lbuf, slen);
|
|
buf[slen] = '\0';
|
|
return slen;
|
|
}
|
|
|
|
} // End of namespace ICB
|