1 //-------------------------------------------------------------------------
2 /*
3 Copyright (C) 1997, 2005 - 3D Realms Entertainment
4 
5 This file is part of Shadow Warrior version 1.2
6 
7 Shadow Warrior is free software; you can redistribute it and/or
8 modify it under the terms of the GNU General Public License
9 as published by the Free Software Foundation; either version 2
10 of the License, or (at your option) any later version.
11 
12 This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
15 
16 See the GNU General Public License for more details.
17 
18 You should have received a copy of the GNU General Public License
19 along with this program; if not, write to the Free Software
20 Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA.
21 
22 Original Source: 1997 - Frank Maddin and Jim Norwood
23 Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
24 */
25 //-------------------------------------------------------------------------
26 #include "build.h"
27 
28 #include "names2.h"
29 #include "game.h"
30 #include "tags.h"
31 #include "common_game.h"
32 #include "break.h"
33 #include "quake.h"
34 #include "pal.h"
35 #include "sprite.h"
36 
37 extern short NormalVisibility;  // player.c
38 
39 #define VIS_VisCur(sp) (SP_TAG2(sp))
40 #define VIS_VisDir(sp) (SP_TAG3(sp))
41 #define VIS_VisGoal(sp) (SP_TAG4(sp))
42 
ProcessVisOn(void)43 void ProcessVisOn(void)
44 {
45     short i, nexti;
46     SPRITEp sp;
47 
48     TRAVERSE_SPRITE_STAT(headspritestat[STAT_VIS_ON], i, nexti)
49     {
50         sp = &sprite[i];
51 
52         if (VIS_VisDir(sp))
53         {
54             // get brighter
55             VIS_VisCur(sp) >>= 1;
56             //VIS_VisCur(sp) -= 16;
57             if (VIS_VisCur(sp) <= VIS_VisGoal(sp))
58             {
59                 VIS_VisCur(sp) = VIS_VisGoal(sp);
60                 VIS_VisDir(sp) ^= 1;
61             }
62         }
63         else
64         {
65             // get darker
66             VIS_VisCur(sp) <<= 1;
67             VIS_VisCur(sp) += 1;
68             //VIS_VisCur(sp) += 16;
69             if (VIS_VisCur(sp) >= NormalVisibility)
70             {
71                 VIS_VisCur(sp) = NormalVisibility;
72                 if (sp->owner >= 0)
73                 {
74                     ASSERT(User[sp->owner]);
75                     RESET(User[sp->owner]->Flags2, SPR2_VIS_SHADING);
76                 }
77                 KillSprite(i);
78             }
79         }
80     }
81 }
82 
VisViewChange(PLAYERp pp,int * vis)83 void VisViewChange(PLAYERp pp, int *vis)
84 {
85     short i, nexti;
86     SPRITEp sp;
87     short BrightestVis = NormalVisibility;
88     int x,y,z;
89     short sectnum;
90 
91     if (GamePaused)
92         return;
93 
94     // find the closest quake - should be a strength value
95     TRAVERSE_SPRITE_STAT(headspritestat[STAT_VIS_ON], i, nexti)
96     {
97         sp = &sprite[i];
98 
99         if (sp->owner >= 0)
100         {
101             x = sprite[sp->owner].x;
102             y = sprite[sp->owner].y;
103             z = sprite[sp->owner].z;
104             sectnum = sprite[sp->owner].sectnum;
105         }
106         else
107         {
108             x = sp->x;
109             y = sp->y;
110             z = sp->z;
111             sectnum = sp->sectnum;
112         }
113 
114         // save off the brightest vis that you can see
115         if (FAFcansee(pp->posx, pp->posy, pp->posz, pp->cursectnum, x, y, z, sectnum))
116         {
117             if (VIS_VisCur(sp) < BrightestVis)
118                 BrightestVis = VIS_VisCur(sp);
119         }
120     }
121 
122     *vis = BrightestVis;
123 }
124 
SpawnVis(short Parent,short sectnum,int x,int y,int z,int amt)125 int SpawnVis(short Parent, short sectnum, int x, int y, int z, int amt)
126 {
127     short SpriteNum;
128     SPRITEp sp;
129     short i,nexti;
130 
131     if (Parent >= 0)
132     {
133         if (sector[sprite[Parent].sectnum].floorpal == PALETTE_FOG)
134             return -1;
135 
136         if (sector[sprite[Parent].sectnum].floorpal == PALETTE_DIVE_LAVA)
137             return -1;
138 
139         // kill any others with the same parent
140         TRAVERSE_SPRITE_STAT(headspritestat[STAT_VIS_ON], i, nexti)
141         {
142             sp = &sprite[i];
143             if (sp->owner == Parent)
144             {
145                 KillSprite(i);
146             }
147         }
148 
149         SpriteNum = COVERinsertsprite(sprite[Parent].sectnum, STAT_VIS_ON);
150         sp = &sprite[SpriteNum];
151 
152         sp->owner = Parent;
153 
154         ASSERT(User[Parent]);
155         SET(User[Parent]->Flags2, SPR2_CHILDREN);
156 
157         sp->x = sprite[Parent].x;
158         sp->y = sprite[Parent].y;
159         sp->z = sprite[Parent].z;
160 
161         SET(User[Parent]->Flags2, SPR2_VIS_SHADING);
162     }
163     else
164     {
165         if (sector[sectnum].floorpal == PALETTE_FOG)
166             return -1;
167 
168         SpriteNum = COVERinsertsprite(sectnum, STAT_VIS_ON);
169         sp = &sprite[SpriteNum];
170 
171         sp->x = x;
172         sp->y = y;
173         sp->z = z - Z(20);
174         sp->owner = -1;
175     }
176 
177     sp->cstat = 0;
178     sp->extra = 0;
179 
180     VIS_VisDir(sp) = 1;
181     VIS_VisCur(sp) = NormalVisibility;
182     VIS_VisGoal(sp) = amt;
183 
184     return SpriteNum;
185 }
186 
187