| 1 | /* |
| 2 | * Elite - The New Kind. |
| 3 | * |
| 4 | * Reverse engineered from the BBC disk version of Elite. |
| 5 | * Additional material by C.J.Pinder. |
| 6 | * |
| 7 | * The original Elite code is (C) I.Bell & D.Braben 1984. |
| 8 | * This version re-engineered in C by C.J.Pinder 1999-2001. |
| 9 | * |
| 10 | * email: <christian@newkind.co.uk> |
| 11 | * |
| 12 | */ |
| 13 | |
| 14 | #include <string.h> |
| 15 | #include <stdlib.h> |
| 16 | #include <stdio.h> |
| 17 | #include <math.h> |
| 18 | #include <ctype.h> |
| 19 | |
| 20 | #include "config.h" |
| 21 | #include "elite.h" |
| 22 | #include "gfx.h" |
| 23 | #include "planet.h" |
| 24 | #include "vector.h" |
| 25 | #include "shipdata.h" |
| 26 | #include "shipface.h" |
| 27 | #include "threed.h" |
| 28 | #include "space.h" |
| 29 | #include "random.h" |
| 30 | |
| 31 | #define MAX(x,y) (((x) > (y)) ? (x) : (y)) |
| 32 | |
| 33 | |
| 34 | #define LAND_X_MAX 128 |
| 35 | #define LAND_Y_MAX 128 |
| 36 | |
| 37 | static unsigned char landscape[LAND_X_MAX+1][LAND_Y_MAX+1]; |
| 38 | |
| 39 | static struct point point_list[100]; |
| 40 | |
| 41 | |
| 42 | /* |
| 43 | * The following routine is used to draw a wireframe represtation of a ship. |
| 44 | * |
| 45 | * caveat: it is a work in progress. |
| 46 | * A number of features (such as not showing detail at distance) have not yet been implemented. |
| 47 | * |
| 48 | */ |
| 49 | |
| 50 | void draw_wireframe_ship (struct univ_object *univ) |
| 51 | { |
| 52 | Matrix trans_mat; |
| 53 | int i; |
| 54 | int sx,sy,ex,ey; |
| 55 | double rx,ry,rz; |
| 56 | int visible[32]; |
| 57 | Vector vec; |
| 58 | Vector camera_vec; |
| 59 | double cos_angle; |
| 60 | double tmp; |
| 61 | struct ship_face_normal *ship_norm; |
| 62 | int num_faces; |
| 63 | struct ship_data *ship; |
| 64 | int lasv; |
| 65 | |
| 66 | ship = ship_list[univ->type]; |
| 67 | |
| 68 | for (i = 0; i < 3; i++) |
| 69 | trans_mat[i] = univ->rotmat[i]; |
| 70 | |
| 71 | camera_vec = univ->location; |
| 72 | mult_vector (&camera_vec, trans_mat); |
| 73 | camera_vec = unit_vector (&camera_vec); |
| 74 | |
| 75 | num_faces = ship->num_faces; |
| 76 | |
| 77 | for (i = 0; i < num_faces; i++) |
| 78 | { |
| 79 | ship_norm = ship->normals; |
| 80 | |
| 81 | vec.x = ship_norm[i].x; |
| 82 | vec.y = ship_norm[i].y; |
| 83 | vec.z = ship_norm[i].z; |
| 84 | |
| 85 | if ((vec.x == 0) && (vec.y == 0) && (vec.z == 0)) |
| 86 | visible[i] = 1; |
| 87 | else |
| 88 | { |
| 89 | vec = unit_vector (&vec); |
| 90 | cos_angle = vector_dot_product (&vec, &camera_vec); |
| 91 | visible[i] = (cos_angle < -0.2); |
| 92 | } |
| 93 | } |
| 94 | |
| 95 | tmp = trans_mat[0].y; |
| 96 | trans_mat[0].y = trans_mat[1].x; |
| 97 | trans_mat[1].x = tmp; |
| 98 | |
| 99 | tmp = trans_mat[0].z; |
| 100 | trans_mat[0].z = trans_mat[2].x; |
| 101 | trans_mat[2].x = tmp; |
| 102 | |
| 103 | tmp = trans_mat[1].z; |
| 104 | trans_mat[1].z = trans_mat[2].y; |
| 105 | trans_mat[2].y = tmp; |
| 106 | |
| 107 | for (i = 0; i < ship->num_points; i++) |
| 108 | { |
| 109 | vec.x = ship->points[i].x; |
| 110 | vec.y = ship->points[i].y; |
| 111 | vec.z = ship->points[i].z; |
| 112 | |
| 113 | mult_vector (&vec, trans_mat); |
| 114 | |
| 115 | rx = vec.x + univ->location.x; |
| 116 | ry = vec.y + univ->location.y; |
| 117 | rz = vec.z + univ->location.z; |
| 118 | |
| 119 | sx = (rx * 256) / rz; |
| 120 | sy = (ry * 256) / rz; |
| 121 | |
| 122 | sy = -sy; |
| 123 | |
| 124 | sx += 128; |
| 125 | sy += 96; |
| 126 | |
| 127 | sx *= GFX_SCALE; |
| 128 | sy *= GFX_SCALE; |
| 129 | |
| 130 | point_list[i].x = sx; |
| 131 | point_list[i].y = sy; |
| 132 | |
| 133 | } |
| 134 | |
| 135 | for (i = 0; i < ship->num_lines; i++) |
| 136 | { |
| 137 | if (visible[ship->lines[i].face1] || |
| 138 | visible[ship->lines[i].face2]) |
| 139 | { |
| 140 | sx = point_list[ship->lines[i].start_point].x; |
| 141 | sy = point_list[ship->lines[i].start_point].y; |
| 142 | |
| 143 | ex = point_list[ship->lines[i].end_point].x; |
| 144 | ey = point_list[ship->lines[i].end_point].y; |
| 145 | |
| 146 | gfx_draw_line (sx, sy, ex, ey); |
| 147 | } |
| 148 | } |
| 149 | |
| 150 | |
| 151 | if (univ->flags & FLG_FIRING) |
| 152 | { |
| 153 | lasv = ship_list[univ->type]->front_laser; |
| 154 | gfx_draw_line (point_list[lasv].x, point_list[lasv].y, |
| 155 | univ->location.x > 0 ? 0 : 511, rand255() * 2); |
| 156 | } |
| 157 | } |
| 158 | |
| 159 | |
| 160 | |
| 161 | |
| 162 | /* |
| 163 | * Hacked version of the draw ship routine to display solid ships... |
| 164 | * This needs a lot of tidying... |
| 165 | * |
| 166 | * Check for hidden surface supplied by T.Harte. |
| 167 | */ |
| 168 | |
| 169 | void draw_solid_ship (struct univ_object *univ) |
| 170 | { |
| 171 | int i; |
| 172 | int sx,sy; |
| 173 | double rx,ry,rz; |
| 174 | struct vector vec; |
| 175 | struct vector camera_vec; |
| 176 | double tmp; |
| 177 | struct ship_face *face_data; |
| 178 | int num_faces; |
| 179 | int num_points; |
| 180 | int poly_list[16]; |
| 181 | int zavg; |
| 182 | struct ship_solid *solid_data; |
| 183 | struct ship_data *ship; |
| 184 | Matrix trans_mat; |
| 185 | int lasv; |
| 186 | int col; |
| 187 | |
| 188 | solid_data = &ship_solids[univ->type]; |
| 189 | ship = ship_list[univ->type]; |
| 190 | |
| 191 | for (i = 0; i < 3; i++) |
| 192 | trans_mat[i] = univ->rotmat[i]; |
| 193 | |
| 194 | camera_vec = univ->location; |
| 195 | mult_vector (&camera_vec, trans_mat); |
| 196 | camera_vec = unit_vector (&camera_vec); |
| 197 | |
| 198 | num_faces = solid_data->num_faces; |
| 199 | face_data = solid_data->face_data; |
| 200 | |
| 201 | /* |
| 202 | for (i = 0; i < num_faces; i++) |
| 203 | { |
| 204 | vec.x = face_data[i].norm_x; |
| 205 | vec.y = face_data[i].norm_y; |
| 206 | vec.z = face_data[i].norm_z; |
| 207 | |
| 208 | vec = unit_vector (&vec); |
| 209 | cos_angle = vector_dot_product (&vec, &camera_vec); |
| 210 | |
| 211 | visible[i] = (cos_angle < -0.13); |
| 212 | } |
| 213 | */ |
| 214 | |
| 215 | tmp = trans_mat[0].y; |
| 216 | trans_mat[0].y = trans_mat[1].x; |
| 217 | trans_mat[1].x = tmp; |
| 218 | |
| 219 | tmp = trans_mat[0].z; |
| 220 | trans_mat[0].z = trans_mat[2].x; |
| 221 | trans_mat[2].x = tmp; |
| 222 | |
| 223 | tmp = trans_mat[1].z; |
| 224 | trans_mat[1].z = trans_mat[2].y; |
| 225 | trans_mat[2].y = tmp; |
| 226 | |
| 227 | |
| 228 | for (i = 0; i < ship->num_points; i++) |
| 229 | { |
| 230 | vec.x = ship->points[i].x; |
| 231 | vec.y = ship->points[i].y; |
| 232 | vec.z = ship->points[i].z; |
| 233 | |
| 234 | mult_vector (&vec, trans_mat); |
| 235 | |
| 236 | rx = vec.x + univ->location.x; |
| 237 | ry = vec.y + univ->location.y; |
| 238 | rz = vec.z + univ->location.z; |
| 239 | |
| 240 | if (rz <= 0) |
| 241 | rz = 1; |
| 242 | |
| 243 | sx = (rx * 256) / rz; |
| 244 | sy = (ry * 256) / rz; |
| 245 | |
| 246 | sy = -sy; |
| 247 | |
| 248 | sx += 128; |
| 249 | sy += 96; |
| 250 | |
| 251 | sx *= GFX_SCALE; |
| 252 | sy *= GFX_SCALE; |
| 253 | |
| 254 | point_list[i].x = sx; |
| 255 | point_list[i].y = sy; |
| 256 | point_list[i].z = rz; |
| 257 | |
| 258 | } |
| 259 | |
| 260 | for (i = 0; i < num_faces; i++) |
| 261 | { |
| 262 | if (((point_list[face_data[i].p1].x - point_list[face_data[i].p2].x) * |
| 263 | (point_list[face_data[i].p3].y - point_list[face_data[i].p2].y) - |
| 264 | (point_list[face_data[i].p1].y - point_list[face_data[i].p2].y) * |
| 265 | (point_list[face_data[i].p3].x - point_list[face_data[i].p2].x)) <= 0) |
| 266 | { |
| 267 | num_points = face_data[i].points; |
| 268 | |
| 269 | poly_list[0] = point_list[face_data[i].p1].x; |
| 270 | poly_list[1] = point_list[face_data[i].p1].y; |
| 271 | zavg = point_list[face_data[i].p1].z; |
| 272 | |
| 273 | poly_list[2] = point_list[face_data[i].p2].x; |
| 274 | poly_list[3] = point_list[face_data[i].p2].y; |
| 275 | zavg = MAX(zavg,point_list[face_data[i].p2].z); |
| 276 | |
| 277 | if (num_points > 2) |
| 278 | { |
| 279 | poly_list[4] = point_list[face_data[i].p3].x; |
| 280 | poly_list[5] = point_list[face_data[i].p3].y; |
| 281 | zavg = MAX(zavg,point_list[face_data[i].p3].z); |
| 282 | } |
| 283 | |
| 284 | if (num_points > 3) |
| 285 | { |
| 286 | poly_list[6] = point_list[face_data[i].p4].x; |
| 287 | poly_list[7] = point_list[face_data[i].p4].y; |
| 288 | zavg = MAX(zavg,point_list[face_data[i].p4].z); |
| 289 | } |
| 290 | |
| 291 | if (num_points > 4) |
| 292 | { |
| 293 | poly_list[8] = point_list[face_data[i].p5].x; |
| 294 | poly_list[9] = point_list[face_data[i].p5].y; |
| 295 | zavg = MAX(zavg,point_list[face_data[i].p5].z); |
| 296 | } |
| 297 | |
| 298 | if (num_points > 5) |
| 299 | { |
| 300 | poly_list[10] = point_list[face_data[i].p6].x; |
| 301 | poly_list[11] = point_list[face_data[i].p6].y; |
| 302 | zavg = MAX(zavg,point_list[face_data[i].p6].z); |
| 303 | } |
| 304 | |
| 305 | if (num_points > 6) |
| 306 | { |
| 307 | poly_list[12] = point_list[face_data[i].p7].x; |
| 308 | poly_list[13] = point_list[face_data[i].p7].y; |
| 309 | zavg = MAX(zavg,point_list[face_data[i].p7].z); |
| 310 | } |
| 311 | |
| 312 | if (num_points > 7) |
| 313 | { |
| 314 | poly_list[14] = point_list[face_data[i].p8].x; |
| 315 | poly_list[15] = point_list[face_data[i].p8].y; |
| 316 | zavg = MAX(zavg,point_list[face_data[i].p8].z); |
| 317 | } |
| 318 | |
| 319 | |
| 320 | gfx_render_polygon (face_data[i].points, poly_list, face_data[i].colour, zavg); |
| 321 | |
| 322 | } |
| 323 | } |
| 324 | |
| 325 | if (univ->flags & FLG_FIRING) |
| 326 | { |
| 327 | lasv = ship_list[univ->type]->front_laser; |
| 328 | col = (univ->type == SHIP_VIPER) ? GFX_COL_CYAN : GFX_COL_WHITE; |
| 329 | |
| 330 | gfx_render_line (point_list[lasv].x, point_list[lasv].y, |
| 331 | univ->location.x > 0 ? 0 : 511, rand255() * 2, |
| 332 | point_list[lasv].z, col); |
| 333 | } |
| 334 | } |
| 335 | |
| 336 | |
| 337 | |
| 338 | |
| 339 | |
| 340 | /* |
| 341 | * Colour map used to generate a SNES Elite style planet. |
| 342 | * This is a quick hack and needs tidying up. |
| 343 | */ |
| 344 | |
| 345 | int snes_planet_colour[] = |
| 346 | { |
| 347 | 102, 102, |
| 348 | 134, 134, 134, 134, |
| 349 | 167, 167, 167, 167, |
| 350 | 213, 213, |
| 351 | 255, |
| 352 | 83,83,83,83, |
| 353 | 122, |
| 354 | 83,83, |
| 355 | 249,249,249,249, |
| 356 | 83, |
| 357 | 122, |
| 358 | 249,249,249,249,249,249, |
| 359 | 83, 83, |
| 360 | 122, |
| 361 | 83,83, 83, 83, |
| 362 | 255, |
| 363 | 213, 213, |
| 364 | 167,167, 167, 167, |
| 365 | 134,134, 134, 134, |
| 366 | 102, 102 |
| 367 | }; |
| 368 | |
| 369 | |
| 370 | /* |
| 371 | * Generate a landscape map for a SNES Elite style planet. |
| 372 | */ |
| 373 | |
| 374 | void generate_snes_landscape (void) |
| 375 | { |
| 376 | int x,y; |
| 377 | int colour; |
| 378 | |
| 379 | for (y = 0; y <= LAND_Y_MAX; y++) |
| 380 | { |
| 381 | colour = snes_planet_colour[y * (sizeof(snes_planet_colour)/sizeof(int)) / LAND_Y_MAX]; |
| 382 | for (x = 0; x <= LAND_X_MAX; x++) |
| 383 | { |
| 384 | landscape[x][y] = colour; |
| 385 | } |
| 386 | } |
| 387 | } |
| 388 | |
| 389 | |
| 390 | |
| 391 | |
| 392 | /* |
| 393 | * Guassian random number generator. |
| 394 | * Returns a number between -7 and +8 with Gaussian distribution. |
| 395 | */ |
| 396 | |
| 397 | int grand (void) |
| 398 | { |
| 399 | int i; |
| 400 | int r; |
| 401 | |
| 402 | r = 0; |
| 403 | for (i = 0; i < 12; i++) |
| 404 | r += randint() & 15; |
| 405 | |
| 406 | r /= 12; |
| 407 | r -= 7; |
| 408 | |
| 409 | return r; |
| 410 | } |
| 411 | |
| 412 | |
| 413 | /* |
| 414 | * Calculate the midpoint between two given points. |
| 415 | */ |
| 416 | |
| 417 | int calc_midpoint (int sx, int sy, int ex, int ey) |
| 418 | { |
| 419 | int a,b,n; |
| 420 | |
| 421 | a = landscape[sx][sy]; |
| 422 | b = landscape[ex][ey]; |
| 423 | |
| 424 | n = ((a + b) / 2) + grand(); |
| 425 | if (n < 0) |
| 426 | n = 0; |
| 427 | if (n > 255) |
| 428 | n = 255; |
| 429 | |
| 430 | return n; |
| 431 | } |
| 432 | |
| 433 | |
| 434 | /* |
| 435 | * Calculate a square on the midpoint map. |
| 436 | */ |
| 437 | |
| 438 | void midpoint_square (int tx, int ty, int w) |
| 439 | { |
| 440 | int mx,my; |
| 441 | int bx,by; |
| 442 | int d; |
| 443 | |
| 444 | d = w / 2; |
| 445 | mx = tx + d; |
| 446 | my = ty + d; |
| 447 | bx = tx + w; |
| 448 | by = ty + w; |
| 449 | |
| 450 | landscape[mx][ty] = calc_midpoint(tx,ty,bx,ty); |
| 451 | landscape[mx][by] = calc_midpoint(tx,by,bx,by); |
| 452 | landscape[tx][my] = calc_midpoint(tx,ty,tx,by); |
| 453 | landscape[bx][my] = calc_midpoint(bx,ty,bx,by); |
| 454 | landscape[mx][my] = calc_midpoint(tx,my,bx,my); |
| 455 | |
| 456 | if (d == 1) |
| 457 | return; |
| 458 | |
| 459 | midpoint_square (tx,ty,d); |
| 460 | midpoint_square (mx,ty,d); |
| 461 | midpoint_square (tx,my,d); |
| 462 | midpoint_square (mx,my,d); |
| 463 | } |
| 464 | |
| 465 | |
| 466 | /* |
| 467 | * Generate a fractal landscape. |
| 468 | * Uses midpoint displacement method. |
| 469 | */ |
| 470 | |
| 471 | void generate_fractal_landscape (int rnd_seed) |
| 472 | { |
| 473 | int x,y,d,h; |
| 474 | double dist; |
| 475 | int dark; |
| 476 | int old_seed; |
| 477 | |
| 478 | old_seed = get_rand_seed(); |
| 479 | set_rand_seed(rnd_seed); |
| 480 | |
| 481 | d = LAND_X_MAX / 8; |
| 482 | |
| 483 | for (y = 0; y <= LAND_Y_MAX; y += d) |
| 484 | for (x = 0; x <= LAND_X_MAX; x += d) |
| 485 | landscape[x][y] = randint() & 255; |
| 486 | |
| 487 | for (y = 0; y < LAND_Y_MAX; y += d) |
| 488 | for (x = 0; x < LAND_X_MAX; x += d) |
| 489 | midpoint_square (x,y,d); |
| 490 | |
| 491 | for (y = 0; y <= LAND_Y_MAX; y++) |
| 492 | { |
| 493 | for (x = 0; x <= LAND_X_MAX; x++) |
| 494 | { |
| 495 | dist = x*x + y*y; |
| 496 | dark = dist > 10000; |
| 497 | h = landscape[x][y]; |
| 498 | if (h > 166) |
| 499 | landscape[x][y] = dark ? GFX_COL_GREEN_1 : GFX_COL_GREEN_2; |
| 500 | else |
| 501 | landscape[x][y] = dark ? GFX_COL_BLUE_2 : GFX_COL_BLUE_1; |
| 502 | |
| 503 | } |
| 504 | } |
| 505 | |
| 506 | set_rand_seed (old_seed); |
| 507 | } |
| 508 | |
| 509 | |
| 510 | void generate_landscape (int rnd_seed) |
| 511 | { |
| 512 | switch (planet_render_style) |
| 513 | { |
| 514 | case 0: /* Wireframe... do nothing for now... */ |
| 515 | break; |
| 516 | |
| 517 | case 1: |
| 518 | /* generate_green_landscape (); */ |
| 519 | break; |
| 520 | |
| 521 | case 2: |
| 522 | generate_snes_landscape(); |
| 523 | break; |
| 524 | |
| 525 | case 3: |
| 526 | generate_fractal_landscape (rnd_seed); |
| 527 | break; |
| 528 | } |
| 529 | } |
| 530 | |
| 531 | |
| 532 | |
| 533 | /* |
| 534 | * Draw a line of the planet with appropriate rotation. |
| 535 | */ |
| 536 | |
| 537 | |
| 538 | void render_planet_line (int xo, int yo, int x, int y, int radius, int vx, int vy) |
| 539 | { |
| 540 | int lx, ly; |
| 541 | int rx, ry; |
| 542 | int colour; |
| 543 | int sx,sy; |
| 544 | int ex; |
| 545 | int div; |
| 546 | |
| 547 | sy = y + yo; |
| 548 | |
| 549 | if ((sy < GFX_VIEW_TY + GFX_Y_OFFSET) || |
| 550 | (sy > GFX_VIEW_BY + GFX_Y_OFFSET)) |
| 551 | return; |
| 552 | |
| 553 | sx = xo - x; |
| 554 | ex = xo + x; |
| 555 | |
| 556 | rx = -x * vx - y * vy; |
| 557 | ry = -x * vy + y * vx; |
| 558 | rx += radius << 16; |
| 559 | ry += radius << 16; |
| 560 | div = radius << 10; /* radius * 2 * LAND_X_MAX >> 16 */ |
| 561 | |
| 562 | |
| 563 | for (; sx <= ex; sx++) |
| 564 | { |
| 565 | if ((sx >= (GFX_VIEW_TX + GFX_X_OFFSET)) && (sx <= (GFX_VIEW_BX + GFX_X_OFFSET))) |
| 566 | { |
| 567 | lx = rx / div; |
| 568 | ly = ry / div; |
| 569 | colour = landscape[lx][ly]; |
| 570 | |
| 571 | gfx_fast_plot_pixel (sx, sy, colour); |
| 572 | } |
| 573 | rx += vx; |
| 574 | ry += vy; |
| 575 | } |
| 576 | } |
| 577 | |
| 578 | |
| 579 | /* |
| 580 | * Draw a solid planet. Based on Doros circle drawing alogorithm. |
| 581 | */ |
| 582 | |
| 583 | void render_planet (int xo, int yo, int radius, struct vector *vec) |
| 584 | { |
| 585 | int x,y; |
| 586 | int s; |
| 587 | int vx,vy; |
| 588 | |
| 589 | xo += GFX_X_OFFSET; |
| 590 | yo += GFX_Y_OFFSET; |
| 591 | |
| 592 | vx = vec[1].x * 65536; |
| 593 | vy = vec[1].y * 65536; |
| 594 | |
| 595 | s = radius; |
| 596 | x = radius; |
| 597 | y = 0; |
| 598 | |
| 599 | s -= x + x; |
| 600 | while (y <= x) |
| 601 | { |
| 602 | render_planet_line (xo, yo, x, y, radius, vx, vy); |
| 603 | render_planet_line (xo, yo, x,-y, radius, vx, vy); |
| 604 | render_planet_line (xo, yo, y, x, radius, vx, vy); |
| 605 | render_planet_line (xo, yo, y,-x, radius, vx, vy); |
| 606 | |
| 607 | s += y + y + 1; |
| 608 | y++; |
| 609 | if (s >= 0) |
| 610 | { |
| 611 | s -= x + x + 2; |
| 612 | x--; |
| 613 | } |
| 614 | } |
| 615 | } |
| 616 | |
| 617 | |
| 618 | /* |
| 619 | * Draw a wireframe planet. |
| 620 | * At the moment we just draw a circle. |
| 621 | * Need to add in the two arcs that the original Elite had. |
| 622 | */ |
| 623 | |
| 624 | void draw_wireframe_planet (int xo, int yo, int radius, struct vector *vec) |
| 625 | { |
| 626 | gfx_draw_circle (xo, yo, radius, GFX_COL_WHITE); |
| 627 | } |
| 628 | |
| 629 | |
| 630 | /* |
| 631 | * Draw a planet. |
| 632 | * We can currently do three different types of planet... |
| 633 | * - Wireframe. |
| 634 | * - Fractal landscape. |
| 635 | * - SNES Elite style. |
| 636 | */ |
| 637 | |
| 638 | void draw_planet (struct univ_object *planet) |
| 639 | { |
| 640 | int x,y; |
| 641 | int radius; |
| 642 | |
| 643 | x = (planet->location.x * 256) / planet->location.z; |
| 644 | y = (planet->location.y * 256) / planet->location.z; |
| 645 | |
| 646 | y = -y; |
| 647 | |
| 648 | x += 128; |
| 649 | y += 96; |
| 650 | |
| 651 | x *= GFX_SCALE; |
| 652 | y *= GFX_SCALE; |
| 653 | |
| 654 | radius = 6291456 / planet->distance; |
| 655 | // radius = 6291456 / ship_vec.z; /* Planets are BIG! */ |
| 656 | |
| 657 | radius *= GFX_SCALE; |
| 658 | |
| 659 | if ((x + radius < 0) || |
| 660 | (x - radius > 511) || |
| 661 | (y + radius < 0) || |
| 662 | (y - radius > 383)) |
| 663 | return; |
| 664 | |
| 665 | switch (planet_render_style) |
| 666 | { |
| 667 | case 0: |
| 668 | draw_wireframe_planet (x, y, radius, planet->rotmat); |
| 669 | break; |
| 670 | |
| 671 | case 1: |
| 672 | gfx_draw_filled_circle (x, y, radius, GFX_COL_GREEN_1); |
| 673 | break; |
| 674 | |
| 675 | case 2: |
| 676 | case 3: |
| 677 | render_planet (x, y, radius, planet->rotmat); |
| 678 | break; |
| 679 | } |
| 680 | } |
| 681 | |
| 682 | |
| 683 | void render_sun_line (int xo, int yo, int x, int y, int radius) |
| 684 | { |
| 685 | int sy = yo + y; |
| 686 | int sx,ex; |
| 687 | int colour; |
| 688 | int dx,dy; |
| 689 | int distance; |
| 690 | int inner,outer; |
| 691 | int inner2; |
| 692 | int mix; |
| 693 | |
| 694 | if ((sy < GFX_VIEW_TY + GFX_Y_OFFSET) || |
| 695 | (sy > GFX_VIEW_BY + GFX_Y_OFFSET)) |
| 696 | return; |
| 697 | |
| 698 | sx = xo - x; |
| 699 | ex = xo + x; |
| 700 | |
| 701 | sx -= (radius * (2 + (randint() & 7))) >> 8; |
| 702 | ex += (radius * (2 + (randint() & 7))) >> 8; |
| 703 | |
| 704 | if ((sx > GFX_VIEW_BX + GFX_X_OFFSET) || |
| 705 | (ex < GFX_VIEW_TX + GFX_X_OFFSET)) |
| 706 | return; |
| 707 | |
| 708 | if (sx < GFX_VIEW_TX + GFX_X_OFFSET) |
| 709 | sx = GFX_VIEW_TX + GFX_X_OFFSET; |
| 710 | |
| 711 | if (ex > GFX_VIEW_BX + GFX_X_OFFSET) |
| 712 | ex = GFX_VIEW_BX + GFX_X_OFFSET; |
| 713 | |
| 714 | inner = (radius * (200 + (randint() & 7))) >> 8; |
| 715 | inner *= inner; |
| 716 | |
| 717 | inner2 = (radius * (220 + (randint() & 7))) >> 8; |
| 718 | inner2 *= inner2; |
| 719 | |
| 720 | outer = (radius * (239 + (randint() & 7))) >> 8; |
| 721 | outer *= outer; |
| 722 | |
| 723 | dy = y * y; |
| 724 | dx = sx - xo; |
| 725 | |
| 726 | for (; sx <= ex; sx++,dx++) |
| 727 | { |
| 728 | mix = (sx ^ y) & 1; |
| 729 | distance = dx * dx + dy; |
| 730 | |
| 731 | if (distance < inner) |
| 732 | colour = GFX_COL_WHITE; |
| 733 | else if (distance < inner2) |
| 734 | colour = GFX_COL_YELLOW_4; |
| 735 | else if (distance < outer) |
| 736 | colour = GFX_ORANGE_3; |
| 737 | else |
| 738 | colour = mix ? GFX_ORANGE_1 : GFX_ORANGE_2; |
| 739 | |
| 740 | gfx_fast_plot_pixel (sx, sy, colour); |
| 741 | } |
| 742 | } |
| 743 | |
| 744 | |
| 745 | void render_sun (int xo, int yo, int radius) |
| 746 | { |
| 747 | int x,y; |
| 748 | int s; |
| 749 | |
| 750 | xo += GFX_X_OFFSET; |
| 751 | yo += GFX_Y_OFFSET; |
| 752 | |
| 753 | s = -radius; |
| 754 | x = radius; |
| 755 | y = 0; |
| 756 | |
| 757 | // s -= x + x; |
| 758 | while (y <= x) |
| 759 | { |
| 760 | render_sun_line (xo, yo, x, y, radius); |
| 761 | render_sun_line (xo, yo, x,-y, radius); |
| 762 | render_sun_line (xo, yo, y, x, radius); |
| 763 | render_sun_line (xo, yo, y,-x, radius); |
| 764 | |
| 765 | s += y + y + 1; |
| 766 | y++; |
| 767 | if (s >= 0) |
| 768 | { |
| 769 | s -= x + x + 2; |
| 770 | x--; |
| 771 | } |
| 772 | } |
| 773 | } |
| 774 | |
| 775 | |
| 776 | |
| 777 | void draw_sun (struct univ_object *planet) |
| 778 | { |
| 779 | int x,y; |
| 780 | int radius; |
| 781 | |
| 782 | x = (planet->location.x * 256) / planet->location.z; |
| 783 | y = (planet->location.y * 256) / planet->location.z; |
| 784 | |
| 785 | y = -y; |
| 786 | |
| 787 | x += 128; |
| 788 | y += 96; |
| 789 | |
| 790 | x *= GFX_SCALE; |
| 791 | y *= GFX_SCALE; |
| 792 | |
| 793 | radius = 6291456 / planet->distance; |
| 794 | |
| 795 | radius *= GFX_SCALE; |
| 796 | |
| 797 | if ((x + radius < 0) || |
| 798 | (x - radius > 511) || |
| 799 | (y + radius < 0) || |
| 800 | (y - radius > 383)) |
| 801 | return; |
| 802 | |
| 803 | render_sun (x, y, radius); |
| 804 | } |
| 805 | |
| 806 | |
| 807 | |
| 808 | void draw_explosion (struct univ_object *univ) |
| 809 | { |
| 810 | int i; |
| 811 | int z; |
| 812 | int q; |
| 813 | int pr; |
| 814 | int px,py; |
| 815 | int cnt; |
| 816 | int sizex,sizey,psx,psy; |
| 817 | Matrix trans_mat; |
| 818 | int sx,sy; |
| 819 | double rx,ry,rz; |
| 820 | int visible[32]; |
| 821 | struct vector vec; |
| 822 | struct vector camera_vec; |
| 823 | double cos_angle; |
| 824 | double tmp; |
| 825 | struct ship_face_normal *ship_norm; |
| 826 | struct ship_point *sp; |
| 827 | struct ship_data *ship; |
| 828 | int np; |
| 829 | int old_seed; |
| 830 | |
| 831 | |
| 832 | if (univ->exp_delta > 251) |
| 833 | { |
| 834 | univ->flags |= FLG_REMOVE; |
| 835 | return; |
| 836 | } |
| 837 | |
| 838 | univ->exp_delta += 4; |
| 839 | |
| 840 | if (univ->location.z <= 0) |
| 841 | return; |
| 842 | |
| 843 | ship = ship_list[univ->type]; |
| 844 | |
| 845 | for (i = 0; i < 3; i++) |
| 846 | trans_mat[i] = univ->rotmat[i]; |
| 847 | |
| 848 | camera_vec = univ->location; |
| 849 | mult_vector (&camera_vec, trans_mat); |
| 850 | camera_vec = unit_vector (&camera_vec); |
| 851 | |
| 852 | ship_norm = ship->normals; |
| 853 | |
| 854 | for (i = 0; i < ship->num_faces; i++) |
| 855 | { |
| 856 | vec.x = ship_norm[i].x; |
| 857 | vec.y = ship_norm[i].y; |
| 858 | vec.z = ship_norm[i].z; |
| 859 | |
| 860 | vec = unit_vector (&vec); |
| 861 | cos_angle = vector_dot_product (&vec, &camera_vec); |
| 862 | |
| 863 | visible[i] = (cos_angle < -0.13); |
| 864 | } |
| 865 | |
| 866 | tmp = trans_mat[0].y; |
| 867 | trans_mat[0].y = trans_mat[1].x; |
| 868 | trans_mat[1].x = tmp; |
| 869 | |
| 870 | tmp = trans_mat[0].z; |
| 871 | trans_mat[0].z = trans_mat[2].x; |
| 872 | trans_mat[2].x = tmp; |
| 873 | |
| 874 | tmp = trans_mat[1].z; |
| 875 | trans_mat[1].z = trans_mat[2].y; |
| 876 | trans_mat[2].y = tmp; |
| 877 | |
| 878 | sp = ship->points; |
| 879 | np = 0; |
| 880 | |
| 881 | for (i = 0; i < ship->num_points; i++) |
| 882 | { |
| 883 | if (visible[sp[i].face1] || visible[sp[i].face2] || |
| 884 | visible[sp[i].face3] || visible[sp[i].face4]) |
| 885 | { |
| 886 | vec.x = sp[i].x; |
| 887 | vec.y = sp[i].y; |
| 888 | vec.z = sp[i].z; |
| 889 | |
| 890 | mult_vector (&vec, trans_mat); |
| 891 | |
| 892 | rx = vec.x + univ->location.x; |
| 893 | ry = vec.y + univ->location.y; |
| 894 | rz = vec.z + univ->location.z; |
| 895 | |
| 896 | sx = (rx * 256) / rz; |
| 897 | sy = (ry * 256) / rz; |
| 898 | |
| 899 | sy = -sy; |
| 900 | |
| 901 | sx += 128; |
| 902 | sy += 96; |
| 903 | |
| 904 | sx *= GFX_SCALE; |
| 905 | sy *= GFX_SCALE; |
| 906 | |
| 907 | point_list[np].x = sx; |
| 908 | point_list[np].y = sy; |
| 909 | np++; |
| 910 | } |
| 911 | } |
| 912 | |
| 913 | |
| 914 | z = (int)univ->location.z; |
| 915 | |
| 916 | if (z >= 0x2000) |
| 917 | q = 254; |
| 918 | else |
| 919 | q = (z / 32) | 1; |
| 920 | |
| 921 | pr = (univ->exp_delta * 256) / q; |
| 922 | |
| 923 | // if (pr > 0x1C00) |
| 924 | // q = 254; |
| 925 | // else |
| 926 | |
| 927 | q = pr / 32; |
| 928 | |
| 929 | old_seed = get_rand_seed(); |
| 930 | set_rand_seed (univ->exp_seed); |
| 931 | |
| 932 | for (cnt = 0; cnt < np; cnt++) |
| 933 | { |
| 934 | sx = point_list[cnt].x; |
| 935 | sy = point_list[cnt].y; |
| 936 | |
| 937 | for (i = 0; i < 16; i++) |
| 938 | { |
| 939 | px = rand255() - 128; |
| 940 | py = rand255() - 128; |
| 941 | |
| 942 | px = (px * q) / 256; |
| 943 | py = (py * q) / 256; |
| 944 | |
| 945 | px = px + px + sx; |
| 946 | py = py + py + sy; |
| 947 | |
| 948 | sizex = (randint() & 1) + 1; |
| 949 | sizey = (randint() & 1) + 1; |
| 950 | |
| 951 | for (psy = 0; psy < sizey; psy++) |
| 952 | for (psx = 0; psx < sizex; psx++) |
| 953 | gfx_plot_pixel (px+psx, py+psy, GFX_COL_WHITE); |
| 954 | } |
| 955 | } |
| 956 | |
| 957 | set_rand_seed (old_seed); |
| 958 | } |
| 959 | |
| 960 | |
| 961 | |
| 962 | /* |
| 963 | * Draws an object in the universe. |
| 964 | * (Ship, Planet, Sun etc). |
| 965 | */ |
| 966 | |
| 967 | void draw_ship (struct univ_object *ship) |
| 968 | { |
| 969 | |
| 970 | if ((current_screen != SCR_FRONT_VIEW) && (current_screen != SCR_REAR_VIEW) && |
| 971 | (current_screen != SCR_LEFT_VIEW) && (current_screen != SCR_RIGHT_VIEW) && |
| 972 | (current_screen != SCR_INTRO_ONE) && (current_screen != SCR_INTRO_TWO) && |
| 973 | (current_screen != SCR_GAME_OVER) && (current_screen != SCR_ESCAPE_POD)) |
| 974 | return; |
| 975 | |
| 976 | if ((ship->flags & FLG_DEAD) && !(ship->flags & FLG_EXPLOSION)) |
| 977 | { |
| 978 | ship->flags |= FLG_EXPLOSION; |
| 979 | ship->exp_seed = randint(); |
| 980 | ship->exp_delta = 18; |
| 981 | } |
| 982 | |
| 983 | if (ship->flags & FLG_EXPLOSION) |
| 984 | { |
| 985 | draw_explosion (ship); |
| 986 | return; |
| 987 | } |
| 988 | |
| 989 | if (ship->location.z <= 0) /* Only display ships in front of us. */ |
| 990 | return; |
| 991 | |
| 992 | if (ship->type == SHIP_PLANET) |
| 993 | { |
| 994 | draw_planet (ship); |
| 995 | return; |
| 996 | } |
| 997 | |
| 998 | if (ship->type == SHIP_SUN) |
| 999 | { |
| 1000 | draw_sun (ship); |
| 1001 | return; |
| 1002 | } |
| 1003 | |
| 1004 | if ((fabs(ship->location.x) > ship->location.z) || /* Check for field of vision. */ |
| 1005 | (fabs(ship->location.y) > ship->location.z)) |
| 1006 | return; |
| 1007 | |
| 1008 | if (wireframe) |
| 1009 | draw_wireframe_ship (ship); |
| 1010 | else |
| 1011 | draw_solid_ship (ship); |
| 1012 | } |
| 1013 | |