shithub: wl3d

ref: a88630d07570f7e9a30098817db9efe32307a776
dir: /vh.c/

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#define PIXTOBLOCK		4		// 16 pixels to an update block

u8int	update[UPDATEHIGH][UPDATEWIDE];

//==========================================================================

pictabletype	_seg *pictable;


s16int	px,py;
u8int	fontcolor,backcolor;
s16int	fontnumber;
s16int bufferwidth,bufferheight;


/*
=============================================================================

				Double buffer management routines

=============================================================================
*/


/*
=======================
=
= VW_MarkUpdateBlock
=
= Takes a pixel bounded block and marks the tiles in bufferblocks
= Returns 0 if the entire block is off the buffer screen
=
=======================
*/

s16int VW_MarkUpdateBlock (s16int x1, s16int y1, s16int x2, s16int y2)
{
	s16int	x,y,xt1,yt1,xt2,yt2,nextline;
	u8int *mark;

	xt1 = x1>>PIXTOBLOCK;
	yt1 = y1>>PIXTOBLOCK;

	xt2 = x2>>PIXTOBLOCK;
	yt2 = y2>>PIXTOBLOCK;

	if (xt1<0)
		xt1=0;
	else if (xt1>=UPDATEWIDE)
		return 0;

	if (yt1<0)
		yt1=0;
	else if (yt1>UPDATEHIGH)
		return 0;

	if (xt2<0)
		return 0;
	else if (xt2>=UPDATEWIDE)
		xt2 = UPDATEWIDE-1;

	if (yt2<0)
		return 0;
	else if (yt2>=UPDATEHIGH)
		yt2 = UPDATEHIGH-1;

	mark = updateptr + uwidthtable[yt1] + xt1;
	nextline = UPDATEWIDE - (xt2-xt1) - 1;

	for (y=yt1;y<=yt2;y++)
	{
		for (x=xt1;x<=xt2;x++)
			*mark++ = 1;			// this tile will need to be updated

		mark += nextline;
	}

	return 1;
}

void VWB_DrawTile8 (s16int x, s16int y, s16int tile)
{
	if (VW_MarkUpdateBlock (x,y,x+7,y+7))
		LatchDrawChar(x,y,tile);
}

void VWB_Plot (s16int x, s16int y, s16int color)
{
	if (VW_MarkUpdateBlock (x,y,x,y))
		VW_Plot(x,y,color);
}

void VWB_Vlin (s16int y1, s16int y2, s16int x, s16int color)
{
	if (VW_MarkUpdateBlock (x,y1,x,y2))
		VW_Vlin(y1,y2,x,color);
}

void VW_UpdateScreen (void)
{
	VH_UpdateScreen ();
}


/*
=============================================================================

						WOLFENSTEIN STUFF

=============================================================================
*/

/*
=====================
=
= LatchDrawPic
=
=====================
*/

void LatchDrawPic (u16int x, u16int y, u16int picnum)
{
	u16int wide, height, source;

	wide = pictable[picnum-STARTPICS].width;
	height = pictable[picnum-STARTPICS].height;
	source = latchpics[2+picnum-LATCHPICS_LUMP_START];

	VL_LatchToScreen (source,wide/4,height,x*8,y);
}


//==========================================================================

/*
===================
=
= LoadLatchMem
=
===================
*/

void LoadLatchMem (void)
{
	s16int	i,j,p,m,width,height,start,end;
	u8int	far *src;
	u16int	destoff;

//
// tile 8s
//
	FIXME: fuck this
	latchpics[0] = freelatch;
	src = (u8int _seg *)grsegs[STARTTILE8];
	destoff = freelatch;

	for (i=0;i<NUMTILE8;i++)
	{
		VL_MemToLatch (src,8,8,destoff);
		src += 64;
		destoff +=16;
	}

//
// pics
//
	start = LATCHPICS_LUMP_START;
	end = LATCHPICS_LUMP_END;

	for (i=start;i<=end;i++)
	{
		latchpics[2+i-start] = destoff;
		width = pictable[i-STARTPICS].width;
		height = pictable[i-STARTPICS].height;
		VL_MemToLatch (grsegs[i],width,height,destoff);
		destoff += width/4 *height;
	}

	EGAMAPMASK(15);
}

//==========================================================================

/*
===================
=
= FizzleFade
=
= returns true if aborted
=
===================
*/

extern	ControlInfo	c;

int FizzleFade (u16int source, u16int dest,
	u16int width,u16int height, u16int frames, int abortable)
{
	s16int			pixperframe;
	u16int	drawofs,pagedelta;
	u8int 		mask,maskb[8] = {1,2,4,8};
	u16int	x,y,p,frame;
	s32int		rndval;

	pagedelta = dest-source;
	rndval = 1;
	y = 0;
	pixperframe = 64000/frames;

	IN_StartAck ();

	TimeCount=frame=0;
	do	// while (1)
	{
		if (abortable && IN_CheckAck () )
			return true;

		asm	mov	es,[screenseg]

		for (p=0;p<pixperframe;p++)
		{
			//
			// seperate random value into x/y pair
			//
			asm	mov	ax,[WORD PTR rndval]
			asm	mov	dx,[WORD PTR rndval+2]
			asm	mov	bx,ax
			asm	dec	bl
			asm	mov	[BYTE PTR y],bl			// low 8 bits - 1 = y xoordinate
			asm	mov	bx,ax
			asm	mov	cx,dx
			asm	mov	[BYTE PTR x],ah			// next 9 bits = x xoordinate
			asm	mov	[BYTE PTR x+1],dl
			//
			// advance to next random element
			//
			asm	shr	dx,1
			asm	rcr	ax,1
			asm	jnc	noxor
			asm	xor	dx,0x0001
			asm	xor	ax,0x2000
noxor:
			asm	mov	[WORD PTR rndval],ax
			asm	mov	[WORD PTR rndval+2],dx

			if (x>width || y>height)
				continue;
			drawofs = source+ylookup[y] + (x>>2);

			//
			// copy one pixel
			//
			mask = x&3;
			VGAREADMAP(mask);
			mask = maskb[mask];
			VGAMAPMASK(mask);

			asm	mov	di,[drawofs]
			asm	mov	al,[es:di]
			asm add	di,[pagedelta]
			asm	mov	[es:di],al

			if (rndval == 1)		// entire sequence has been completed
				return false;
		}
		frame++;
		while (TimeCount<frame)		// don't go too fast
		;
	} while (1);


}