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GeezerVison is showing github.com — Sega-Nuclear-Rush/3D.C68 at master · OldSkoolCode/Sega-Nuclear-Rush Expand file tree/ Copy path3D.C68More file actions executable file ·830 lines (751 loc) · 19.5 KB / Copy path3D.C68File metadata and controlsexecutable file ·830 lines (751 loc) · 19.5 KB 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577 578 579 580 581 582 583 584 585 586 587 588 589 590 591 592 593 594 595 596 597 598 599 600 601 602 603 604 605 606 607 608 609 610 611 612 613 614 615 616 617 618 619 620 621 622 623 624 625 626 627 628 629 630 631 632 633 634 635 636 637 638 639 640 641 642 643 644 645 646 647 648 649 650 651 652 653 654 655 656 657 658 659 660 661 662 663 664 665 666 667 668 669 670 671 672 673 674 675 676 677 678 679 680 681 682 683 684 685 686 687 688 689 690 691 692 693 694 695 696 697 698 699 700 701 702 703 704 705 706 707 708 709 710 711 712 713 714 715 716 717 718 719 720 721 722 723 724 725 726 727 728 729 730 731 732 733 734 735 736 737 738 739 740 741 742 743 744 745 746 747 748 749 750 751 752 753 754 755 756 757 758 759 760 761 762 763 764 765 766 767 768 769 770 771 772 773 774 775 776 777 778 779 780 781 782 783 784 785 786 787 788 789 790 791 792 793 794 795 796 797 798 799 800 801 802 803 804 805 806 807 808 809 810 811 812 813 814 815 816 817 818 819 820 821 822 823 824 825 826 827 828 829 830 /*** * 3D Graphics routines for Nuclear Rush * Copyright 1993, Futurescape Productions * All Rights Reserved ***/ #include "game.h" #define BIGCLIP FALSE #define CLIP TRUE #define DEBUG FALSE #define SCALEMAX 400 #define AREA_SKIP TRUE extern PLAYER Player; int XRes, YRes; /* Screen resolution */ FRAC Mx, My, Mz; /* Camera World Position */ int Angl; /* Angle around Y axis */ int Tilt; /* Tilt around X axis */ int CentreX, CentreY; /* Dead center on the screen */ int Num_World_Objs; /* Number of world Objects */ extern OBJECT3D World_Objs[MAX3DOBJS]; /* Total object list */ OBJECT3D Special_Object; /* For Special calls */ int Num_Visable_Objs; /* Number of visable Objects */ extern VISABLE3D Visable_Objs[100]; /* Depth sorted objects (no more than 100) */ VISABLE3D VCopy; /* Temp storage for sorting */ int Num_Clipped; /* Debugging counter */ int Visable_Quad1; /* View angle quadrant left side */ int Visable_Quad2; /* View angle quadrant right side */ extern OBJECT3D *O3D_Areas[64]; /* Pointers to the start of each 3D area */ extern void DispFrame(UWORD *anim_file, WORD anim, WORD frame, WORD xp, WORD yp); extern void Debug(char *fmt, ...); #if DEBUG extern UWORD debug_anm; /* Sprites of the numbers "0" through "9" */ #endif /************************************************************************ * * * Three Dimensional Plotting Routines * * * ************************************************************************ Init3D - inits 3D package Move3D - rotation, tilt angles and observer location, distance Transform3D - maps 3D space onto the 2D screen ************************************************************************/ FRAC CosA, SinA; FRAC CosT, SinT; FRAC CosACosT, SinASinT; FRAC CosASinT, SinACosT; FRAC GndZCos, GndZSin; #define Cam3Dds INT2FRAC(200) #define Cam3Dsf INT2FRAC(350) #define Scale3D (Cam3Dsf/SCALEMAX) /* Scale3D = fdiv(Cam3Dsf,INT2FRAC(SCALEMAX)); */ void Init3D() { register short i; Num_World_Objs = 1; /* First World object is the camera */ XRes = 256; YRes = 224; CentreX = XRes/2; CentreY = YRes/2; for (i=0; i < 64; i++) O3D_Areas[i] = NULL; } void Move3D(int Ang, int Tlt,FRAC x, FRAC y, FRAC z) { register FRAC Xt, Yt, Zt; register FRAC OneOverZt; Mx = x; My = y; Mz = z; Angl = Ang; Tilt = Tlt; /* Modify first world object to reflect camera position */ World_Objs[0].x = x; World_Objs[0].y = y; World_Objs[0].z = z; World_Objs[0].rotation = Ang; World_Objs[0].tilt = Tlt; /* Compute area of the world if Z != 0 and set clip mask */ World_Objs[0].area = FRAC2INT(y) / (FRAC2INT(WORLD_DEPTH) / 8); World_Objs[0].area <<= 3; World_Objs[0].area += FRAC2INT(x) / (FRAC2INT(WORLD_WIDTH) / 8); CosA = fcosd(Angl); SinA = fsind(Angl); CosT = fcosd(Tilt); SinT = fsind(Tilt); CosACosT = fmul(CosA,CosT); SinASinT = fmul(SinA,SinT); CosASinT = fmul(CosA,SinT); SinACosT = fmul(SinA,CosT); /* Optimazations for ground based objects */ GndZCos = fmul(-z,CosT); GndZSin = fmul(-z,SinT); } /*** * Transform3D: Take a world coordinate and transform it to screen co's * Returns TRUE if point needs to be clipped ***/ WORD quad; int Transform3D(FRAC X, FRAC Y, FRAC Z, WORD *Xp, WORD *Yp) { register FRAC tmpf; register FRAC Xt, Yt, Zt; #if CLIP register WORD quad; #endif /* Do View plane transform */ Y -= My; X -= Mx; #if CLIP /* Reject point if not in visable quadrants */ quad = (Y >= 0) ? 0 : 1; if (X < 0) quad = quad ^ 3; /* quad = (Y >= 0) ? 0 : 2; quad += (X >= 0) ? 0 : 1; */ if (quad != Visable_Quad1 && quad != Visable_Quad2) { return (TRUE); } #if 0 /* Do quick 90 degree conic clipping */ tmpf = fmul(ftan(Player.Rotation-90),Y); if (X < tmpf) return (TRUE); tmpf = fmul(ftan(Player.Rotation+90),Y); if (X > tmpf) return (TRUE); #endif #endif /* Is this a ground based object? */ if (Z) { Z -= Mz; Zt = fmul(X,SinACosT)+fmul(Y,CosACosT)-fmul(Z,SinT); /* If point appears behind view plane, clip it */ if (Zt < 0) return (TRUE); Yt = fmul(X,SinASinT)+fmul(Y,CosASinT)+fmul(Z,CosT); Xt = fmul(X,CosA)-fmul(Y,SinA); } else { /* Special Ground based object code */ Zt = fmul(X,SinACosT)+fmul(Y,CosACosT)-GndZSin; /* If point appears behind view plane, clip it */ if (Zt < 0) return (TRUE); Yt = fmul(X,SinASinT)+fmul(Y,CosASinT)+GndZCos; Xt = fmul(X,CosA)-fmul(Y,SinA); } /* Do Screen transform */ tmpf = frec(Zt); /* Get 1/Zt */ *Xp = CentreX+fround(fmul(Cam3Dds,fmul(Xt,tmpf))); *Yp = CentreY-fround(fmul(Cam3Dds,fmul(Yt,tmpf))); return (FALSE); } /*** * Update3DObject: Moves this 3D object to another part of the world. ***/ void Update3DObject(OBJECT3D *ptr) { WORD new_area; /* Compute area of the world */ ptr->y &= WORLD_DEPTH - 1; ptr->x &= WORLD_WIDTH - 1; new_area = FRAC2INT(ptr->y) / (FRAC2INT(WORLD_DEPTH) / 8); new_area <<= 3; new_area += FRAC2INT(ptr->x) / (FRAC2INT(WORLD_WIDTH) / 8); /* Update doublely linked list pointers */ if (new_area != ptr->area) { if (ptr->area != 0xFFFF) { /* First, delete this object from where it is */ if (ptr->next == NULL && ptr->prev == NULL) /* Object is only one in list */ O3D_Areas[ptr->area] = NULL; else if (ptr->prev == NULL) { /* Object is first in list with more than one entry */ O3D_Areas[ptr->area] = ptr->next; ptr->next->prev = NULL; } else if (ptr->next == NULL) /* Object is last in list with more than one entry */ ptr->prev->next = NULL; else { /* Object is in the middle of a multiple entry list */ ptr->prev->next = ptr->next; ptr->next->prev = ptr->prev; } } /* Insert object into the list */ ptr->area = new_area; if (O3D_Areas[new_area] == NULL) { /* New list for this area */ O3D_Areas[new_area] = ptr; ptr->prev = ptr->next = NULL; } else { /* Squeeze this new object in as the first in the list */ ptr->next = O3D_Areas[new_area]; ptr->next->prev = ptr; O3D_Areas[new_area] = ptr; ptr->prev = NULL; } } } OBJECT3D * Add3DObject(UWORD *file, FRAC x, FRAC y, FRAC z) { OBJECT3D *ptr; ptr = &World_Objs[Num_World_Objs]; memset(ptr,0,sizeof(OBJECT3D)); ptr->x = x; ptr->y = y; ptr->z = z; ptr->file = file; ptr->anim = 0; ptr->frame = 0; ptr->noscale = FALSE; ptr->cloaked = FALSE; ptr->flag32 = FALSE; ptr->special = FALSE; ptr->clipped = FALSE; ptr->norot = FALSE; ptr->notilt = FALSE; ptr->rotation = ptr->tilt = 0; ptr->scaler = (unsigned short)Scale3D; ptr->spc_func = 0; ptr->variable = 0; ptr->type = PT_GRND; ptr->parent = 0; ptr->area = 0xFFFF; ptr->next = ptr->prev = NULL; Update3DObject(ptr); Num_World_Objs++; return (ptr); } /* Table to calculate the binacular disparity by using the distance */ short QAngle1; short QAngle2; short MinAngle = 90; short MaxAngle = 0; const static short deg2slice[90] = { 0, 0, 1, 1, 1, 2, 2, 2, 3, 3, 3, 4, 4, 5, 5, 5, 6, 6, 6, 7, 7, 7, 8, 8, 8, 9, 9,10,10,10, 11,11,11,12,12,12,13,13,13,14,14,14,15,15,16, 16,16,17,17,17,18,18,18,19,19,19,20,20,21,21, 21,22,22,22,23,23,23,24,24,24,25,25,26,26,26, 27,27,27,28,28,28,29,29,29,30,30,30,31,31, 0 }; const short octant[8] = { 16,20,28,24,12,8,0,4 }; #define VIEWSPAN 45 /*** * GetObjRotation: Return the rotation of an object relative to * another object ***/ #if 0 WORD GetObjRotation(OBJECT3D *src,OBJECT3D *dst) { register short k; register WORD rotation; /* Temporary work variables for... */ register WORD object_direction; register FRAC tmp; register FRAC tmpx, tmpy; register FRAC greater, lesser; /* Get objects location relative to the player */ tmpx = dst->x - src->x; tmpy = dst->y - src->y; /* WRAP AROUND WORLD STUFF */ if (tmpx > WORLD_WIDTH / 2) tmpx = tmpx - WORLD_WIDTH; if (tmpx < - (WORLD_WIDTH / 2)) tmpx = WORLD_WIDTH + tmpx; if (tmpy > WORLD_DEPTH / 2) tmpy = tmpy - WORLD_DEPTH; if (tmpy < - (WORLD_DEPTH / 2)) tmpy = WORLD_DEPTH + tmpy; if (tmpx >= 0) { k = 4; } else { k = 0; tmpx = -tmpx; } if (tmpy >= 0) { k += 2; } else { tmpy = -tmpy; } lesser = tmpx; greater = tmpy; if (tmpx >= tmpy) { k += 1; lesser = tmpy; greater = tmpx; } rotation = octant[k]; /* now adding the 32 slices */ k = 0; tmp = lesser + (lesser >> 1); /* 1.5 line */ if (tmp <= greater) { k++; tmp += lesser; /* 2.5 line */ if (tmp <= greater) { k++; tmp = tmp << 1; /* 5 line */ if (tmp <= greater) k++; } } if ((rotation & 4) == 0) k = k ^ 3; rotation += k; return (rotation); } #endif /*** * GetRotation: Return the rotation of an object relative to the player ***/ WORD GetRotation(OBJECT3D *ptr) { register short k; register WORD rotation; /* Temporary work variables for... */ register WORD object_direction; register FRAC tmp; register FRAC tmpx, tmpy; register FRAC greater, lesser; /* Get objects location relative to the player */ tmpx = ptr->x - Mx; tmpy = ptr->y - My; /* WRAP AROUND WORLD STUFF */ if (tmpx > WORLD_WIDTH / 2) tmpx = tmpx - WORLD_WIDTH; if (tmpx < - (WORLD_WIDTH / 2)) tmpx = WORLD_WIDTH + tmpx; if (tmpy > WORLD_DEPTH / 2) tmpy = tmpy - WORLD_DEPTH; if (tmpy < - (WORLD_DEPTH / 2)) tmpy = WORLD_DEPTH + tmpy; if (tmpx >= 0) { k = 4; } else { k = 0; tmpx = -tmpx; } if (tmpy >= 0) { k += 2; } else { tmpy = -tmpy; } lesser = tmpx; greater = tmpy; if (tmpx >= tmpy) { k += 1; lesser = tmpy; greater = tmpx; } rotation = octant[k]; /* now adding the 32 slices */ k = 0; tmp = lesser + (lesser >> 1); /* 1.5 line */ if (tmp <= greater) { k++; tmp += lesser; /* 2.5 line */ if (tmp <= greater) { k++; tmp = tmp << 1; /* 5 line */ if (tmp <= greater) k++; } } if ((rotation & 4) == 0) k = k ^ 3; rotation += k; return (rotation); } /*** * View3DZone: Clips and Transforms objects in a zone. ***/ void View3DZone(register OBJECT3D *ptr, FRAC ox, FRAC oy) { register OBJECT3D *spc_ptr; register short i,j; WORD rotation; /* Temporary work variables for... */ WORD object_direction; WORD frm; WORD xs,ys; WORD call_ret; /* Special call function return */ UWORD tilt; /* computing objects anim/frame */ short angle; FRAC dist; FRAC tmp; FRAC tmpx,tmpy; BYTE in_special; /* Loop for more 3D data? */ VISABLE3D *vptr; extern BYTE SYS_FLICKER; extern UWORD SYS_DISTDIV; /* Flicker focus adjustment */ extern UWORD SYS_MINFDIST; /* Flicker focus adjustor */ /*** * Phase II: Transform and Clip objects ***/ vptr = &Visable_Objs[Num_Visable_Objs]; in_special = FALSE; call_ret = 0; do { ptr->clipped = FALSE; asm("V3D_Clip1:"); do { if (in_special) { /* Call special function again, until we are done */ call_ret = spc_ptr->spc_func(spc_ptr); } else if (ptr->special) { /* Just starting a special call... */ call_ret = ptr->spc_func(ptr); in_special = TRUE; spc_ptr = ptr; ptr = &Special_Object; } /* Do very fast view rejection for air based objects only */ asm("V3D_Clip2:"); /* Bounding Sphere Clipper */ dist = fdist3d((ptr->x)-Mx+ox,(ptr->y)-My+oy,(ptr->z)-Mz); if (dist > INT2FRAC(400)) { ptr->clipped = TRUE; continue; } /* Cloaked object Clipper */ if (ptr->cloaked) { ptr->clipped = TRUE; continue; } /* 3D Transform/Clipper, is object behind viewplane? */ if (Transform3D(ptr->x+ox,ptr->y+oy,ptr->z,&xs,&ys)) { ptr->clipped = TRUE; continue; } /* 2D View Clipper */ if (xs < -20 || ys < -20 || xs > (256+20) || ys > (228+60)) { ptr->clipped = TRUE; continue; } asm("V3D_Add2View:"); /* Compute scale for visable object */ frm = (unsigned long)dist / ptr->scaler; frm = SCALEMAX-frm; if (frm < 0) frm = 0; if (frm > SCALEMAX) frm = SCALEMAX; /* Save scale and adjust X offset */ if (ptr->noscale) frm = SCALEMAX; if (SYS_FLICKER) { j = (frm / SYS_DISTDIV) + SYS_MINFDIST; xs += j; } /* Compute new rotation to view plane */ if (ptr->z) { /*** * AIRBORNE OBJECTS ***/ if (!ptr->norot) { rotation = GetRotation(ptr); object_direction = deg2slice[ptr->rotation >> 2]; tmp = (rotation - object_direction + 16) & 31; if (ptr->flag32) ptr->frame = tmp; else ptr->frame = tmp >> 2; } if (!ptr->notilt) { if (ptr->norot) ptr->frame = 0; /* Fudge angle into which frame to use for view */ angle = fatan2(dist,Mz-ptr->z); if (angle > 180) angle -= 360; if (angle > 30) angle = 30; if (angle < -30) angle = -30; tilt = (5 - ((angle / 15) + 3)) * 32; if (ptr->flag32) ptr->frame += tilt; else ptr->frame += tilt >> 2; } } else { /**** * GROUND BASED OBJECTS ****/ if (!ptr->norot) { rotation = GetRotation(ptr); object_direction = deg2slice[ptr->rotation >> 2]; tmp = (rotation - object_direction + 16) & 31; if (ptr->flag32) ptr->frame = tmp; else ptr->frame = tmp >> 2; } if (!ptr->notilt) { if (ptr->norot) ptr->frame = 0; /* Compute pitch of object */ angle = fatan2(dist,Mz); if (angle < MinAngle) MinAngle = angle; if (angle > MaxAngle) MaxAngle = angle; /* Fudge angle into which file number to use for view */ if (angle > 30) angle = 30; else if (angle < 0) angle = 0; if (angle) if (ptr->norot) angle = (angle) / 10; else angle = ((angle) / 10) << 3; if (ptr->flag32) angle = angle << 2; ptr->frame += angle; } } /* Object not clipped, so add it to the visable list */ vptr->object = ptr; vptr->dist = dist; vptr->scale = frm; vptr->file = ptr->file; vptr->anim = ptr->anim; /* Make the waves animate and move */ if (vptr->file == &wave_fpb) { ptr->frame = (ptr->frame + 1) % 12; /* Waves move in the X direction, and wrap */ tmp = (ptr->x + INT2FRAC(1)) & INT2FRAC(255); ptr->x &= 0xFF00FFFFl; ptr->x |= tmp; } vptr->frame = ptr->frame; vptr->type = ptr->type; vptr->parent = ptr->parent; vptr->xs = xs; vptr->ys = ys; vptr++; Num_Visable_Objs++; } while (call_ret); if (in_special) { /* Clean up after special calls */ ptr = spc_ptr; in_special = FALSE; } ptr = ptr->next; } while (ptr); } /*** * View3DObjects: Main calling point for 3D to 2D object viewing. * Clips, Transforms and Sorts the objects. ***/ static const WORD zone_move[25*2] = { /* X Y */ 0, 0, /* Current zone */ 1,-1, 0,-1, -1,-1, -1, 0, -1, 1, 0, 1, 1, 1, 1, 0, 2,-2, 1,-2, 0,-2, -1,-2, -2,-2, -2,-1, -2, 0, -2, 1, -2, 2, -1, 2, 0, 2, 1, 2, 2, 2, 2, 1, 2, 0, 2,-1 }; void View3DObjects(int left) { register OBJECT3D *ptr; register short i,j; WORD rotation; /* Temporary work variables for... */ short angle; FRAC dist; const WORD *wptr; FRAC tmpx,tmpy; VISABLE3D *vptr; WORD xs,ys; UWORD Num_Objs; UWORD Area_Index; UWORD Player_Index; /* What zone is the player in? */ extern BYTE SYS_FLICKER; extern UWORD SYS_DISTDIV; /* Flicker focus adjustment */ extern UWORD SYS_MINFDIST; /* Flicker focus adjustor */ extern ULONG SYS_VCNT; asm("V3D_PreClip:"); /*** * Phase I: Precompute clipping information ***/ /* Compute player zone according to sort (see World.C68) */ i = (FRAC2INT(Player.Y) / (FRAC2INT(WORLD_DEPTH) / 8)); i <<= 3; i += (FRAC2INT(Player.X) / (FRAC2INT(WORLD_WIDTH) / 8)); Player_Index = i; #if 0 /* Use this to debug the wrapping... */ { extern WORD ScreenCol; extern WORD ScreenRow; ScreenCol = 2; ScreenRow = 4; i = 7 - (FRAC2INT(Player.Y) / (FRAC2INT(WORLD_DEPTH) / 8)); j = 7 - (FRAC2INT(Player.X) / (FRAC2INT(WORLD_WIDTH) / 8)); UI_PrintString("%2X %1d %1d ",Player_Index,j,i); } #endif #if CLIP /* Generate the visable quadrant variables */ angle = (Player.Rotation + VIEWSPAN) % 360; while (angle < 0) angle += 360; QAngle1 = angle; QAngle2 = angle - (VIEWSPAN << 1); while (QAngle2 < 0) QAngle2 += 360; if (angle < 90) { Visable_Quad1 = 0; Visable_Quad2 = 3; } else { if (angle < 180) { Visable_Quad1 = 1; Visable_Quad2 = 0; } else { if (angle < 270) { Visable_Quad1 = 2; Visable_Quad2 = 1; } else { Visable_Quad1 = 3; Visable_Quad2 = 2; } } } #endif /* Init the scaler for a new frame */ PDQS_Init(); /*** * Phase II: Transform and Clip objects ***/ /* Only transform objects for left eye, fudge right eye */ if (left) { Num_Visable_Objs = 0; Num_Clipped = 0; xs = Player_Index & 7; ys = Player_Index >> 3; wptr = zone_move; for (i=0; i < 25; i++) { tmpx = INT2FRAC(0); tmpy = INT2FRAC(0); j = xs + *wptr++; Area_Index = j & 7; /* Wrap X? */ if ((j & 7) != j) if (j < 0) tmpx = -WORLD_WIDTH; else tmpx = WORLD_WIDTH; j = ys + *wptr++; Area_Index |= (j & 7) << 3; /* Wrap Y? */ if ((j & 7) != j) if (j < 0) tmpy = -WORLD_DEPTH; else tmpy = WORLD_DEPTH; ptr = O3D_Areas[Area_Index]; if (ptr) View3DZone(ptr,tmpx,tmpy); } } asm("V3D_Sort:"); /*** * Phase III: Sort only visable objects ***/ /* Insertion Sort... */ for (i=1; i < Num_Visable_Objs; i++) { SYS_CopyV3DObj(&VCopy,&Visable_Objs[i]); dist = VCopy.dist; j = i; while ((j > 0) && (Visable_Objs[j-1].dist > dist)) { SYS_CopyV3DObj(&Visable_Objs[j],&Visable_Objs[j-1]); j--; } SYS_CopyV3DObj(&Visable_Objs[j],&VCopy); } } /*** * Send3DObjects: Add visable objects to the sprite list. ***/ Send3DObjects(int left) { register short i,j; register VISABLE3D *vptr; extern BYTE SYS_FLICKER; extern UWORD SYS_DISTDIV; /* Flicker focus adjustment */ extern UWORD SYS_MINFDIST; /* Flicker focus adjustor */ extern UWORD SYS_LASTCHR; extern UWORD SYS_BASECHR; extern WORD SYS_VADJ[]; /*** * Phase IV: Display all visable objects in sorted order ***/ vptr = &Visable_Objs[0]; for (i=0; i < Num_Visable_Objs; i++) { if (!left && SYS_FLICKER) { j = (vptr->scale / SYS_DISTDIV) + SYS_MINFDIST; j <<= 1; vptr->xs -= j; } #if DEBUG /* Print some code for debugging 3D objects */ j = vptr->object->flag32; if (j > 10) DispFrame(&debug_anm,0,j / 10,vptr->xs-8,vptr->ys); DispFrame(&debug_anm,0,j % 10,vptr->xs,vptr->ys); #endif /* Don't display sprites that will overflow our buffer */ j = SYS_LASTCHR - SYS_BASECHR; if (j < 320) /* 320 is the number of characters max for our buffer */ vptr->center_y = PDQS_Scale((UWORD *)vptr->file,vptr->anim, vptr->frame,vptr->xs,vptr->ys - SYS_VADJ[vptr->xs / 16], vptr->scale); vptr++; } } |
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