Remove misc dead code and make some functions static
git-svn-id: svn+ssh://svn.gna.org/svn/warzone/trunk@1711 4a71c877-e1ca-e34f-864e-861f7616d084master
parent
2ec98482ba
commit
cbb0795bd3
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@ -312,8 +312,6 @@ extern BOOL bucketRenderCurrentList(void)
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//reset the tag array
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resourceCounter = 0;
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// iV_NumberOut(worldMax,100,100,255);
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// iV_NumberOut(worldMin,100,200,255);
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zMax = SDWORD_MIN;
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zMin = SDWORD_MAX;
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worldMax = SDWORD_MIN;
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@ -696,7 +696,6 @@ static void drawTiles(iView *camera, iView *player)
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pie_TRANSLATE(-rx, -player->p.y, rz);
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angle += 0.01f;
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// RODZ uncomment the following line to see an OpenGL lighting demo
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if (getDrawShadows()) {
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const Vector3f light = {225.0f, -600.0f, 450.0f};
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// this also detemines the length of the shadows
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@ -1820,7 +1819,6 @@ void renderProximityMsg(PROXIMITY_DISPLAY *psProxDisp)
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VIEW_PROXIMITY *pViewProximity = NULL;
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SDWORD x, y, r;
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iIMDShape *proxImd = NULL;
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// SDWORD centreX,centreZ;
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UDWORD brightness, specular;
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//store the frame number for when deciding what has been clicked on
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@ -1858,8 +1856,6 @@ void renderProximityMsg(PROXIMITY_DISPLAY *psProxDisp)
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{
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ASSERT( FALSE,"Buggered proximity message type" );
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}
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// centreX = ( player.p.x + ((visibleXTiles/2)<<TILE_SHIFT) );
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// centreZ = ( player.p.z + ((visibleYTiles/2)<<TILE_SHIFT) );
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brightness = lightDoFogAndIllumination(pie_MAX_BRIGHT_LEVEL,getCentreX()-msgX,getCentreZ()-msgY, &specular);
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dv.x = (msgX - player.p.x) - terrainMidX*TILE_UNITS;
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@ -1914,7 +1910,6 @@ void renderProximityMsg(PROXIMITY_DISPLAY *psProxDisp)
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}
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}
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// iV_MatrixRotateY(DEG(gameTime/10));
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iV_MatrixRotateY(-player.r.y);
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iV_MatrixRotateX(-player.r.x);
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@ -2727,10 +2722,6 @@ void renderShadow( DROID *psDroid, iIMDShape *psShadowIMD )
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pie_MatRotZ( DEG( psDroid->roll ) );
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}
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// set up lighting
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// centreX = ( player.p.x + ((visibleXTiles/2)<<TILE_SHIFT) );
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// centreZ = ( player.p.z + ((visibleYTiles/2)<<TILE_SHIFT) );
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brightness = (UDWORD)lightDoFogAndIllumination(pie_MAX_BRIGHT_LEVEL,getCentreX()-psDroid->x,getCentreZ()-psDroid->y, &specular);
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pie_Draw3DShape( psShadowIMD, 0, 0, brightness, specular, pie_TRANSLUCENT, 128);
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@ -54,88 +54,21 @@ Vector3i theSun;
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UDWORD fogStatus = 0;
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/* Module function Prototypes */
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UDWORD lightDoFogAndIllumination(UBYTE brightness, SDWORD dx, SDWORD dz, UDWORD* pSpecular);
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void doBuildingLights( void );
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void processLight(LIGHT *psLight);
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UDWORD calcDistToTile(UDWORD tileX, UDWORD tileY, Vector3i *pos);
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void colourTile(SDWORD xIndex, SDWORD yIndex, LIGHT_COLOUR colour, UBYTE percent);
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void calcTileIllum(UDWORD tileX, UDWORD tileY);
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void normalsOnTile(UDWORD tileX, UDWORD tileY, UDWORD quadrant);
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static void colourTile(SDWORD xIndex, SDWORD yIndex, LIGHT_COLOUR colour, UBYTE percent);
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static void normalsOnTile(UDWORD tileX, UDWORD tileY, UDWORD quadrant);
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static UDWORD calcDistToTile(UDWORD tileX, UDWORD tileY, Vector3i *pos);
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UDWORD numNormals; // How many normals have we got?
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Vector3i normals[8]; // Maximum 8 possible normals
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extern void draw3dLine(Vector3i *src, Vector3i *dest, UBYTE col);
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/*****************************************************************************/
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/*
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* SOURCE
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*/
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/*****************************************************************************/
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/*Rewrote the function so it takes parameters and also doesn't loop thru'
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the map 4 times!*/
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/*void initLighting( void )
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{
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UDWORD i,j;
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MAPTILE *psTile;
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for(i=0; i<mapWidth; i++)
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{
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for(j=0; j<mapHeight; j++)
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{
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mapTile(i,j)->illumination = 16;
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}
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}
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//for(i=2; i<mapHeight-2; i++)
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//{
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// for(j=2; j<mapWidth-2; j++)
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// {
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// calcTileIllum(j,i);
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// }
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//}
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for(i=1; i<mapHeight-1; i++)
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{
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for(j=1; j<mapWidth-1; j++)
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{
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calcTileIllum(j,i);
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}
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}
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for(i=0; i<mapWidth; i++)
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{
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for(j=0; j<mapHeight; j++)
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{
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if(i==0 || j==0 || i>=mapWidth-1 || j>=mapHeight-1)
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{
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// mapTile(i,j)->height = 0;
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psTile = mapTile(i,j);
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if(TERRAIN_TYPE(psTile) == TER_WATER)
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{
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psTile->texture = 0;
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}
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}
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}
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}
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// Cheers to paul for this idea - works on PC too
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// Basically darkens down the tiles that are outside the scroll
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// limits - thereby emphasising the cannot-go-there-ness of them
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for(i=0; i<mapWidth; i++)
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{
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for(j=0; j<mapHeight; j++)
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{
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if(i<(scrollMinX+4) || i>(scrollMaxX-4) || j<(scrollMinY+4) || j>(scrollMaxY-4))
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{
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mapTile(i,j)->illumination/=3;
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}
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}
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}
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}*/
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//should do the same as above except cuts down on the loop count!
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//By passing in params - it means that if the scroll limits are changed mid-mission
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//we can re-do over the area that hasn't been seen
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@ -231,24 +164,17 @@ void calcTileIllum(UDWORD tileX, UDWORD tileY)
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pie_VectorNormalise3iv(&finalVector);
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pie_VectorNormalise3iv(&theSun);
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// iV_NumberOut(theSun.x,100,100,255);
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// iV_NumberOut(theSun.y,100,110,255);
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// iV_NumberOut(theSun.z,100,120,255);
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// iV_NumberOut(numNormals,100,140,255);
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dotProduct = (finalVector.x * theSun.x +
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finalVector.y * theSun.y +
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finalVector.z * theSun.z)>>FP12_SHIFT;
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/* iV_NumberOut(dotProduct,100,150,255);*/
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val = ((abs(dotProduct)) / 16);
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if (val == 0) val = 1;
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if(val > 254) val = 254;
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mapTile(tileX, tileY)->illumination = val;
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}
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void normalsOnTile(UDWORD tileX, UDWORD tileY, UDWORD quadrant)
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static void normalsOnTile(UDWORD tileX, UDWORD tileY, UDWORD quadrant)
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{
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Vector3i corner1, corner2, corner3;
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MAPTILE *psTile, *tileRight, *tileDownRight, *tileDown;
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@ -505,7 +431,7 @@ UDWORD percent;
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}
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UDWORD calcDistToTile(UDWORD tileX, UDWORD tileY, Vector3i *pos)
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static UDWORD calcDistToTile(UDWORD tileX, UDWORD tileY, Vector3i *pos)
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{
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UDWORD x1,y1,z1;
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UDWORD x2,y2,z2;
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@ -531,7 +457,7 @@ UDWORD calcDistToTile(UDWORD tileX, UDWORD tileY, Vector3i *pos)
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}
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void colourTile(SDWORD xIndex, SDWORD yIndex, LIGHT_COLOUR colour, UBYTE percent)
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static void colourTile(SDWORD xIndex, SDWORD yIndex, LIGHT_COLOUR colour, UBYTE percent)
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{
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ASSERT( xIndex<LAND_XGRD,"X Colour Value out of range (above) for lighting" );
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