From c7fca86cf5a237f8b962b78ffe54f55c4fb41595 Mon Sep 17 00:00:00 2001
From: Christoph Oelckers <coelckers@users.noreply.github.com>
Date: Mon, 27 Jul 2020 00:03:50 +0200
Subject: [PATCH] - removed incomplete Polymer code from Blood.

Looks like this was abandoned - this was still mostly Duke3D code
---
 source/blood/src/actor.cpp | 349 -------------------------------------
 1 file changed, 349 deletions(-)

diff --git a/source/blood/src/actor.cpp b/source/blood/src/actor.cpp
index c4ee807b9..500492dea 100644
--- a/source/blood/src/actor.cpp
+++ b/source/blood/src/actor.cpp
@@ -6962,353 +6962,4 @@ void ActorLoadSaveConstruct(void)
     myLoadSave = new ActorLoadSave();
 }
 
-#ifdef POLYMER
-
-// this is the same crap as in game.c's tspr manipulation.  puke.
-// XXX: may access tilesizy out-of-bounds by bad user code.
-#define LIGHTRAD(spriteNum, s) (s->yrepeat * tilesiz[s->picnum].y)
-#define LIGHTRAD2(spriteNum, s) ((s->yrepeat + ((rand() % s->yrepeat)>>2)) * tilesiz[s->picnum].y)
-
-void G_AddGameLight(int lightRadius, int spriteNum, int zOffset, int lightRange, int lightColor, int lightPrio)
-{
-    auto const s = &sprite[spriteNum];
-
-    if (videoGetRenderMode() != REND_POLYMER || pr_lighting != 1)
-        return;
-
-    if (gPolymerLight[spriteNum].lightptr == NULL)
-    {
-#pragma pack(push, 1)
-        _prlight mylight;
-#pragma pack(pop)
-        Bmemset(&mylight, 0, sizeof(mylight));
-
-        mylight.sector = s->sectnum;
-        mylight.x = s->x;
-        mylight.y = s->y;
-        mylight.z = s->z - zOffset;
-        mylight.color[0] = lightColor & 255;
-        mylight.color[1] = (lightColor >> 8) & 255;
-        mylight.color[2] = (lightColor >> 16) & 255;
-        mylight.radius = lightRadius;
-        gPolymerLight[spriteNum].lightmaxrange = mylight.range = lightRange;
-
-        mylight.priority = lightPrio;
-        mylight.tilenum = 0;
-
-        mylight.publicflags.emitshadow = 1;
-        mylight.publicflags.negative = 0;
-
-        gPolymerLight[spriteNum].lightId = polymer_addlight(&mylight);
-        if (gPolymerLight[spriteNum].lightId >= 0)
-            gPolymerLight[spriteNum].lightptr = &prlights[gPolymerLight[spriteNum].lightId];
-        return;
-    }
-
-    s->z -= zOffset;
-
-    if (lightRange<gPolymerLight[spriteNum].lightmaxrange>> 1)
-        gPolymerLight[spriteNum].lightmaxrange = 0;
-
-    if (lightRange > gPolymerLight[spriteNum].lightmaxrange || lightPrio != gPolymerLight[spriteNum].lightptr->priority ||
-        Bmemcmp(&sprite[spriteNum], gPolymerLight[spriteNum].lightptr, sizeof(int32_t) * 3))
-    {
-        if (lightRange > gPolymerLight[spriteNum].lightmaxrange)
-            gPolymerLight[spriteNum].lightmaxrange = lightRange;
-
-        Bmemcpy(gPolymerLight[spriteNum].lightptr, &sprite[spriteNum], sizeof(int32_t) * 3);
-        gPolymerLight[spriteNum].lightptr->sector = s->sectnum;
-        gPolymerLight[spriteNum].lightptr->flags.invalidate = 1;
-    }
-
-    gPolymerLight[spriteNum].lightptr->priority = lightPrio;
-    gPolymerLight[spriteNum].lightptr->range = lightRange;
-    gPolymerLight[spriteNum].lightptr->color[0] = lightColor & 255;
-    gPolymerLight[spriteNum].lightptr->color[1] = (lightColor >> 8) & 255;
-    gPolymerLight[spriteNum].lightptr->color[2] = (lightColor >> 16) & 255;
-
-    s->z += zOffset;
-}
-
-void actDoLight(int nSprite)
-{
-    auto const pSprite = &sprite[nSprite];
-    int savedFires = 0;
-    if (((sector[pSprite->sectnum].floorz - sector[pSprite->sectnum].ceilingz) < 16) || pSprite->z > sector[pSprite->sectnum].floorz)
-    {
-        if (gPolymerLight[nSprite].lightptr != NULL)
-            DeleteLight(nSprite);
-    }
-    else
-    {
-        if (gPolymerLight[nSprite].lightptr != NULL && gPolymerLight[nSprite].lightcount)
-        {
-            if (!(--gPolymerLight[nSprite].lightcount))
-                DeleteLight(nSprite);
-        }
-
-        if (pr_lighting != 1)
-            return;
-
-        switch (pSprite->statnum)
-        {
-        case kStatProjectile:
-            switch (pSprite->type)
-            {
-            case kMissileTeslaRegular:
-                {
-                    int32_t x = ((sintable[(pSprite->ang+512)&2047])>>6);
-                    int32_t y = ((sintable[(pSprite->ang)&2047])>>6);
-
-                    pSprite->x -= x;
-                    pSprite->y -= y;
-
-                    G_AddGameLight(0, nSprite, ((pSprite->yrepeat*tilesiz[pSprite->picnum].y)<<1), 2048, 80+(252<<8)+(120<<16),PR_LIGHT_PRIO_HIGH_GAME);
-
-                    pSprite->x += x;
-                    pSprite->y += y;
-                }
-                break;
-            }
-            break;
-        case kStatExplosion:
-            switch (pSprite->type)
-            {
-            default:
-                if (!gPolymerLight[nSprite].lightcount)
-                {
-                    // XXX: This block gets CODEDUP'd too much.
-                    int32_t x = ((sintable[(pSprite->ang+512)&2047])>>6);
-                    int32_t y = ((sintable[(pSprite->ang)&2047])>>6);
-
-                    pSprite->x -= x;
-                    pSprite->y -= y;
-
-                    G_AddGameLight(0, nSprite, ((pSprite->yrepeat*tilesiz[pSprite->picnum].y)<<1), LIGHTRAD(spriteNum, pSprite), 240+(160<<8)+(80<<16),
-                        pSprite->yrepeat > 32 ? PR_LIGHT_PRIO_HIGH_GAME : PR_LIGHT_PRIO_LOW_GAME);
-
-                    pSprite->x += x;
-                    pSprite->y += y;
-                }
-                break;
-            }
-            break;
-        }
-    }
-#if 0
-    if (((sector[pSprite->sectnum].floorz - sector[pSprite->sectnum].ceilingz) < 16) || pSprite->z > sector[pSprite->sectnum].floorz || pSprite->z > actor[spriteNum].floorz ||
-        (pSprite->picnum != SECTOREFFECTOR && ((pSprite->cstat & 32768) || pSprite->yrepeat < 4)) ||
-        A_CheckSpriteFlags(spriteNum, SFLAG_NOLIGHT) || (A_CheckSpriteFlags(spriteNum, SFLAG_USEACTIVATOR) && sector[pSprite->sectnum].lotag & 16384))
-    {
-        if (actor[spriteNum].lightptr != NULL)
-            A_DeleteLight(spriteNum);
-    }
-    else
-    {
-        if (actor[spriteNum].lightptr != NULL && actor[spriteNum].lightcount)
-        {
-            if (!(--actor[spriteNum].lightcount))
-                A_DeleteLight(spriteNum);
-        }
-
-        if (pr_lighting != 1)
-            return;
-
-#ifndef EDUKE32_STANDALONE
-        for (int ii=0; ii<2; ii++)
-        {
-            if (pSprite->picnum <= 0)  // oob safety
-                break;
-
-            switch (DYNAMICTILEMAP(pSprite->picnum-1+ii))
-            {
-            case DIPSWITCH__STATIC:
-            case DIPSWITCH2__STATIC:
-            case DIPSWITCH3__STATIC:
-            case PULLSWITCH__STATIC:
-            case SLOTDOOR__STATIC:
-            case LIGHTSWITCH__STATIC:
-            case SPACELIGHTSWITCH__STATIC:
-            case SPACEDOORSWITCH__STATIC:
-            case FRANKENSTINESWITCH__STATIC:
-            case POWERSWITCH1__STATIC:
-            case LOCKSWITCH1__STATIC:
-            case POWERSWITCH2__STATIC:
-            case TECHSWITCH__STATIC:
-            case ACCESSSWITCH__STATIC:
-            case ACCESSSWITCH2__STATIC:
-                {
-                    if ((pSprite->cstat & 32768) || A_CheckSpriteFlags(spriteNum, SFLAG_NOLIGHT))
-                    {
-                        if (actor[spriteNum].lightptr != NULL)
-                            A_DeleteLight(spriteNum);
-                        break;
-                    }
-
-                    vec2_t const d = { sintable[(pSprite->ang+512)&2047]>>7, sintable[(pSprite->ang)&2047]>>7 };
-
-                    pSprite->x += d.x;
-                    pSprite->y += d.y;
-
-                    int16_t sectnum = pSprite->sectnum;
-                    updatesector(pSprite->x, pSprite->y, &sectnum);
-
-                    if ((unsigned) sectnum >= MAXSECTORS || pSprite->z > sector[sectnum].floorz || pSprite->z < sector[sectnum].ceilingz)
-                        goto POOP;
-
-                    G_AddGameLight(0, spriteNum, (pSprite->yrepeat*tilesiz[pSprite->picnum].y)<<1, 512-ii*128,
-                        ii==0 ? (172+(200<<8)+(104<<16)) : 216+(52<<8)+(20<<16), PR_LIGHT_PRIO_LOW);
-
-                POOP:
-                    pSprite->x -= d.x;
-                    pSprite->y -= d.y;
-                }
-                break;
-            }
-        }
-
-        switch (DYNAMICTILEMAP(pSprite->picnum))
-        {
-        case ATOMICHEALTH__STATIC:
-            G_AddGameLight(0, spriteNum, ((pSprite->yrepeat*tilesiz[pSprite->picnum].y)<<1), LIGHTRAD2(spriteNum, pSprite), 128+(128<<8)+(255<<16),PR_LIGHT_PRIO_HIGH_GAME);
-            break;
-
-        case FIRE__STATIC:
-        case FIRE2__STATIC:
-        case BURNING__STATIC:
-        case BURNING2__STATIC:
-            {
-                uint32_t color;
-                int32_t jj;
-
-                static int32_t savedfires[32][4];  // sectnum x y z
-
-                /*
-                if (Actor[i].floorz - Actor[i].ceilingz < 128) break;
-                if (s->z > Actor[i].floorz+2048) break;
-                */
-
-                switch (pSprite->pal)
-                {
-                case 1: color = 128+(128<<8)+(255<<16); break;
-                case 2: color = 255+(48<<8)+(48<<16); break;
-                case 8: color = 48+(255<<8)+(48<<16); break;
-                default: color = 240+(160<<8)+(80<<16); break;
-                }
-
-                for (jj=savedFires-1; jj>=0; jj--)
-                    if (savedfires[jj][0]==pSprite->sectnum && savedfires[jj][1]==(pSprite->x>>3) &&
-                        savedfires[jj][2]==(pSprite->y>>3) && savedfires[jj][3]==(pSprite->z>>7))
-                        break;
-
-                if (jj==-1 && savedFires<32)
-                {
-                    jj = savedFires;
-                    G_AddGameLight(0, spriteNum, ((pSprite->yrepeat*tilesiz[pSprite->picnum].y)<<1), LIGHTRAD2(spriteNum, pSprite), color, PR_LIGHT_PRIO_HIGH_GAME);
-                    savedfires[jj][0] = pSprite->sectnum;
-                    savedfires[jj][1] = pSprite->x>>3;
-                    savedfires[jj][2] = pSprite->y>>3;
-                    savedfires[jj][3] = pSprite->z>>7;
-                    savedFires++;
-                }
-            }
-            break;
-
-        case OOZFILTER__STATIC:
-            if (pSprite->xrepeat > 4)
-                G_AddGameLight(0, spriteNum, ((pSprite->yrepeat*tilesiz[pSprite->picnum].y)<<1), 4096, 176+(252<<8)+(120<<16),PR_LIGHT_PRIO_HIGH_GAME);
-            break;
-        case FLOORFLAME__STATIC:
-        case FIREBARREL__STATIC:
-        case FIREVASE__STATIC:
-            G_AddGameLight(0, spriteNum, ((pSprite->yrepeat*tilesiz[pSprite->picnum].y)<<2), LIGHTRAD2(spriteNum, pSprite)>>1, 255+(95<<8),PR_LIGHT_PRIO_HIGH_GAME);
-            break;
-
-        case EXPLOSION2__STATIC:
-            if (!actor[spriteNum].lightcount)
-            {
-                // XXX: This block gets CODEDUP'd too much.
-                int32_t x = ((sintable[(pSprite->ang+512)&2047])>>6);
-                int32_t y = ((sintable[(pSprite->ang)&2047])>>6);
-
-                pSprite->x -= x;
-                pSprite->y -= y;
-
-                G_AddGameLight(0, spriteNum, ((pSprite->yrepeat*tilesiz[pSprite->picnum].y)<<1), LIGHTRAD(spriteNum, pSprite), 240+(160<<8)+(80<<16),
-                    pSprite->yrepeat > 32 ? PR_LIGHT_PRIO_HIGH_GAME : PR_LIGHT_PRIO_LOW_GAME);
-
-                pSprite->x += x;
-                pSprite->y += y;
-            }
-            break;
-        case FORCERIPPLE__STATIC:
-        case TRANSPORTERBEAM__STATIC:
-            G_AddGameLight(0, spriteNum, ((pSprite->yrepeat*tilesiz[pSprite->picnum].y)<<1), LIGHTRAD(spriteNum, pSprite), 80+(80<<8)+(255<<16),PR_LIGHT_PRIO_LOW_GAME);
-            break;
-        case GROWSPARK__STATIC:
-            {
-                int32_t x = ((sintable[(pSprite->ang+512)&2047])>>6);
-                int32_t y = ((sintable[(pSprite->ang)&2047])>>6);
-
-                pSprite->x -= x;
-                pSprite->y -= y;
-
-                G_AddGameLight(0, spriteNum, ((pSprite->yrepeat*tilesiz[pSprite->picnum].y)<<1), 1024, 216+(52<<8)+(20<<16),PR_LIGHT_PRIO_HIGH_GAME);
-
-                pSprite->x += x;
-                pSprite->y += y;
-            }
-            break;
-        case SHRINKEREXPLOSION__STATIC:
-            {
-                int32_t x = ((sintable[(pSprite->ang+512)&2047])>>6);
-                int32_t y = ((sintable[(pSprite->ang)&2047])>>6);
-
-                pSprite->x -= x;
-                pSprite->y -= y;
-
-                G_AddGameLight(0, spriteNum, ((pSprite->yrepeat*tilesiz[pSprite->picnum].y)<<1), 2048, 176+(252<<8)+(120<<16),PR_LIGHT_PRIO_HIGH_GAME);
-
-                pSprite->x += x;
-                pSprite->y += y;
-            }
-            break;
-        case FREEZEBLAST__STATIC:
-            G_AddGameLight(0, spriteNum, ((pSprite->yrepeat*tilesiz[pSprite->picnum].y)<<1), LIGHTRAD(spriteNum, pSprite)<<2, 72+(88<<8)+(140<<16),PR_LIGHT_PRIO_HIGH_GAME);
-            break;
-        case COOLEXPLOSION1__STATIC:
-            G_AddGameLight(0, spriteNum, ((pSprite->yrepeat*tilesiz[pSprite->picnum].y)<<1), LIGHTRAD(spriteNum, pSprite)<<2, 128+(0<<8)+(255<<16),PR_LIGHT_PRIO_HIGH_GAME);
-            break;
-        case SHRINKSPARK__STATIC:
-            G_AddGameLight(0, spriteNum, ((pSprite->yrepeat*tilesiz[pSprite->picnum].y)<<1), LIGHTRAD(spriteNum, pSprite), 176+(252<<8)+(120<<16),PR_LIGHT_PRIO_HIGH_GAME);
-            break;
-        case FIRELASER__STATIC:
-            if (pSprite->statnum == STAT_PROJECTILE)
-                G_AddGameLight(0, spriteNum, ((pSprite->yrepeat*tilesiz[pSprite->picnum].y)<<1), 64 * pSprite->yrepeat, 255+(95<<8),PR_LIGHT_PRIO_LOW_GAME);
-            break;
-        case RPG__STATIC:
-            G_AddGameLight(0, spriteNum, ((pSprite->yrepeat*tilesiz[pSprite->picnum].y)<<1), 128 * pSprite->yrepeat, 255+(95<<8),PR_LIGHT_PRIO_LOW_GAME);
-            break;
-        case SHOTSPARK1__STATIC:
-            if (actor[spriteNum].t_data[2] == 0) // check for first frame of action
-            {
-                int32_t x = ((sintable[(pSprite->ang+512)&2047])>>7);
-                int32_t y = ((sintable[(pSprite->ang)&2047])>>7);
-
-                pSprite->x -= x;
-                pSprite->y -= y;
-
-                G_AddGameLight(0, spriteNum, ((pSprite->yrepeat*tilesiz[pSprite->picnum].y)<<1), 8 * pSprite->yrepeat, 240+(160<<8)+(80<<16),PR_LIGHT_PRIO_LOW_GAME);
-                actor[spriteNum].lightcount = 1;
-
-                pSprite->x += x;
-                pSprite->y += y;
-            }
-            break;
-        }
-#endif
-    }
-#endif
-}
-#endif // POLYMER
 END_BLD_NS