//------------------------------------------------------------------------- /* Copyright (C) 1997, 2005 - 3D Realms Entertainment This file is part of Shadow Warrior version 1.2 Shadow Warrior is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. Original Source: 1997 - Frank Maddin and Jim Norwood Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms */ //------------------------------------------------------------------------- #include "ns.h" #include "build.h" #include "names2.h" #include "game.h" #include "light.h" BEGIN_SW_NS /* #define LIGHT_Match(sp) (SP_TAG2((sp))) */ /* #define LIGHT_Type(sp) (SP_TAG3((sp))) */ /* #define LIGHT_MaxTics(sp) (SP_TAG4((sp))) */ /* #define LIGHT_MaxBright(sp) (SP_TAG5((sp))) */ /* #define LIGHT_MaxDark(sp) (SP_TAG6((sp))) */ /* #define LIGHT_ShadeInc(sp) (SP_TAG7((sp))) */ /* */ /* #define LIGHT_Dir(sp) (!!(TEST((sp)->extra, SPRX_BOOL10))) */ /* #define LIGHT_DirChange(sp) (FLIP((sp)->extra, SPRX_BOOL10)) */ /* */ /* #define LIGHT_Shade(sp) ((sp)->shade) */ /* #define LIGHT_FloorShade(sp) ((sp)->xoffset) */ /* #define LIGHT_CeilingShade(sp) ((sp)->yoffset) */ /* #define LIGHT_Tics(sp) ((sp)->z) */ /* */ /* #define LIGHT_DiffuseNum(sp) (SP_TAG3((sp))) */ /* #define LIGHT_DiffuseMult(sp) (SP_TAG4((sp))) */ void SectorLightShade(DSWActor* actor, short intensity) { auto sp = &actor->s(); short w, startwall, endwall; int8_t* wall_shade; short base_shade; short wallcount; if (TEST_BOOL8(sp)) intensity = -intensity; if (!TEST_BOOL2(sp)) { if (!TEST_BOOL6(sp)) sector[sp->sectnum].floorpal = sp->pal; sector[sp->sectnum].floorshade = LIGHT_FloorShade(sp) + intensity; // floor change } if (!TEST_BOOL3(sp)) { if (!TEST_BOOL6(sp)) sector[sp->sectnum].ceilingpal = sp->pal; sector[sp->sectnum].ceilingshade = LIGHT_CeilingShade(sp) + intensity; // ceiling change } // change wall if (!TEST_BOOL4(sp)) { ASSERT(User[sp - sprite].Data() && User[sp - sprite]->WallShade.Data()); wall_shade = User[sp - sprite]->WallShade.Data(); startwall = sector[sp->sectnum].wallptr; endwall = startwall + sector[sp->sectnum].wallnum - 1; for (w = startwall, wallcount = 0; w <= endwall; w++) { base_shade = wall_shade[wallcount]; wall[w].shade = base_shade + intensity; if (!TEST_BOOL6(sp)) wall[w].pal = sp->pal; wallcount++; if (TEST(sp->extra, SPRX_BOOL5)) { uint16_t const nextwall = wall[w].nextwall; if (validWallIndex(nextwall)) { base_shade = wall_shade[wallcount]; wall[nextwall].shade = base_shade + intensity; if (!TEST_BOOL6(sp)) wall[nextwall].pal = sp->pal; wallcount++; } } } } } void DiffuseLighting(DSWActor* actor) { auto sp = &actor->s(); int i; short count; short shade; SPRITEp dsp; // diffused lighting count = 0; SWStatIterator it(STAT_LIGHTING_DIFFUSE); while (auto itActor = it.Next()) { dsp = &itActor->s(); // make sure matchs match if (LIGHT_Match(dsp) != LIGHT_Match(sp)) continue; shade = sp->shade + ((LIGHT_DiffuseNum(dsp) + 1) * LIGHT_DiffuseMult(dsp)); if (shade > LIGHT_MaxDark(sp)) shade = LIGHT_MaxDark(sp); if (!TEST_BOOL6(dsp)) dsp->pal = sp->pal; SectorLightShade(itActor, shade); count++; } } void DoLightingMatch(short match, short state) { SPRITEp sp; SWStatIterator it(STAT_LIGHTING); while (auto itActor = it.Next()) { auto u = itActor->u(); sp = &itActor->s(); if (LIGHT_Match(sp) != match) continue; switch (LIGHT_Type(sp)) { case LIGHT_CONSTANT: // initialized SET_BOOL9(sp); // toggle if (state == -1) state = !TEST_BOOL1(sp); if (state == ON) { SET_BOOL1(sp); sp->shade = -LIGHT_MaxBright(sp); sp->pal = u->spal; // on SectorLightShade(itActor, sp->shade); DiffuseLighting(itActor); } else { RESET_BOOL1(sp); sp->shade = LIGHT_MaxDark(sp); sp->pal = 0; // off SectorLightShade(itActor, sp->shade); DiffuseLighting(itActor); } break; case LIGHT_FLICKER: case LIGHT_FADE: // initialized SET_BOOL9(sp); // toggle if (state == -1) state = !TEST_BOOL1(sp); if (state == ON) { // allow fade or flicker SET_BOOL1(sp); } else { RESET_BOOL1(sp); sp->shade = LIGHT_MaxDark(sp); SectorLightShade(itActor, sp->shade); DiffuseLighting(itActor); } break; case LIGHT_FADE_TO_ON_OFF: // initialized SET_BOOL9(sp); // toggle //if (state == -1) // state = !TEST_BOOL1(sp); if (state == ON) { if (LIGHT_Dir(sp) == 1) { LIGHT_DirChange(sp); } } else if (state == OFF) { if (LIGHT_Dir(sp) == 0) { LIGHT_DirChange(sp); } } // allow fade or flicker SET_BOOL1(sp); break; case LIGHT_FLICKER_ON: // initialized SET_BOOL9(sp); // toggle if (state == -1) state = !TEST_BOOL1(sp); if (state == ON) { // allow fade or flicker SET_BOOL1(sp); } else { // turn it off till next switch auto spal = sp->pal; RESET_BOOL1(sp); sp->pal = 0; sp->shade = LIGHT_MaxDark(sp); SectorLightShade(itActor, sp->shade); DiffuseLighting(itActor); sp->pal = spal; } break; } } } void InitLighting(void) { SPRITEp sp; // processed on level startup // puts lights in correct state SWStatIterator it(STAT_LIGHTING); while (auto actor = it.Next()) { sp = &actor->s(); if (!TEST_BOOL9(sp)) { DoLightingMatch(LIGHT_Match(sp), !!TEST_BOOL1(sp)); } } } void DoLighting(void) { SPRITEp sp; SWStatIterator it(STAT_LIGHTING); while (auto itActor = it.Next()) { auto u = itActor->u(); sp = &itActor->s(); // on/off test if (TEST_BOOL1(sp) == OFF) continue; switch (LIGHT_Type(sp)) { case LIGHT_CONSTANT: break; case LIGHT_FLICKER: LIGHT_Tics(sp) += synctics; while (LIGHT_Tics(sp) >= LIGHT_MaxTics(sp)) { LIGHT_Tics(sp) -= LIGHT_MaxTics(sp); if ((RANDOM_P2(128 << 8) >> 8) > 64) { sp->shade = -LIGHT_MaxBright(sp) + RandomRange(LIGHT_MaxBright(sp) + LIGHT_MaxDark(sp)); SectorLightShade(itActor, sp->shade); DiffuseLighting(itActor); } else { // turn off lighting - even colored lighting auto spal = sp->pal; sp->pal = 0; sp->shade = LIGHT_MaxDark(sp); SectorLightShade(itActor, sp->shade); DiffuseLighting(itActor); sp->pal = spal; } } break; case LIGHT_FADE: LIGHT_Tics(sp) += synctics; while (LIGHT_Tics(sp) >= LIGHT_MaxTics(sp)) { LIGHT_Tics(sp) -= LIGHT_MaxTics(sp); if (LIGHT_Dir(sp) == 1) { sp->shade += LIGHT_ShadeInc(sp); if (sp->shade >= LIGHT_MaxDark(sp)) LIGHT_DirChange(sp); } else { sp->shade -= LIGHT_ShadeInc(sp); if (sp->shade <= -LIGHT_MaxBright(sp)) LIGHT_DirChange(sp); } SectorLightShade(itActor, sp->shade); DiffuseLighting(itActor); } break; case LIGHT_FADE_TO_ON_OFF: LIGHT_Tics(sp) += synctics; while (LIGHT_Tics(sp) >= LIGHT_MaxTics(sp)) { LIGHT_Tics(sp) -= LIGHT_MaxTics(sp); if (LIGHT_Dir(sp) == 1) { sp->shade += LIGHT_ShadeInc(sp); if (sp->shade >= LIGHT_MaxDark(sp)) { sp->pal = 0; // off LIGHT_DirChange(sp); // stop it until switch is hit RESET_BOOL1(sp); } } else { sp->shade -= LIGHT_ShadeInc(sp); sp->pal = u->spal; // on if (sp->shade <= -LIGHT_MaxBright(sp)) { LIGHT_DirChange(sp); // stop it until switch is hit RESET_BOOL1(sp); } } SectorLightShade(itActor, sp->shade); DiffuseLighting(itActor); } break; case LIGHT_FLICKER_ON: LIGHT_Tics(sp) += synctics; while (LIGHT_Tics(sp) >= LIGHT_MaxTics(sp)) { LIGHT_Tics(sp) -= LIGHT_MaxTics(sp); if ((RANDOM_P2(128 << 8) >> 8) > 64) { sp->shade = -LIGHT_MaxBright(sp) + RandomRange(LIGHT_MaxBright(sp) + LIGHT_MaxDark(sp)); SectorLightShade(itActor, sp->shade); DiffuseLighting(itActor); } else { // turn off lighting - even colored lighting auto spal = sp->pal; sp->pal = 0; sp->shade = LIGHT_MaxDark(sp); SectorLightShade(itActor, sp->shade); DiffuseLighting(itActor); sp->pal = spal; } if ((RANDOM_P2(128 << 8) >> 8) < 8) { // set to full brightness sp->shade = -LIGHT_MaxBright(sp); SectorLightShade(itActor, sp->shade); DiffuseLighting(itActor); // turn it off until a swith happens RESET_BOOL1(sp); } } break; } } } END_SW_NS