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