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774 lines
19 KiB
C++
774 lines
19 KiB
C++
/*
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** a_dynlight.cpp
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** Implements actors representing dynamic lights (hardware independent)
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**
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**---------------------------------------------------------------------------
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** Copyright 2003 Timothy Stump
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** Copyright 2005 Christoph Oelckers
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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** 4. Full disclosure of the entire project's source code, except for third
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** party libraries is mandatory. (NOTE: This clause is non-negotiable!)
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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*/
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#include "templates.h"
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#include "m_random.h"
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#include "p_local.h"
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#include "c_dispatch.h"
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#include "g_level.h"
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#include "thingdef/thingdef.h"
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#include "i_system.h"
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#include "templates.h"
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#include "gl/renderer/gl_renderer.h"
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#include "gl/data/gl_data.h"
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#include "gl/dynlights/gl_dynlight.h"
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#include "gl/utility/gl_convert.h"
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#include "gl/utility/gl_templates.h"
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EXTERN_CVAR (Float, gl_lights_size);
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EXTERN_CVAR (Bool, gl_lights_additive);
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EXTERN_CVAR(Int, vid_renderer)
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//==========================================================================
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//
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//==========================================================================
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DEFINE_CLASS_PROPERTY(type, S, DynamicLight)
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{
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PROP_STRING_PARM(str, 0);
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static const char * ltype_names[]={
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"Point","Pulse","Flicker","Sector","RandomFlicker", "ColorPulse", "ColorFlicker", "RandomColorFlicker", NULL};
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static const int ltype_values[]={
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PointLight, PulseLight, FlickerLight, SectorLight, RandomFlickerLight, ColorPulseLight, ColorFlickerLight, RandomColorFlickerLight };
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int style = MatchString(str, ltype_names);
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if (style < 0) I_Error("Unknown light type '%s'", str);
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defaults->lighttype = ltype_values[style];
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}
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//==========================================================================
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//
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// Actor classes
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//
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// For flexibility all functionality has been packed into a single class
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// which is controlled by flags
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//
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//==========================================================================
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IMPLEMENT_CLASS (ADynamicLight)
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IMPLEMENT_CLASS (AVavoomLight)
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IMPLEMENT_CLASS (AVavoomLightWhite)
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IMPLEMENT_CLASS (AVavoomLightColor)
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void AVavoomLight::BeginPlay ()
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{
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// This must not call Super::BeginPlay!
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ChangeStatNum(STAT_DLIGHT);
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if (Sector) AddZ(-Sector->floorplane.ZatPoint(this), false);
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lighttype = PointLight;
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}
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void AVavoomLightWhite::BeginPlay ()
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{
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m_intensity[0] = args[0] * 4;
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args[LIGHT_RED] = 128;
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args[LIGHT_GREEN] = 128;
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args[LIGHT_BLUE] = 128;
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Super::BeginPlay();
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}
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void AVavoomLightColor::BeginPlay ()
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{
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int l_args[5];
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memcpy(l_args, args, sizeof(l_args));
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memset(args, 0, sizeof(args));
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m_intensity[0] = l_args[0] * 4;
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args[LIGHT_RED] = l_args[1] >> 1;
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args[LIGHT_GREEN] = l_args[2] >> 1;
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args[LIGHT_BLUE] = l_args[3] >> 1;
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Super::BeginPlay();
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}
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static FRandom randLight;
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//==========================================================================
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//
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// Base class
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//
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//==========================================================================
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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 ADynamicLight::Serialize(FArchive &arc)
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{
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Super::Serialize (arc);
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arc << lightflags << lighttype;
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arc << m_tickCount << m_currentIntensity;
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arc << m_intensity[0] << m_intensity[1];
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if (lighttype == PulseLight) arc << m_lastUpdate << m_cycler;
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if (arc.IsLoading()) LinkLight();
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}
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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 ADynamicLight::BeginPlay()
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{
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//Super::BeginPlay();
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ChangeStatNum(STAT_DLIGHT);
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m_intensity[0] = args[LIGHT_INTENSITY];
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m_intensity[1] = args[LIGHT_SECONDARY_INTENSITY];
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}
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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 ADynamicLight::PostBeginPlay()
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{
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Super::PostBeginPlay();
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if (!(SpawnFlags & MTF_DORMANT))
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{
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Activate (NULL);
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}
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subsector = R_PointInSubsector(X(), Y());
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}
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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 ADynamicLight::Activate(AActor *activator)
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{
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//Super::Activate(activator);
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flags2&=~MF2_DORMANT;
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m_currentIntensity = float(m_intensity[0]);
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m_tickCount = 0;
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if (lighttype == PulseLight)
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{
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float pulseTime = ANGLE_TO_FLOAT(this->angle) / TICRATE;
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m_lastUpdate = level.maptime;
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m_cycler.SetParams(float(m_intensity[1]), float(m_intensity[0]), pulseTime);
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m_cycler.ShouldCycle(true);
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m_cycler.SetCycleType(CYCLE_Sin);
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m_currentIntensity = (BYTE)m_cycler.GetVal();
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}
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}
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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 ADynamicLight::Deactivate(AActor *activator)
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{
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//Super::Deactivate(activator);
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flags2|=MF2_DORMANT;
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}
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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 ADynamicLight::Tick()
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{
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if (vid_renderer == 0)
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{
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return;
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}
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if (IsOwned())
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{
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if (!target || !target->state)
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{
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this->Destroy();
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return;
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}
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if (target->flags & MF_UNMORPHED) return;
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}
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// Don't bother if the light won't be shown
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if (!IsActive()) return;
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// I am doing this with a type field so that I can dynamically alter the type of light
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// without having to create or maintain multiple objects.
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switch(lighttype)
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{
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case PulseLight:
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{
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float diff = (level.maptime - m_lastUpdate) / (float)TICRATE;
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m_lastUpdate = level.maptime;
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m_cycler.Update(diff);
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m_currentIntensity = m_cycler.GetVal();
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break;
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}
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case FlickerLight:
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{
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BYTE rnd = randLight();
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float pct = ANGLE_TO_FLOAT(angle)/360.f;
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m_currentIntensity = float(m_intensity[rnd >= pct * 255]);
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break;
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}
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case RandomFlickerLight:
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{
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int flickerRange = m_intensity[1] - m_intensity[0];
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float amt = randLight() / 255.f;
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m_tickCount++;
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if (m_tickCount > ANGLE_TO_FLOAT(angle))
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{
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m_currentIntensity = float(m_intensity[0] + (amt * flickerRange));
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m_tickCount = 0;
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}
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break;
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}
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#if 0
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// These need some more work elsewhere
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case ColorFlickerLight:
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{
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BYTE rnd = randLight();
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float pct = ANGLE_TO_FLOAT(angle)/360.f;
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m_currentIntensity = m_intensity[rnd >= pct * 255];
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break;
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}
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case RandomColorFlickerLight:
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{
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int flickerRange = m_intensity[1] - m_intensity[0];
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float amt = randLight() / 255.f;
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m_tickCount++;
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if (m_tickCount > ANGLE_TO_FLOAT(angle))
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{
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m_currentIntensity = m_intensity[0] + (amt * flickerRange);
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m_tickCount = 0;
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}
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break;
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}
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#endif
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case SectorLight:
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{
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float intensity;
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float scale = args[LIGHT_SCALE] / 8.f;
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if (scale == 0.f) scale = 1.f;
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intensity = Sector->lightlevel * scale;
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intensity = clamp<float>(intensity, 0.f, 255.f);
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m_currentIntensity = intensity;
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break;
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}
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case PointLight:
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m_currentIntensity = float(m_intensity[0]);
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break;
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}
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UpdateLocation();
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}
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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 ADynamicLight::UpdateLocation()
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{
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fixed_t oldx=X();
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fixed_t oldy=Y();
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fixed_t oldradius=radius;
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float intensity;
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if (IsActive())
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{
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if (target)
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{
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angle_t angle = target->angle>>ANGLETOFINESHIFT;
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fixedvec3 pos = target->Vec3Offset(
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FixedMul(m_offX, finecosine[angle]) + FixedMul(m_offZ, finesine[angle]),
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FixedMul(m_offX, finesine[angle]) - FixedMul(m_offZ, finecosine[angle]),
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m_offY + target->GetBobOffset());
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SetXYZ(pos); // attached lights do not need to go into the regular blockmap
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PrevX = pos.x;
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PrevY = pos.y;
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PrevZ = pos.z;
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subsector = R_PointInSubsector(pos.x, pos.y);
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Sector = subsector->sector;
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}
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// The radius being used here is always the maximum possible with the
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// current settings. This avoids constant relinking of flickering lights
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if (lighttype == FlickerLight || lighttype == RandomFlickerLight)
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{
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intensity = float(MAX(m_intensity[0], m_intensity[1]));
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}
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else
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{
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intensity = m_currentIntensity;
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}
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radius = FLOAT2FIXED(intensity * 2.0f * gl_lights_size);
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if (X()!=oldx || Y()!=oldy || radius!=oldradius)
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{
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//Update the light lists
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LinkLight();
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}
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}
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}
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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 ADynamicLight::SetOffset(fixed_t x, fixed_t y, fixed_t z)
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{
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m_offX = x;
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m_offY = y;
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m_offZ = z;
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UpdateLocation();
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}
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//==========================================================================
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//
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// The target pointer in dynamic lights should never be substituted unless
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// notOld is NULL (which indicates that the object was destroyed by force.)
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//
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//==========================================================================
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size_t ADynamicLight::PointerSubstitution (DObject *old, DObject *notOld)
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{
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AActor *saved_target = target;
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size_t ret = Super::PointerSubstitution(old, notOld);
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if (notOld != NULL) target = saved_target;
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return ret;
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}
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//=============================================================================
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//
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// These have been copied from the secnode code and modified for the light links
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//
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// P_AddSecnode() searches the current list to see if this sector is
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// already there. If not, it adds a sector node at the head of the list of
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// sectors this object appears in. This is called when creating a list of
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// nodes that will get linked in later. Returns a pointer to the new node.
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//
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//=============================================================================
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FLightNode * AddLightNode(FLightNode ** thread, void * linkto, ADynamicLight * light, FLightNode *& nextnode)
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{
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FLightNode * node;
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node = nextnode;
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while (node)
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{
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if (node->targ==linkto) // Already have a node for this sector?
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{
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node->lightsource = light; // Yes. Setting m_thing says 'keep it'.
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return(nextnode);
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}
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node = node->nextTarget;
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}
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// Couldn't find an existing node for this sector. Add one at the head
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// of the list.
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node = new FLightNode;
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node->targ = linkto;
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node->lightsource = light;
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node->prevTarget = &nextnode;
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node->nextTarget = nextnode;
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if (nextnode) nextnode->prevTarget = &node->nextTarget;
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// Add new node at head of sector thread starting at s->touching_thinglist
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node->prevLight = thread;
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node->nextLight = *thread;
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if (node->nextLight) node->nextLight->prevLight=&node->nextLight;
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*thread = node;
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return(node);
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}
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//=============================================================================
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//
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// P_DelSecnode() deletes a sector node from the list of
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// sectors this object appears in. Returns a pointer to the next node
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// on the linked list, or NULL.
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//
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//=============================================================================
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static FLightNode * DeleteLightNode(FLightNode * node)
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{
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FLightNode * tn; // next node on thing thread
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if (node)
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{
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*node->prevTarget = node->nextTarget;
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if (node->nextTarget) node->nextTarget->prevTarget=node->prevTarget;
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*node->prevLight = node->nextLight;
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if (node->nextLight) node->nextLight->prevLight=node->prevLight;
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// Return this node to the freelist
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tn=node->nextTarget;
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delete node;
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return(tn);
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}
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return(NULL);
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} // phares 3/13/98
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//==========================================================================
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//
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// Gets the light's distance to a line
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//
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//==========================================================================
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float ADynamicLight::DistToSeg(seg_t *seg)
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{
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float u, px, py;
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float seg_dx = FIXED2FLOAT(seg->v2->x - seg->v1->x);
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float seg_dy = FIXED2FLOAT(seg->v2->y - seg->v1->y);
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float seg_length_sq = seg_dx * seg_dx + seg_dy * seg_dy;
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u = ( FIXED2FLOAT(X() - seg->v1->x) * seg_dx + FIXED2FLOAT(Y() - seg->v1->y) * seg_dy) / seg_length_sq;
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if (u < 0.f) u = 0.f; // clamp the test point to the line segment
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if (u > 1.f) u = 1.f;
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px = FIXED2FLOAT(seg->v1->x) + (u * seg_dx);
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py = FIXED2FLOAT(seg->v1->y) + (u * seg_dy);
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px -= FIXED2FLOAT(X());
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py -= FIXED2FLOAT(Y());
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return (px*px) + (py*py);
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}
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//==========================================================================
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//
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// Collect all touched sidedefs and subsectors
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// to sidedefs and sector parts.
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//
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//==========================================================================
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void ADynamicLight::CollectWithinRadius(subsector_t *subSec, float radius)
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{
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if (!subSec) return;
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subSec->validcount = ::validcount;
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touching_subsectors = AddLightNode(&subSec->lighthead, subSec, this, touching_subsectors);
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if (subSec->sector->validcount != ::validcount)
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{
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touching_sector = AddLightNode(&subSec->render_sector->lighthead, subSec->sector, this, touching_sector);
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subSec->sector->validcount = ::validcount;
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}
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for (unsigned int i = 0; i < subSec->numlines; i++)
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{
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seg_t * seg = subSec->firstline + i;
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if (seg->sidedef && seg->linedef && seg->linedef->validcount!=::validcount)
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{
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// light is in front of the seg
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if (DMulScale32 (Y()-seg->v1->y, seg->v2->x-seg->v1->x, seg->v1->x-X(), seg->v2->y-seg->v1->y) <=0)
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{
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seg->linedef->validcount=validcount;
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touching_sides = AddLightNode(&seg->sidedef->lighthead, seg->sidedef, this, touching_sides);
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}
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}
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seg_t *partner = seg->PartnerSeg;
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if (partner)
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{
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subsector_t *sub = partner->Subsector;
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if (sub != NULL && sub->validcount!=::validcount)
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{
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// check distance from x/y to seg and if within radius add opposing subsector (lather/rinse/repeat)
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if (DistToSeg(seg) <= radius)
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{
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CollectWithinRadius(sub, radius);
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}
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}
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}
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// Link the light into the world
|
|
//
|
|
//==========================================================================
|
|
|
|
void ADynamicLight::LinkLight()
|
|
{
|
|
// mark the old light nodes
|
|
FLightNode * node;
|
|
|
|
node = touching_sides;
|
|
while (node)
|
|
{
|
|
node->lightsource = NULL;
|
|
node = node->nextTarget;
|
|
}
|
|
node = touching_subsectors;
|
|
while (node)
|
|
{
|
|
node->lightsource = NULL;
|
|
node = node->nextTarget;
|
|
}
|
|
node = touching_sector;
|
|
while (node)
|
|
{
|
|
node->lightsource = NULL;
|
|
node = node->nextTarget;
|
|
}
|
|
|
|
if (radius>0)
|
|
{
|
|
// passing in radius*radius allows us to do a distance check without any calls to sqrtf
|
|
subsector_t * subSec = R_PointInSubsector(X(), Y());
|
|
if (subSec)
|
|
{
|
|
float fradius = FIXED2FLOAT(radius);
|
|
::validcount++;
|
|
CollectWithinRadius(subSec, fradius*fradius);
|
|
}
|
|
}
|
|
|
|
// Now delete any nodes that won't be used. These are the ones where
|
|
// m_thing is still NULL.
|
|
|
|
node = touching_sides;
|
|
while (node)
|
|
{
|
|
if (node->lightsource == NULL)
|
|
{
|
|
node = DeleteLightNode(node);
|
|
}
|
|
else
|
|
node = node->nextTarget;
|
|
}
|
|
|
|
node = touching_subsectors;
|
|
while (node)
|
|
{
|
|
if (node->lightsource == NULL)
|
|
{
|
|
node = DeleteLightNode(node);
|
|
}
|
|
else
|
|
node = node->nextTarget;
|
|
}
|
|
|
|
node = touching_sector;
|
|
while (node)
|
|
{
|
|
if (node->lightsource == NULL)
|
|
{
|
|
node = DeleteLightNode(node);
|
|
}
|
|
else
|
|
node = node->nextTarget;
|
|
}
|
|
}
|
|
|
|
|
|
//==========================================================================
|
|
//
|
|
// Deletes the link lists
|
|
//
|
|
//==========================================================================
|
|
void ADynamicLight::UnlinkLight ()
|
|
{
|
|
if (owned && target != NULL)
|
|
{
|
|
// Delete reference in owning actor
|
|
for(int c=target->dynamiclights.Size()-1; c>=0; c--)
|
|
{
|
|
if (target->dynamiclights[c] == this)
|
|
{
|
|
target->dynamiclights.Delete(c);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
while (touching_sides) touching_sides = DeleteLightNode(touching_sides);
|
|
while (touching_subsectors) touching_subsectors = DeleteLightNode(touching_subsectors);
|
|
while (touching_sector) touching_sector = DeleteLightNode(touching_sector);
|
|
}
|
|
|
|
void ADynamicLight::Destroy()
|
|
{
|
|
UnlinkLight();
|
|
Super::Destroy();
|
|
}
|
|
|
|
|
|
//==========================================================================
|
|
//
|
|
// Needed for garbage collection
|
|
//
|
|
//==========================================================================
|
|
|
|
size_t AActor::PropagateMark()
|
|
{
|
|
for (unsigned i=0; i<dynamiclights.Size(); i++)
|
|
{
|
|
GC::Mark(dynamiclights[i]);
|
|
}
|
|
return Super::PropagateMark();
|
|
}
|
|
|
|
|
|
|
|
CCMD(listlights)
|
|
{
|
|
int walls, sectors, subsecs;
|
|
int allwalls=0, allsectors=0, allsubsecs = 0;
|
|
int i=0;
|
|
ADynamicLight * dl;
|
|
TThinkerIterator<ADynamicLight> it;
|
|
|
|
while ((dl=it.Next()))
|
|
{
|
|
walls=0;
|
|
sectors=0;
|
|
subsecs = 0;
|
|
Printf("%s at (%f, %f, %f), color = 0x%02x%02x%02x, radius = %f ",
|
|
dl->target? dl->target->GetClass()->TypeName.GetChars() : dl->GetClass()->TypeName.GetChars(),
|
|
FIXED2FLOAT(dl->X()), FIXED2FLOAT(dl->Y()), FIXED2FLOAT(dl->Z()), dl->args[LIGHT_RED],
|
|
dl->args[LIGHT_GREEN], dl->args[LIGHT_BLUE], FIXED2FLOAT(dl->radius));
|
|
i++;
|
|
|
|
if (dl->target)
|
|
{
|
|
FTextureID spr = gl_GetSpriteFrame(dl->target->sprite, dl->target->frame, 0, 0, NULL);
|
|
Printf(", frame = %s ", TexMan[spr]->Name.GetChars());
|
|
}
|
|
|
|
|
|
FLightNode * node;
|
|
|
|
node=dl->touching_sides;
|
|
|
|
while (node)
|
|
{
|
|
walls++;
|
|
allwalls++;
|
|
node = node->nextTarget;
|
|
}
|
|
|
|
node=dl->touching_subsectors;
|
|
|
|
while (node)
|
|
{
|
|
allsubsecs++;
|
|
subsecs++;
|
|
node = node->nextTarget;
|
|
}
|
|
|
|
node = dl->touching_sector;
|
|
|
|
while (node)
|
|
{
|
|
allsectors++;
|
|
sectors++;
|
|
node = node->nextTarget;
|
|
}
|
|
Printf("- %d walls, %d subsectors, %d sectors\n", walls, subsecs, sectors);
|
|
|
|
}
|
|
Printf("%i dynamic lights, %d walls, %d subsectors, %d sectors\n\n\n", i, allwalls, allsubsecs, allsectors);
|
|
}
|
|
|
|
CCMD(listsublights)
|
|
{
|
|
for(int i=0;i<numsubsectors;i++)
|
|
{
|
|
subsector_t *sub = &subsectors[i];
|
|
int lights = 0;
|
|
|
|
FLightNode * node = sub->lighthead;
|
|
while (node != NULL)
|
|
{
|
|
lights++;
|
|
node = node->nextLight;
|
|
}
|
|
|
|
Printf(PRINT_LOG, "Subsector %d - %d lights\n", i, lights);
|
|
}
|
|
}
|
|
|
|
|