gzdoom-gles/wadsrc/static/zscript/actors/shared/dynlights.zs
alexey.lysiuk 37fa2e1b67 - fixed initial setup for dynamic light actors
They are attached and actived explicitly during usual actor initialization sequence
Postponed processing applicable to so called user dynamic lights must be skipped for them
RECREATELIGHTS flag handling for dynamic light actors had the opposite effect of deactivating them

https://forum.zdoom.org/viewtopic.php?t=65683
2019-09-02 12:20:13 +02:00

478 lines
6.5 KiB
Text

class DynamicLight : Actor
{
double SpotInnerAngle;
double SpotOuterAngle;
private int lighttype;
private int lightflags;
property SpotInnerAngle: SpotInnerAngle;
property SpotOuterAngle: SpotOuterAngle;
flagdef subtractive: lightflags, 0;
flagdef additive: lightflags, 1;
flagdef dontlightself: lightflags, 2;
flagdef attenuate: lightflags, 3;
flagdef noshadowmap: lightflags, 4;
flagdef dontlightactors: lightflags, 5;
flagdef spot: lightflags, 6;
enum EArgs
{
LIGHT_RED = 0,
LIGHT_GREEN = 1,
LIGHT_BLUE = 2,
LIGHT_INTENSITY = 3,
LIGHT_SECONDARY_INTENSITY = 4,
LIGHT_SCALE = 3,
};
// These are for use in A_AttachLight calls.
enum LightFlag
{
LF_SUBTRACTIVE = 1,
LF_ADDITIVE = 2,
LF_DONTLIGHTSELF = 4,
LF_ATTENUATE = 8,
LF_NOSHADOWMAP = 16,
LF_DONTLIGHTACTORS = 32,
LF_SPOT = 64
};
enum ELightType
{
PointLight,
PulseLight,
FlickerLight,
RandomFlickerLight,
SectorLight,
DummyLight,
ColorPulseLight,
ColorFlickerLight,
RandomColorFlickerLight
};
native void SetOffset(Vector3 offset);
private native void AttachLight();
private native void ActivateLight();
private native void DeactivateLight();
Default
{
Height 0;
Radius 0.1;
FloatBobPhase 0;
RenderRadius -1;
DynamicLight.SpotInnerAngle 10;
DynamicLight.SpotOuterAngle 25;
+NOBLOCKMAP
+NOGRAVITY
+FIXMAPTHINGPOS
+INVISIBLE
}
//==========================================================================
//
//
//
//==========================================================================
override void Tick()
{
// Lights do not call the super method.
}
override void BeginPlay()
{
ChangeStatNum(STAT_DLIGHT);
}
override void PostBeginPlay()
{
Super.PostBeginPlay();
AttachLight();
if (!(SpawnFlags & MTF_DORMANT))
{
Activate(self);
}
}
override void Activate(Actor activator)
{
bDormant = false;
ActivateLight();
}
override void Deactivate(Actor activator)
{
bDormant = true;
DeactivateLight();
}
}
class PointLight : DynamicLight
{
Default
{
DynamicLight.Type "Point";
}
}
class PointLightPulse : PointLight
{
Default
{
DynamicLight.Type "Pulse";
}
}
class PointLightFlicker : PointLight
{
Default
{
DynamicLight.Type "Flicker";
}
}
class SectorPointLight : PointLight
{
Default
{
DynamicLight.Type "Sector";
}
}
class PointLightFlickerRandom : PointLight
{
Default
{
DynamicLight.Type "RandomFlicker";
}
}
// DYNAMICLIGHT.ADDITIVE and DYNAMICLIGHT.SUBTRACTIVE are used by the lights for additive and subtractive lights
class PointLightAdditive : PointLight
{
Default
{
+DYNAMICLIGHT.ADDITIVE
}
}
class PointLightPulseAdditive : PointLightPulse
{
Default
{
+DYNAMICLIGHT.ADDITIVE
}
}
class PointLightFlickerAdditive : PointLightFlicker
{
Default
{
+DYNAMICLIGHT.ADDITIVE
}
}
class SectorPointLightAdditive : SectorPointLight
{
Default
{
+DYNAMICLIGHT.ADDITIVE
}
}
class PointLightFlickerRandomAdditive :PointLightFlickerRandom
{
Default
{
+DYNAMICLIGHT.ADDITIVE
}
}
class PointLightSubtractive : PointLight
{
Default
{
+DYNAMICLIGHT.SUBTRACTIVE
}
}
class PointLightPulseSubtractive : PointLightPulse
{
Default
{
+DYNAMICLIGHT.SUBTRACTIVE
}
}
class PointLightFlickerSubtractive : PointLightFlicker
{
Default
{
+DYNAMICLIGHT.SUBTRACTIVE
}
}
class SectorPointLightSubtractive : SectorPointLight
{
Default
{
+DYNAMICLIGHT.SUBTRACTIVE
}
}
class PointLightFlickerRandomSubtractive : PointLightFlickerRandom
{
Default
{
+DYNAMICLIGHT.SUBTRACTIVE
}
}
class PointLightAttenuated : PointLight
{
Default
{
+DYNAMICLIGHT.ATTENUATE
}
}
class PointLightPulseAttenuated : PointLightPulse
{
Default
{
+DYNAMICLIGHT.ATTENUATE
}
}
class PointLightFlickerAttenuated : PointLightFlicker
{
Default
{
+DYNAMICLIGHT.ATTENUATE
}
}
class SectorPointLightAttenuated : SectorPointLight
{
Default
{
+DYNAMICLIGHT.ATTENUATE
}
}
class PointLightFlickerRandomAttenuated :PointLightFlickerRandom
{
Default
{
+DYNAMICLIGHT.ATTENUATE
}
}
class SpotLight : DynamicLight
{
Default
{
DynamicLight.Type "Point";
+DYNAMICLIGHT.SPOT
}
}
class SpotLightPulse : SpotLight
{
Default
{
DynamicLight.Type "Pulse";
}
}
class SpotLightFlicker : SpotLight
{
Default
{
DynamicLight.Type "Flicker";
}
}
class SectorSpotLight : SpotLight
{
Default
{
DynamicLight.Type "Sector";
}
}
class SpotLightFlickerRandom : SpotLight
{
Default
{
DynamicLight.Type "RandomFlicker";
}
}
class SpotLightAdditive : SpotLight
{
Default
{
+DYNAMICLIGHT.ADDITIVE
}
}
class SpotLightPulseAdditive : SpotLightPulse
{
Default
{
+DYNAMICLIGHT.ADDITIVE
}
}
class SpotLightFlickerAdditive : SpotLightFlicker
{
Default
{
+DYNAMICLIGHT.ADDITIVE
}
}
class SectorSpotLightAdditive : SectorSpotLight
{
Default
{
+DYNAMICLIGHT.ADDITIVE
}
}
class SpotLightFlickerRandomAdditive : SpotLightFlickerRandom
{
Default
{
+DYNAMICLIGHT.ADDITIVE
}
}
class SpotLightSubtractive : SpotLight
{
Default
{
+DYNAMICLIGHT.SUBTRACTIVE
}
}
class SpotLightPulseSubtractive : SpotLightPulse
{
Default
{
+DYNAMICLIGHT.SUBTRACTIVE
}
}
class SpotLightFlickerSubtractive : SpotLightFlicker
{
Default
{
+DYNAMICLIGHT.SUBTRACTIVE
}
}
class SectorSpotLightSubtractive : SectorSpotLight
{
Default
{
+DYNAMICLIGHT.SUBTRACTIVE
}
}
class SpotLightFlickerRandomSubtractive : SpotLightFlickerRandom
{
Default
{
+DYNAMICLIGHT.SUBTRACTIVE
}
}
class SpotLightAttenuated : SpotLight
{
Default
{
+DYNAMICLIGHT.ATTENUATE
}
}
class SpotLightPulseAttenuated : SpotLightPulse
{
Default
{
+DYNAMICLIGHT.ATTENUATE
}
}
class SpotLightFlickerAttenuated : SpotLightFlicker
{
Default
{
+DYNAMICLIGHT.ATTENUATE
}
}
class SectorSpotLightAttenuated : SectorSpotLight
{
Default
{
+DYNAMICLIGHT.ATTENUATE
}
}
class SpotLightFlickerRandomAttenuated : SpotLightFlickerRandom
{
Default
{
+DYNAMICLIGHT.ATTENUATE
}
}
class VavoomLight : DynamicLight
{
Default
{
DynamicLight.Type "Point";
}
override void BeginPlay ()
{
if (CurSector) AddZ(-CurSector.floorplane.ZatPoint(pos.XY), false); // z is absolute for Vavoom lights
Super.BeginPlay();
}
}
class VavoomLightWhite : VavoomLight
{
override void BeginPlay ()
{
args[LIGHT_INTENSITY] = args[0] * 4;
args[LIGHT_RED] = 128;
args[LIGHT_GREEN] = 128;
args[LIGHT_BLUE] = 128;
Super.BeginPlay();
}
}
class VavoomLightColor : VavoomLight
{
override void BeginPlay ()
{
int radius = args[0] * 4;
args[LIGHT_RED] = args[1] >> 1;
args[LIGHT_GREEN] = args[2] >> 1;
args[LIGHT_BLUE] = args[3] >> 1;
args[LIGHT_INTENSITY] = radius;
Super.BeginPlay();
}
}