- Update to ZDoom r3224:

Emulate the size limit of Doom's lightscale table by capping the value of vis passed to GETPALOOKUP. The end result is that there is a minimum distance around you where light amplification stops and it gets no brighter. Should this scale with visibility? I can't say. So, yeah, it turns out all these years ago, I made this out to be harder than it really is.
    Fixed: Light levels outside the range [0,255] really do matter.
    Added FDARI's latest actor pointer submission.
    Added kgsws's 3D floor textute rotation fix.
    Added DavidPH's damage type specific damage color submission.
    Added DavidPH's A_PainAttack extension submission.
    Fixed: Telefrag damage should not be affected by skill damage factors.
    Added A_GunFlash extension submission.
    Added DONTCORPSE submission.
    Added SEEINVISIBLE submission.
    Added submission for disabling some new and rather pointless GCC warnings.
    Fixed: Selecting TiMidity++ as a MIDI device without a working timidity.exe, then switching to a different MIDI device would leave music silent until a new song was started. (The discrepancy between mus_playing.handle and currSong is one which should probably be handled properly at some point.)
    Fixed: Typo in FClipRect::Intersect() could case bad clipping.

git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@1216 b0f79afe-0144-0410-b225-9a4edf0717df
This commit is contained in:
Christoph Oelckers 2011-06-12 09:08:10 +00:00
parent e150d13413
commit dbd6c3d6b5
49 changed files with 740 additions and 332 deletions

View file

@ -251,64 +251,88 @@ void STACK_ARGS R_CalcTiltedLighting (fixed_t lval, fixed_t lend, int width)
BYTE *basecolormapdata = basecolormap->Maps;
int i = 0;
lval = planeshade - lval;
lend = planeshade - lend;
if (width == 0 || lval == lend)
{ // Constant lighting
lightfiller = basecolormapdata + (GETPALOOKUP (-lval, 0) << COLORMAPSHIFT);
}
else if ((lstep = (lend - lval) / width) < 0)
{ // Going from dark to light
if (lval < FRACUNIT)
{ // All bright
lightfiller = basecolormapdata;
}
else
{
if (lval >= NUMCOLORMAPS*FRACUNIT)
{ // Starts beyond the dark end
BYTE *clight = basecolormapdata + ((NUMCOLORMAPS-1) << COLORMAPSHIFT);
while (lval >= NUMCOLORMAPS*FRACUNIT && i <= width)
{
tiltlighting[i++] = clight;
lval += lstep;
}
if (i > width)
return;
}
while (i <= width && lval >= 0)
{
tiltlighting[i++] = basecolormapdata + ((lval >> FRACBITS) << COLORMAPSHIFT);
lval += lstep;
}
lightfiller = basecolormapdata;
}
lightfiller = basecolormapdata + (GETPALOOKUP(lval, planeshade) << COLORMAPSHIFT);
}
else
{ // Going from light to dark
if (lval >= (NUMCOLORMAPS-1)*FRACUNIT)
{ // All dark
lightfiller = basecolormapdata + ((NUMCOLORMAPS-1) << COLORMAPSHIFT);
{
lstep = (lend - lval) / width;
if (lval >= MAXLIGHTVIS)
{ // lval starts "too bright".
lightfiller = basecolormapdata + (GETPALOOKUP(lval, planeshade) << COLORMAPSHIFT);
for (; i <= width && lval >= MAXLIGHTVIS; ++i)
{
tiltlighting[i] = lightfiller;
lval += lstep;
}
}
else
if (lend >= MAXLIGHTVIS)
{ // lend ends "too bright".
lightfiller = basecolormapdata + (GETPALOOKUP(lend, planeshade) << COLORMAPSHIFT);
for (; width > i && lend >= MAXLIGHTVIS; --width)
{
tiltlighting[width] = lightfiller;
lend -= lstep;
}
}
if (width > 0)
{
while (lval < 0 && i <= width)
{
tiltlighting[i++] = basecolormapdata;
lval += lstep;
lval = planeshade - lval;
lend = planeshade - lend;
lstep = (lend - lval) / width;
if (lstep < 0)
{ // Going from dark to light
if (lval < FRACUNIT)
{ // All bright
lightfiller = basecolormapdata;
}
else
{
if (lval >= NUMCOLORMAPS*FRACUNIT)
{ // Starts beyond the dark end
BYTE *clight = basecolormapdata + ((NUMCOLORMAPS-1) << COLORMAPSHIFT);
while (lval >= NUMCOLORMAPS*FRACUNIT && i <= width)
{
tiltlighting[i++] = clight;
lval += lstep;
}
if (i > width)
return;
}
while (i <= width && lval >= 0)
{
tiltlighting[i++] = basecolormapdata + ((lval >> FRACBITS) << COLORMAPSHIFT);
lval += lstep;
}
lightfiller = basecolormapdata;
}
}
if (i > width)
return;
while (i <= width && lval < (NUMCOLORMAPS-1)*FRACUNIT)
{
tiltlighting[i++] = basecolormapdata + ((lval >> FRACBITS) << COLORMAPSHIFT);
lval += lstep;
else
{ // Going from light to dark
if (lval >= (NUMCOLORMAPS-1)*FRACUNIT)
{ // All dark
lightfiller = basecolormapdata + ((NUMCOLORMAPS-1) << COLORMAPSHIFT);
}
else
{
while (lval < 0 && i <= width)
{
tiltlighting[i++] = basecolormapdata;
lval += lstep;
}
if (i > width)
return;
while (i <= width && lval < (NUMCOLORMAPS-1)*FRACUNIT)
{
tiltlighting[i++] = basecolormapdata + ((lval >> FRACBITS) << COLORMAPSHIFT);
lval += lstep;
}
lightfiller = basecolormapdata + ((NUMCOLORMAPS-1) << COLORMAPSHIFT);
}
}
lightfiller = basecolormapdata + ((NUMCOLORMAPS-1) << COLORMAPSHIFT);
}
}
for (; i <= width; i++)
{
tiltlighting[i] = lightfiller;