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2dd4ea8400
a bitmask describing which sectors had lightning. When this was expanded to shorts, the result was that random sectors would have their lighting zero'ed after a lightning flash. I really have to wonder what I was thinking when I decided to cram two completely unrelated things into the same array. Since a short is wide enough, I did away with the bitmask and just use SHRT_MAX to mark sectors that weren't lightninged. SVN r3243 (trunk)
220 lines
5 KiB
C++
220 lines
5 KiB
C++
#include "a_lightning.h"
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#include "p_lnspec.h"
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#include "statnums.h"
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#include "r_data.h"
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#include "m_random.h"
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#include "templates.h"
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#include "s_sound.h"
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#include "p_acs.h"
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#include "r_sky.h"
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#include "g_level.h"
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static FRandom pr_lightning ("Lightning");
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IMPLEMENT_CLASS (DLightningThinker)
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DLightningThinker::DLightningThinker ()
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: DThinker (STAT_LIGHTNING)
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{
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Stopped = false;
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LightningLightLevels = NULL;
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LightningFlashCount = 0;
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NextLightningFlash = ((pr_lightning()&15)+5)*35; // don't flash at level start
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LightningLightLevels = new short[numsectors];
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clearbufshort(LightningLightLevels, numsectors, SHRT_MAX);
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}
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DLightningThinker::~DLightningThinker ()
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{
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if (LightningLightLevels != NULL)
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{
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delete[] LightningLightLevels;
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}
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}
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void DLightningThinker::Serialize (FArchive &arc)
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{
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int i;
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short *lights;
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Super::Serialize (arc);
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arc << Stopped << NextLightningFlash << LightningFlashCount;
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if (SaveVersion < 3243)
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{ // Do nothing with old savegames and just keep whatever the constructor made.
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return;
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}
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if (arc.IsLoading ())
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{
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if (LightningLightLevels != NULL)
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{
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delete[] LightningLightLevels;
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}
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LightningLightLevels = new short[numsectors];
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}
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lights = LightningLightLevels;
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for (i = numsectors; i > 0; ++lights, --i)
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{
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arc << *lights;
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}
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}
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void DLightningThinker::Tick ()
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{
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if (!NextLightningFlash || LightningFlashCount)
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{
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LightningFlash();
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}
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else
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{
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--NextLightningFlash;
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if (Stopped) Destroy();
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}
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}
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void DLightningThinker::LightningFlash ()
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{
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int i, j;
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sector_t *tempSec;
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BYTE flashLight;
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if (LightningFlashCount)
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{
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LightningFlashCount--;
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if (LightningFlashCount)
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{ // reduce the brightness of the flash
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tempSec = sectors;
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for (i = numsectors, j = 0; i > 0; ++j, --i, ++tempSec)
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{
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// [RH] Checking this sector's applicability to lightning now
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// is not enough to know if we should lower its light level,
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// because it might have changed since the lightning flashed.
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// Instead, change the light if this sector was effected by
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// the last flash.
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if (LightningLightLevels[j] < tempSec->lightlevel-4)
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{
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tempSec->ChangeLightLevel(-4);
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}
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}
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}
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else
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{ // remove the alternate lightning flash special
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tempSec = sectors;
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for (i = numsectors, j = 0; i > 0; ++j, --i, ++tempSec)
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{
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if (LightningLightLevels[j] != SHRT_MAX)
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{
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tempSec->SetLightLevel(LightningLightLevels[j]);
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}
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}
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clearbufshort(LightningLightLevels, numsectors, SHRT_MAX);
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level.flags &= ~LEVEL_SWAPSKIES;
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}
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return;
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}
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LightningFlashCount = (pr_lightning()&7)+8;
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flashLight = 200+(pr_lightning()&31);
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tempSec = sectors;
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for (i = numsectors, j = 0; i > 0; --i, ++j, ++tempSec)
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{
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// allow combination of the lightning sector specials with bit masks
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int special = tempSec->special & 0xff;
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if (tempSec->GetTexture(sector_t::ceiling) == skyflatnum
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|| special == Light_IndoorLightning1
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|| special == Light_IndoorLightning2
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|| special == Light_OutdoorLightning)
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{
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LightningLightLevels[j] = tempSec->lightlevel;
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if (special == Light_IndoorLightning1)
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{
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tempSec->SetLightLevel(MIN<int> (tempSec->lightlevel+64, flashLight));
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}
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else if (special == Light_IndoorLightning2)
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{
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tempSec->SetLightLevel(MIN<int> (tempSec->lightlevel+32, flashLight));
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}
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else
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{
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tempSec->SetLightLevel(flashLight);
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}
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if (tempSec->lightlevel < LightningLightLevels[j])
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{ // The lightning is darker than this sector already is, so no lightning here.
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tempSec->SetLightLevel(LightningLightLevels[j]);
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LightningLightLevels[j] = SHRT_MAX;
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}
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}
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}
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level.flags |= LEVEL_SWAPSKIES; // set alternate sky
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S_Sound (CHAN_AUTO, "world/thunder", 1.0, ATTN_NONE);
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FBehavior::StaticStartTypedScripts (SCRIPT_Lightning, NULL, false); // [RH] Run lightning scripts
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// Calculate the next lighting flash
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if (!NextLightningFlash)
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{
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if (pr_lightning() < 50)
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{ // Immediate Quick flash
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NextLightningFlash = (pr_lightning()&15)+16;
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}
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else
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{
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if (pr_lightning() < 128 && !(level.time&32))
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{
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NextLightningFlash = ((pr_lightning()&7)+2)*35;
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}
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else
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{
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NextLightningFlash = ((pr_lightning()&15)+5)*35;
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}
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}
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}
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}
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void DLightningThinker::ForceLightning (int mode)
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{
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switch (mode)
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{
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default:
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NextLightningFlash = 0;
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break;
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case 1:
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NextLightningFlash = 0;
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// Fall through
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case 2:
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Stopped = true;
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break;
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}
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}
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static DLightningThinker *LocateLightning ()
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{
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TThinkerIterator<DLightningThinker> iterator (STAT_LIGHTNING);
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return iterator.Next ();
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}
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void P_StartLightning ()
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{
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DLightningThinker *lightning = LocateLightning ();
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if (lightning == NULL)
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{
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new DLightningThinker ();
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}
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}
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void P_ForceLightning (int mode)
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{
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DLightningThinker *lightning = LocateLightning ();
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if (lightning == NULL)
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{
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lightning = new DLightningThinker ();
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}
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if (lightning != NULL)
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{
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lightning->ForceLightning (mode);
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}
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}
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