qzdoom/src/g_shared/a_lightning.cpp

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#include "a_lightning.h"
#include "doomstat.h"
#include "p_lnspec.h"
#include "statnums.h"
#include "m_random.h"
#include "templates.h"
#include "s_sound.h"
#include "p_acs.h"
#include "r_sky.h"
#include "g_level.h"
#include "r_state.h"
#include "farchive.h"
static FRandom pr_lightning ("Lightning");
IMPLEMENT_CLASS (DLightningThinker)
DLightningThinker::DLightningThinker ()
: DThinker (STAT_LIGHTNING)
{
Stopped = false;
LightningLightLevels = NULL;
LightningFlashCount = 0;
NextLightningFlash = ((pr_lightning()&15)+5)*35; // don't flash at level start
LightningLightLevels = new short[numsectors];
clearbufshort(LightningLightLevels, numsectors, SHRT_MAX);
}
DLightningThinker::~DLightningThinker ()
{
if (LightningLightLevels != NULL)
{
delete[] LightningLightLevels;
}
}
void DLightningThinker::Serialize (FArchive &arc)
{
int i;
short *lights;
Super::Serialize (arc);
arc << Stopped << NextLightningFlash << LightningFlashCount;
if (SaveVersion < 3243)
{
// Do nothing with old savegames and just keep whatever the constructor made
// but read the obsolete data from the savegame
for (i = (numsectors + (numsectors+7)/8); i > 0; --i)
{
if (SaveVersion < 3223)
{
BYTE bytelight;
arc << bytelight;
}
else
{
short shortlight;
arc << shortlight;
}
}
return;
}
if (arc.IsLoading ())
{
if (LightningLightLevels != NULL)
{
delete[] LightningLightLevels;
}
LightningLightLevels = new short[numsectors];
}
lights = LightningLightLevels;
for (i = numsectors; i > 0; ++lights, --i)
{
arc << *lights;
}
}
void DLightningThinker::Tick ()
{
if (!NextLightningFlash || LightningFlashCount)
{
LightningFlash();
}
else
{
--NextLightningFlash;
if (Stopped) Destroy();
}
}
void DLightningThinker::LightningFlash ()
{
int i, j;
sector_t *tempSec;
BYTE flashLight;
if (LightningFlashCount)
{
LightningFlashCount--;
if (LightningFlashCount)
{ // reduce the brightness of the flash
tempSec = sectors;
for (i = numsectors, j = 0; i > 0; ++j, --i, ++tempSec)
{
// [RH] Checking this sector's applicability to lightning now
// is not enough to know if we should lower its light level,
// because it might have changed since the lightning flashed.
// Instead, change the light if this sector was effected by
// the last flash.
if (LightningLightLevels[j] < tempSec->lightlevel-4)
{
tempSec->ChangeLightLevel(-4);
}
}
}
else
{ // remove the alternate lightning flash special
tempSec = sectors;
for (i = numsectors, j = 0; i > 0; ++j, --i, ++tempSec)
{
if (LightningLightLevels[j] != SHRT_MAX)
{
tempSec->SetLightLevel(LightningLightLevels[j]);
}
}
clearbufshort(LightningLightLevels, numsectors, SHRT_MAX);
level.flags &= ~LEVEL_SWAPSKIES;
}
return;
}
LightningFlashCount = (pr_lightning()&7)+8;
flashLight = 200+(pr_lightning()&31);
tempSec = sectors;
for (i = numsectors, j = 0; i > 0; --i, ++j, ++tempSec)
{
// allow combination of the lightning sector specials with bit masks
int special = tempSec->special;
if (tempSec->GetTexture(sector_t::ceiling) == skyflatnum
|| special == Light_IndoorLightning1
|| special == Light_IndoorLightning2
|| special == Light_OutdoorLightning)
{
LightningLightLevels[j] = tempSec->lightlevel;
if (special == Light_IndoorLightning1)
{
tempSec->SetLightLevel(MIN<int> (tempSec->lightlevel+64, flashLight));
}
else if (special == Light_IndoorLightning2)
{
tempSec->SetLightLevel(MIN<int> (tempSec->lightlevel+32, flashLight));
}
else
{
tempSec->SetLightLevel(flashLight);
}
if (tempSec->lightlevel < LightningLightLevels[j])
{ // The lightning is darker than this sector already is, so no lightning here.
tempSec->SetLightLevel(LightningLightLevels[j]);
LightningLightLevels[j] = SHRT_MAX;
}
}
}
level.flags |= LEVEL_SWAPSKIES; // set alternate sky
S_Sound (CHAN_AUTO, "world/thunder", 1.0, ATTN_NONE);
FBehavior::StaticStartTypedScripts (SCRIPT_Lightning, NULL, false); // [RH] Run lightning scripts
// Calculate the next lighting flash
if (!NextLightningFlash)
{
if (pr_lightning() < 50)
{ // Immediate Quick flash
NextLightningFlash = (pr_lightning()&15)+16;
}
else
{
if (pr_lightning() < 128 && !(level.time&32))
{
NextLightningFlash = ((pr_lightning()&7)+2)*35;
}
else
{
NextLightningFlash = ((pr_lightning()&15)+5)*35;
}
}
}
}
void DLightningThinker::ForceLightning (int mode)
{
switch (mode)
{
default:
NextLightningFlash = 0;
break;
case 1:
NextLightningFlash = 0;
// Fall through
case 2:
Stopped = true;
break;
}
}
static DLightningThinker *LocateLightning ()
{
TThinkerIterator<DLightningThinker> iterator (STAT_LIGHTNING);
return iterator.Next ();
}
void P_StartLightning ()
{
DLightningThinker *lightning = LocateLightning ();
if (lightning == NULL)
{
new DLightningThinker ();
}
}
void P_ForceLightning (int mode)
{
DLightningThinker *lightning = LocateLightning ();
if (lightning == NULL)
{
lightning = new DLightningThinker ();
}
if (lightning != NULL)
{
lightning->ForceLightning (mode);
}
}