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- Fixed: LightningLightLevels[] was not just an array of light levels. The latter part was also
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)
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4032b4c307
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1 changed files with 16 additions and 21 deletions
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@ -21,8 +21,8 @@ DLightningThinker::DLightningThinker ()
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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 + (numsectors+7)/8];
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memset (LightningLightLevels, 0, numsectors + (numsectors+7)/8);
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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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@ -42,28 +42,24 @@ void DLightningThinker::Serialize (FArchive &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 + (numsectors+7)/8];
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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 + (numsectors+7)/8); i > 0; ++lights, --i)
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{
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if (SaveVersion < 3223)
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{
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BYTE bytelight;
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arc << bytelight;
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*lights = bytelight;
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}
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else
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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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}
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void DLightningThinker::Tick ()
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@ -98,8 +94,7 @@ void DLightningThinker::LightningFlash ()
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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[numsectors+(j>>3)] & (1<<(j&7)) &&
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LightningLightLevels[j] < tempSec->lightlevel-4)
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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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@ -110,12 +105,12 @@ void DLightningThinker::LightningFlash ()
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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[numsectors+(j>>3)] & (1<<(j&7)))
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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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memset (&LightningLightLevels[numsectors], 0, (numsectors+7)/8);
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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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@ -127,14 +122,13 @@ void DLightningThinker::LightningFlash ()
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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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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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LightningLightLevels[numsectors+(j>>3)] |= 1<<(j&7);
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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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@ -148,8 +142,9 @@ void DLightningThinker::LightningFlash ()
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tempSec->SetLightLevel(flashLight);
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}
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if (tempSec->lightlevel < LightningLightLevels[j])
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{
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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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