- 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)
This commit is contained in:
Randy Heit 2011-06-21 03:38:32 +00:00
parent 4032b4c307
commit 2dd4ea8400

View file

@ -21,8 +21,8 @@ DLightningThinker::DLightningThinker ()
LightningFlashCount = 0;
NextLightningFlash = ((pr_lightning()&15)+5)*35; // don't flash at level start
LightningLightLevels = new short[numsectors + (numsectors+7)/8];
memset (LightningLightLevels, 0, numsectors + (numsectors+7)/8);
LightningLightLevels = new short[numsectors];
clearbufshort(LightningLightLevels, numsectors, SHRT_MAX);
}
DLightningThinker::~DLightningThinker ()
@ -42,27 +42,23 @@ void DLightningThinker::Serialize (FArchive &arc)
arc << Stopped << NextLightningFlash << LightningFlashCount;
if (SaveVersion < 3243)
{ // Do nothing with old savegames and just keep whatever the constructor made.
return;
}
if (arc.IsLoading ())
{
if (LightningLightLevels != NULL)
{
delete[] LightningLightLevels;
}
LightningLightLevels = new short[numsectors + (numsectors+7)/8];
LightningLightLevels = new short[numsectors];
}
lights = LightningLightLevels;
for (i = (numsectors + (numsectors+7)/8); i > 0; ++lights, --i)
for (i = numsectors; i > 0; ++lights, --i)
{
if (SaveVersion < 3223)
{
BYTE bytelight;
arc << bytelight;
*lights = bytelight;
}
else
{
arc << *lights;
}
arc << *lights;
}
}
@ -98,8 +94,7 @@ void DLightningThinker::LightningFlash ()
// because it might have changed since the lightning flashed.
// Instead, change the light if this sector was effected by
// the last flash.
if (LightningLightLevels[numsectors+(j>>3)] & (1<<(j&7)) &&
LightningLightLevels[j] < tempSec->lightlevel-4)
if (LightningLightLevels[j] < tempSec->lightlevel-4)
{
tempSec->ChangeLightLevel(-4);
}
@ -110,12 +105,12 @@ void DLightningThinker::LightningFlash ()
tempSec = sectors;
for (i = numsectors, j = 0; i > 0; ++j, --i, ++tempSec)
{
if (LightningLightLevels[numsectors+(j>>3)] & (1<<(j&7)))
if (LightningLightLevels[j] != SHRT_MAX)
{
tempSec->SetLightLevel(LightningLightLevels[j]);
}
}
memset (&LightningLightLevels[numsectors], 0, (numsectors+7)/8);
clearbufshort(LightningLightLevels, numsectors, SHRT_MAX);
level.flags &= ~LEVEL_SWAPSKIES;
}
return;
@ -127,14 +122,13 @@ void DLightningThinker::LightningFlash ()
for (i = numsectors, j = 0; i > 0; --i, ++j, ++tempSec)
{
// allow combination of the lightning sector specials with bit masks
int special = (tempSec->special&0xff);
int special = tempSec->special & 0xff;
if (tempSec->GetTexture(sector_t::ceiling) == skyflatnum
|| special == Light_IndoorLightning1
|| special == Light_IndoorLightning2
|| special == Light_OutdoorLightning)
{
LightningLightLevels[j] = tempSec->lightlevel;
LightningLightLevels[numsectors+(j>>3)] |= 1<<(j&7);
if (special == Light_IndoorLightning1)
{
tempSec->SetLightLevel(MIN<int> (tempSec->lightlevel+64, flashLight));
@ -148,8 +142,9 @@ void DLightningThinker::LightningFlash ()
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;
}
}
}