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https://github.com/ZDoom/qzdoom.git
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96d328de9b
For some files that had the Doom Source license attached but saw heavy external contributions over the years I added a special note to license all original ZDoom code under BSD.
1059 lines
23 KiB
C++
1059 lines
23 KiB
C++
//-----------------------------------------------------------------------------
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//
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// Copyright 1993-1996 id Software
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// Copyright 1994-1996 Raven Software
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// Copyright 1999-2016 Randy Heit
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// Copyright 2002-2016 Christoph Oelckers
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, either version 3 of the License, or
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// (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// along with this program. If not, see http://www.gnu.org/licenses/
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//
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//-----------------------------------------------------------------------------
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//
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// DESCRIPTION:
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// Handle Sector base lighting effects.
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//
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//-----------------------------------------------------------------------------
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#include "templates.h"
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#include "m_random.h"
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#include "doomdef.h"
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#include "p_local.h"
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#include "p_spec.h"
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#include "p_lnspec.h"
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#include "doomstat.h"
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#include "p_maputl.h"
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#include "g_levellocals.h"
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// State.
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#include "r_state.h"
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#include "statnums.h"
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#include "serializer.h"
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static FRandom pr_flicker ("Flicker");
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static FRandom pr_lightflash ("LightFlash");
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static FRandom pr_strobeflash ("StrobeFlash");
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static FRandom pr_fireflicker ("FireFlicker");
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class DFireFlicker : public DLighting
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{
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DECLARE_CLASS(DFireFlicker, DLighting)
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public:
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DFireFlicker(sector_t *sector);
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DFireFlicker(sector_t *sector, int upper, int lower);
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void Serialize(FSerializer &arc);
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void Tick();
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protected:
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int m_Count;
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int m_MaxLight;
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int m_MinLight;
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private:
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DFireFlicker();
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};
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class DFlicker : public DLighting
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{
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DECLARE_CLASS(DFlicker, DLighting)
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public:
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DFlicker(sector_t *sector, int upper, int lower);
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void Serialize(FSerializer &arc);
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void Tick();
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protected:
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int m_Count;
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int m_MaxLight;
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int m_MinLight;
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private:
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DFlicker();
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};
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class DLightFlash : public DLighting
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{
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DECLARE_CLASS(DLightFlash, DLighting)
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public:
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DLightFlash(sector_t *sector);
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DLightFlash(sector_t *sector, int min, int max);
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void Serialize(FSerializer &arc);
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void Tick();
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protected:
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int m_Count;
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int m_MaxLight;
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int m_MinLight;
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int m_MaxTime;
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int m_MinTime;
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private:
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DLightFlash();
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};
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class DStrobe : public DLighting
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{
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DECLARE_CLASS(DStrobe, DLighting)
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public:
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DStrobe(sector_t *sector, int utics, int ltics, bool inSync);
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DStrobe(sector_t *sector, int upper, int lower, int utics, int ltics);
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void Serialize(FSerializer &arc);
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void Tick();
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protected:
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int m_Count;
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int m_MinLight;
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int m_MaxLight;
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int m_DarkTime;
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int m_BrightTime;
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private:
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DStrobe();
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};
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class DGlow : public DLighting
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{
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DECLARE_CLASS(DGlow, DLighting)
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public:
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DGlow(sector_t *sector);
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void Serialize(FSerializer &arc);
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void Tick();
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protected:
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int m_MinLight;
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int m_MaxLight;
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int m_Direction;
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private:
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DGlow();
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};
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// [RH] Glow from Light_Glow and Light_Fade specials
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class DGlow2 : public DLighting
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{
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DECLARE_CLASS(DGlow2, DLighting)
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public:
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DGlow2(sector_t *sector, int start, int end, int tics, bool oneshot);
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void Serialize(FSerializer &arc);
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void Tick();
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protected:
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int m_Start;
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int m_End;
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int m_MaxTics;
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int m_Tics;
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bool m_OneShot;
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private:
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DGlow2();
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};
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// [RH] Phased light thinker
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class DPhased : public DLighting
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{
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DECLARE_CLASS(DPhased, DLighting)
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public:
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DPhased(sector_t *sector);
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DPhased(sector_t *sector, int baselevel, int phase);
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// These are for internal use only but the Create template needs access to them.
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DPhased();
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DPhased(sector_t *sector, int baselevel);
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void Serialize(FSerializer &arc);
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void Tick();
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protected:
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uint8_t m_BaseLevel;
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uint8_t m_Phase;
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private:
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int PhaseHelper(sector_t *sector, int index, int light, sector_t *prev);
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};
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#define GLOWSPEED 8
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#define STROBEBRIGHT 5
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#define FASTDARK 15
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#define SLOWDARK TICRATE
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//-----------------------------------------------------------------------------
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//
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//
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//
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//-----------------------------------------------------------------------------
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IMPLEMENT_CLASS(DLighting, false, false)
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DLighting::DLighting ()
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{
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}
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DLighting::DLighting (sector_t *sector)
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: DSectorEffect (sector)
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{
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ChangeStatNum (STAT_LIGHT);
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}
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//-----------------------------------------------------------------------------
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//
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// FIRELIGHT FLICKER
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//
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//-----------------------------------------------------------------------------
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IMPLEMENT_CLASS(DFireFlicker, false, false)
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DFireFlicker::DFireFlicker ()
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{
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}
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void DFireFlicker::Serialize(FSerializer &arc)
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{
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Super::Serialize (arc);
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arc("count", m_Count)
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("maxlight", m_MaxLight)
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("minlight", m_MinLight);
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}
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//-----------------------------------------------------------------------------
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//
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// T_FireFlicker
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//
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//-----------------------------------------------------------------------------
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void DFireFlicker::Tick ()
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{
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int amount;
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if (--m_Count == 0)
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{
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amount = (pr_fireflicker() & 3) << 4;
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// [RH] Shouldn't this be (m_MaxLight - amount < m_MinLight)?
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if (m_Sector->lightlevel - amount < m_MinLight)
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m_Sector->SetLightLevel(m_MinLight);
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else
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m_Sector->SetLightLevel(m_MaxLight - amount);
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m_Count = 4;
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}
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}
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//-----------------------------------------------------------------------------
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//
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// P_SpawnFireFlicker
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//
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//-----------------------------------------------------------------------------
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DFireFlicker::DFireFlicker (sector_t *sector)
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: DLighting (sector)
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{
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m_MaxLight = sector->lightlevel;
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m_MinLight = sector_t::ClampLight(sector->FindMinSurroundingLight(sector->lightlevel) + 16);
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m_Count = 4;
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}
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DFireFlicker::DFireFlicker (sector_t *sector, int upper, int lower)
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: DLighting (sector)
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{
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m_MaxLight = sector_t::ClampLight(upper);
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m_MinLight = sector_t::ClampLight(lower);
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m_Count = 4;
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}
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//-----------------------------------------------------------------------------
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//
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// [RH] flickering light like Hexen's
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//
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//-----------------------------------------------------------------------------
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IMPLEMENT_CLASS(DFlicker, false, false)
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DFlicker::DFlicker ()
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{
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}
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void DFlicker::Serialize(FSerializer &arc)
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{
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Super::Serialize (arc);
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arc("count", m_Count)
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("maxlight", m_MaxLight)
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("minlight", m_MinLight);
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}
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//-----------------------------------------------------------------------------
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//
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//
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//
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//-----------------------------------------------------------------------------
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void DFlicker::Tick ()
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{
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if (m_Count)
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{
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m_Count--;
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}
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else if (m_Sector->lightlevel == m_MaxLight)
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{
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m_Sector->SetLightLevel(m_MinLight);
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m_Count = (pr_flicker()&7)+1;
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}
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else
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{
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m_Sector->SetLightLevel(m_MaxLight);
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m_Count = (pr_flicker()&31)+1;
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}
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}
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//-----------------------------------------------------------------------------
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//
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//
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//
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//-----------------------------------------------------------------------------
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DFlicker::DFlicker (sector_t *sector, int upper, int lower)
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: DLighting (sector)
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{
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m_MaxLight = sector_t::ClampLight(upper);
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m_MinLight = sector_t::ClampLight(lower);
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sector->lightlevel = m_MaxLight;
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m_Count = (pr_flicker()&64)+1;
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}
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//-----------------------------------------------------------------------------
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//
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//
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//
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//-----------------------------------------------------------------------------
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void EV_StartLightFlickering (int tag, int upper, int lower)
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{
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int secnum;
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FSectorTagIterator it(tag);
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while ((secnum = it.Next()) >= 0)
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{
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Create<DFlicker> (&level.sectors[secnum], upper, lower);
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}
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}
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//-----------------------------------------------------------------------------
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//
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// BROKEN LIGHT FLASHING
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//
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//-----------------------------------------------------------------------------
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IMPLEMENT_CLASS(DLightFlash, false, false)
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DLightFlash::DLightFlash ()
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{
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}
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void DLightFlash::Serialize(FSerializer &arc)
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{
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Super::Serialize (arc);
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arc("count", m_Count)
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("maxlight", m_MaxLight)
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("minlight", m_MinLight)
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("maxtime", m_MaxTime)
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("mintime", m_MinTime);
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}
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//-----------------------------------------------------------------------------
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//
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// T_LightFlash
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// Do flashing lights.
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//
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//-----------------------------------------------------------------------------
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void DLightFlash::Tick ()
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{
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if (--m_Count == 0)
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{
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if (m_Sector->lightlevel == m_MaxLight)
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{
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m_Sector->SetLightLevel(m_MinLight);
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m_Count = (pr_lightflash() & m_MinTime) + 1;
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}
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else
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{
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m_Sector->SetLightLevel(m_MaxLight);
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m_Count = (pr_lightflash() & m_MaxTime) + 1;
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}
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}
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}
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//-----------------------------------------------------------------------------
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//
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// P_SpawnLightFlash
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//
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//-----------------------------------------------------------------------------
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DLightFlash::DLightFlash (sector_t *sector)
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: DLighting (sector)
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{
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// Find light levels like Doom.
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m_MaxLight = sector->lightlevel;
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m_MinLight = sector->FindMinSurroundingLight (sector->lightlevel);
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m_MaxTime = 64;
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m_MinTime = 7;
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m_Count = (pr_lightflash() & m_MaxTime) + 1;
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}
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DLightFlash::DLightFlash (sector_t *sector, int min, int max)
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: DLighting (sector)
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{
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// Use specified light levels.
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m_MaxLight = sector_t::ClampLight(max);
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m_MinLight = sector_t::ClampLight(min);
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m_MaxTime = 64;
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m_MinTime = 7;
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m_Count = (pr_lightflash() & m_MaxTime) + 1;
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}
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//-----------------------------------------------------------------------------
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//
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// STROBE LIGHT FLASHING
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//
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//-----------------------------------------------------------------------------
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IMPLEMENT_CLASS(DStrobe, false, false)
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DStrobe::DStrobe ()
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{
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}
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void DStrobe::Serialize(FSerializer &arc)
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{
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Super::Serialize (arc);
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arc("count", m_Count)
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("maxlight", m_MaxLight)
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("minlight", m_MinLight)
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("darktime", m_DarkTime)
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("brighttime", m_BrightTime);
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}
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//-----------------------------------------------------------------------------
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//
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// T_StrobeFlash
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//
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//-----------------------------------------------------------------------------
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void DStrobe::Tick ()
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{
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if (--m_Count == 0)
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{
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if (m_Sector->lightlevel == m_MinLight)
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{
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m_Sector->SetLightLevel(m_MaxLight);
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m_Count = m_BrightTime;
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}
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else
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{
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m_Sector->SetLightLevel(m_MinLight);
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m_Count = m_DarkTime;
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}
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}
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}
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//-----------------------------------------------------------------------------
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//
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// Hexen-style constructor
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//
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//-----------------------------------------------------------------------------
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DStrobe::DStrobe (sector_t *sector, int upper, int lower, int utics, int ltics)
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: DLighting (sector)
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{
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m_DarkTime = ltics;
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m_BrightTime = utics;
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m_MaxLight = sector_t::ClampLight(upper);
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m_MinLight = sector_t::ClampLight(lower);
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m_Count = 1; // Hexen-style is always in sync
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}
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//-----------------------------------------------------------------------------
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//
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// Doom-style constructor
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//
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//-----------------------------------------------------------------------------
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DStrobe::DStrobe (sector_t *sector, int utics, int ltics, bool inSync)
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: DLighting (sector)
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{
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m_DarkTime = ltics;
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m_BrightTime = utics;
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m_MaxLight = sector->lightlevel;
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m_MinLight = sector->FindMinSurroundingLight (sector->lightlevel);
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if (m_MinLight == m_MaxLight)
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m_MinLight = 0;
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m_Count = inSync ? 1 : (pr_strobeflash() & 7) + 1;
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}
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//-----------------------------------------------------------------------------
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//
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// Start strobing lights (usually from a trigger)
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// [RH] Made it more configurable.
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//
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//-----------------------------------------------------------------------------
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void EV_StartLightStrobing (int tag, int upper, int lower, int utics, int ltics)
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{
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int secnum;
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FSectorTagIterator it(tag);
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while ((secnum = it.Next()) >= 0)
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{
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sector_t *sec = &level.sectors[secnum];
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if (sec->lightingdata)
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continue;
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Create<DStrobe> (sec, upper, lower, utics, ltics);
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}
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}
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void EV_StartLightStrobing (int tag, int utics, int ltics)
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{
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int secnum;
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FSectorTagIterator it(tag);
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while ((secnum = it.Next()) >= 0)
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{
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sector_t *sec = &level.sectors[secnum];
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if (sec->lightingdata)
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continue;
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Create<DStrobe> (sec, utics, ltics, false);
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}
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}
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//-----------------------------------------------------------------------------
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//
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// TURN LINE'S TAG LIGHTS OFF
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// [RH] Takes a tag instead of a line
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//
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//-----------------------------------------------------------------------------
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void EV_TurnTagLightsOff (int tag)
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{
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int secnum;
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FSectorTagIterator it(tag);
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while ((secnum = it.Next()) >= 0)
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{
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sector_t *sector = &level.sectors[secnum];
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int min = sector->lightlevel;
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for (auto ln : sector->Lines)
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{
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sector_t *tsec = getNextSector (ln, sector);
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if (!tsec)
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continue;
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if (tsec->lightlevel < min)
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min = tsec->lightlevel;
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}
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sector->SetLightLevel(min);
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}
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}
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//-----------------------------------------------------------------------------
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//
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// TURN LINE'S TAG LIGHTS ON
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// [RH] Takes a tag instead of a line
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//
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//-----------------------------------------------------------------------------
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void EV_LightTurnOn (int tag, int bright)
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{
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int secnum;
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FSectorTagIterator it(tag);
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while ((secnum = it.Next()) >= 0)
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{
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sector_t *sector = &level.sectors[secnum];
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int tbright = bright; //jff 5/17/98 search for maximum PER sector
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// bright = -1 means to search ([RH] Not 0)
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// for highest light level
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// surrounding sector
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if (bright < 0)
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{
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for (auto ln : sector->Lines)
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{
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sector_t *temp = getNextSector(ln, sector);
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if (!temp)
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continue;
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if (temp->lightlevel > tbright)
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tbright = temp->lightlevel;
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}
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}
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sector->SetLightLevel(tbright);
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//jff 5/17/98 unless compatibility optioned
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//then maximum near ANY tagged sector
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if (i_compatflags & COMPATF_LIGHT)
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{
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bright = tbright;
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}
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}
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}
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//-----------------------------------------------------------------------------
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//
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// killough 10/98
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//
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// EV_LightTurnOnPartway
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//
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// Turn sectors tagged to line lights on to specified or max neighbor level
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//
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// Passed the tag of sector(s) to light and a light level fraction between 0 and 1.
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// Sets the light to min on 0, max on 1, and interpolates in-between.
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// Used for doors with gradual lighting effects.
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//
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//-----------------------------------------------------------------------------
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void EV_LightTurnOnPartway (int tag, double frac)
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{
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frac = clamp(frac, 0., 1.);
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// Search all sectors for ones with same tag as activating line
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int secnum;
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FSectorTagIterator it(tag);
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while ((secnum = it.Next()) >= 0)
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{
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sector_t *temp, *sector = &level.sectors[secnum];
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int bright = 0, min = sector->lightlevel;
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for (auto ln : sector->Lines)
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{
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if ((temp = getNextSector (ln, sector)) != nullptr)
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{
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if (temp->lightlevel > bright)
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{
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bright = temp->lightlevel;
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}
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if (temp->lightlevel < min)
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{
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min = temp->lightlevel;
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}
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}
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}
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sector->SetLightLevel(int(frac * bright + (1 - frac) * min));
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}
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}
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//-----------------------------------------------------------------------------
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//
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// [RH] New function to adjust tagged sectors' light levels
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// by a relative amount. Light levels are clipped to
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// be within range for sector_t::lightlevel.
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//
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//-----------------------------------------------------------------------------
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void EV_LightChange (int tag, int value)
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{
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int secnum;
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FSectorTagIterator it(tag);
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while ((secnum = it.Next()) >= 0)
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{
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level.sectors[secnum].SetLightLevel(level.sectors[secnum].lightlevel + value);
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}
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}
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//-----------------------------------------------------------------------------
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//
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// Spawn glowing light
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//
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//-----------------------------------------------------------------------------
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IMPLEMENT_CLASS(DGlow, false, false)
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DGlow::DGlow ()
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{
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}
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void DGlow::Serialize(FSerializer &arc)
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{
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Super::Serialize (arc);
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arc("direction", m_Direction)
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("maxlight", m_MaxLight)
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("minlight", m_MinLight);
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}
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//-----------------------------------------------------------------------------
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//
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//
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//
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//-----------------------------------------------------------------------------
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void DGlow::Tick ()
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{
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int newlight = m_Sector->lightlevel;
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switch (m_Direction)
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{
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case -1:
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// DOWN
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newlight -= GLOWSPEED;
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if (newlight <= m_MinLight)
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{
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newlight += GLOWSPEED;
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m_Direction = 1;
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}
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break;
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case 1:
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// UP
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newlight += GLOWSPEED;
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if (newlight >= m_MaxLight)
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{
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newlight -= GLOWSPEED;
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m_Direction = -1;
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}
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break;
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}
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m_Sector->SetLightLevel(newlight);
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}
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//-----------------------------------------------------------------------------
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//
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//
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//
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//-----------------------------------------------------------------------------
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DGlow::DGlow (sector_t *sector)
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: DLighting (sector)
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{
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m_MinLight = sector->FindMinSurroundingLight (sector->lightlevel);
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m_MaxLight = sector->lightlevel;
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m_Direction = -1;
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}
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//-----------------------------------------------------------------------------
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//
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// [RH] More glowing light, this time appropriate for Hexen-ish uses.
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//
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//-----------------------------------------------------------------------------
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IMPLEMENT_CLASS(DGlow2, false, false)
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DGlow2::DGlow2 ()
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{
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}
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void DGlow2::Serialize(FSerializer &arc)
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{
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Super::Serialize (arc);
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arc("end", m_End)
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("maxtics", m_MaxTics)
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("oneshot", m_OneShot)
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("start", m_Start)
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("tics", m_Tics);
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}
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//-----------------------------------------------------------------------------
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//
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//
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//
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//-----------------------------------------------------------------------------
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void DGlow2::Tick ()
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{
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if (m_Tics++ >= m_MaxTics)
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{
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if (m_OneShot)
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{
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m_Sector->SetLightLevel(m_End);
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Destroy ();
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return;
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}
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else
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{
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int temp = m_Start;
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m_Start = m_End;
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m_End = temp;
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m_Tics -= m_MaxTics;
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}
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}
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m_Sector->SetLightLevel(((m_End - m_Start) * m_Tics) / m_MaxTics + m_Start);
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}
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//-----------------------------------------------------------------------------
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//
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//
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//
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//-----------------------------------------------------------------------------
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DGlow2::DGlow2 (sector_t *sector, int start, int end, int tics, bool oneshot)
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: DLighting (sector)
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{
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m_Start = sector_t::ClampLight(start);
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m_End = sector_t::ClampLight(end);
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m_MaxTics = tics;
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m_Tics = -1;
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m_OneShot = oneshot;
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}
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//-----------------------------------------------------------------------------
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//
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//
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//
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//-----------------------------------------------------------------------------
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void EV_StartLightGlowing (int tag, int upper, int lower, int tics)
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{
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int secnum;
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// If tics is non-positive, then we can't really do anything.
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if (tics <= 0)
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{
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return;
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}
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if (upper < lower)
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{
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int temp = upper;
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upper = lower;
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lower = temp;
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}
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FSectorTagIterator it(tag);
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while ((secnum = it.Next()) >= 0)
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{
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sector_t *sec = &level.sectors[secnum];
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if (sec->lightingdata)
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continue;
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Create<DGlow2> (sec, upper, lower, tics, false);
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}
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}
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//-----------------------------------------------------------------------------
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//
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//
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//
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//-----------------------------------------------------------------------------
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void EV_StartLightFading (int tag, int value, int tics)
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{
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int secnum;
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FSectorTagIterator it(tag);
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while ((secnum = it.Next()) >= 0)
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{
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sector_t *sec = &level.sectors[secnum];
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if (sec->lightingdata)
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continue;
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if (tics <= 0)
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{
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sec->SetLightLevel(value);
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}
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else
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{
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// No need to fade if lightlevel is already at desired value.
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if (sec->lightlevel == value)
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continue;
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Create<DGlow2> (sec, sec->lightlevel, value, tics, true);
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}
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}
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}
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//-----------------------------------------------------------------------------
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//
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// [RH] Phased lighting ala Hexen, but implemented without the help of the Hexen source
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// The effect is a little different, but close enough, I feel.
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//
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//-----------------------------------------------------------------------------
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IMPLEMENT_CLASS(DPhased, false, false)
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DPhased::DPhased ()
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{
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}
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void DPhased::Serialize(FSerializer &arc)
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{
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Super::Serialize (arc);
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arc("baselevel", m_BaseLevel)
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("phase", m_Phase);
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}
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//-----------------------------------------------------------------------------
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//
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//
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//
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//-----------------------------------------------------------------------------
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void DPhased::Tick ()
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{
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const int steps = 12;
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if (m_Phase < steps)
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m_Sector->SetLightLevel( ((255 - m_BaseLevel) * m_Phase) / steps + m_BaseLevel);
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else if (m_Phase < 2*steps)
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m_Sector->SetLightLevel( ((255 - m_BaseLevel) * (2*steps - m_Phase - 1) / steps
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+ m_BaseLevel));
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else
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m_Sector->SetLightLevel(m_BaseLevel);
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if (m_Phase == 0)
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m_Phase = 63;
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else
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m_Phase--;
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}
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//-----------------------------------------------------------------------------
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//
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//
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//
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//-----------------------------------------------------------------------------
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int DPhased::PhaseHelper (sector_t *sector, int index, int light, sector_t *prev)
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{
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if (!sector || sector->validcount == validcount)
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{
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return index;
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}
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else
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{
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DPhased *l;
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int baselevel = sector->lightlevel ? sector->lightlevel : light;
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sector->validcount = validcount;
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if (index == 0)
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{
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l = this;
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m_BaseLevel = baselevel;
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}
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else
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l = Create<DPhased> (sector, baselevel);
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int numsteps = PhaseHelper (sector->NextSpecialSector (
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sector->special == LightSequenceSpecial1 ?
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LightSequenceSpecial2 : LightSequenceSpecial1, prev),
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index + 1, l->m_BaseLevel, sector);
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l->m_Phase = ((numsteps - index - 1) * 64) / numsteps;
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sector->special = 0;
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return numsteps;
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}
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}
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//-----------------------------------------------------------------------------
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//
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//
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//
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//-----------------------------------------------------------------------------
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DPhased::DPhased (sector_t *sector, int baselevel)
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: DLighting (sector)
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{
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m_BaseLevel = baselevel;
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}
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DPhased::DPhased (sector_t *sector)
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: DLighting (sector)
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{
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validcount++;
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PhaseHelper (sector, 0, 0, NULL);
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}
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DPhased::DPhased (sector_t *sector, int baselevel, int phase)
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: DLighting (sector)
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{
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m_BaseLevel = baselevel;
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m_Phase = phase;
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}
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//============================================================================
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//
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// EV_StopLightEffect
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//
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// Stops a lighting effect that is currently running in a sector.
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//
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//============================================================================
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void EV_StopLightEffect (int tag)
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{
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TThinkerIterator<DLighting> iterator;
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DLighting *effect;
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while ((effect = iterator.Next()) != NULL)
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{
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if (tagManager.SectorHasTag(effect->GetSector(), tag))
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{
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effect->Destroy();
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}
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}
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}
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void P_SpawnLights(sector_t *sector)
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{
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switch (sector->special)
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{
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case Light_Phased:
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Create<DPhased>(sector, 48, 63 - (sector->lightlevel & 63));
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break;
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// [RH] Hexen-like phased lighting
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case LightSequenceStart:
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Create<DPhased>(sector);
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break;
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case dLight_Flicker:
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Create<DLightFlash>(sector);
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break;
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case dLight_StrobeFast:
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Create<DStrobe>(sector, STROBEBRIGHT, FASTDARK, false);
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break;
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case dLight_StrobeSlow:
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Create<DStrobe>(sector, STROBEBRIGHT, SLOWDARK, false);
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break;
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case dLight_Strobe_Hurt:
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Create<DStrobe>(sector, STROBEBRIGHT, FASTDARK, false);
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break;
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case dLight_Glow:
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Create<DGlow>(sector);
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break;
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case dLight_StrobeSlowSync:
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Create<DStrobe>(sector, STROBEBRIGHT, SLOWDARK, true);
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break;
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case dLight_StrobeFastSync:
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Create<DStrobe>(sector, STROBEBRIGHT, FASTDARK, true);
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break;
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case dLight_FireFlicker:
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Create<DFireFlicker>(sector);
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break;
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case dScroll_EastLavaDamage:
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Create<DStrobe>(sector, STROBEBRIGHT, FASTDARK, false);
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break;
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case sLight_Strobe_Hurt:
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Create<DStrobe>(sector, STROBEBRIGHT, FASTDARK, false);
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break;
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default:
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break;
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}
|
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}
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