qzdoom/src/g_shared/a_lightning.cpp
Christoph Oelckers 8ca7c05e9d - Changed FImageCollection to return translated texture indices so
that animated icons can be done with it.
- Changed FImageCollection to use a TArray to hold its data.
- Fixed: SetChanHeadSettings did an assignment instead of comparing
  the channel ID witg CHAN_CEILING.
- Changed sound sequence names for animated doors to FNames.
- Automatically fixed: DCeiling didn't properly serialize its texture id.
- Replaced integers as texture ID representation with a specific new type
  to track down all potentially incorrect uses and remaining WORDs used
  for texture IDs so that more than 32767 or 65535 textures can be defined.


SVN r1036 (trunk)
2008-06-15 18:36:26 +00:00

215 lines
4.9 KiB
C++

#include "a_lightning.h"
#include "p_lnspec.h"
#include "statnums.h"
#include "r_data.h"
#include "m_random.h"
#include "templates.h"
#include "s_sound.h"
#include "p_acs.h"
#include "r_sky.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 BYTE[numsectors + (numsectors+7)/8];
memset (LightningLightLevels, 0, numsectors + (numsectors+7)/8);
}
DLightningThinker::~DLightningThinker ()
{
if (LightningLightLevels != NULL)
{
delete[] LightningLightLevels;
}
}
void DLightningThinker::Serialize (FArchive &arc)
{
int i;
BYTE *lights;
Super::Serialize (arc);
arc << Stopped << NextLightningFlash << LightningFlashCount;
if (arc.IsLoading ())
{
if (LightningLightLevels != NULL)
{
delete[] LightningLightLevels;
}
LightningLightLevels = new BYTE[numsectors + (numsectors+7)/8];
}
lights = LightningLightLevels;
for (i = (numsectors + (numsectors+7)/8); 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[numsectors+(j>>3)] & (1<<(j&7)) &&
LightningLightLevels[j] < tempSec->lightlevel-4)
{
tempSec->lightlevel -= 4;
}
}
}
else
{ // remove the alternate lightning flash special
tempSec = sectors;
for (i = numsectors, j = 0; i > 0; ++j, --i, ++tempSec)
{
if (LightningLightLevels[numsectors+(j>>3)] & (1<<(j&7)))
{
tempSec->lightlevel = LightningLightLevels[j];
}
}
memset (&LightningLightLevels[numsectors], 0, (numsectors+7)/8);
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&0xff);
if (tempSec->ceilingpic == 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->lightlevel = MIN<int> (tempSec->lightlevel+64, flashLight);
}
else if (special == Light_IndoorLightning2)
{
tempSec->lightlevel = MIN<int> (tempSec->lightlevel+32, flashLight);
}
else
{
tempSec->lightlevel = flashLight;
}
if (tempSec->lightlevel < LightningLightLevels[j])
{
tempSec->lightlevel = LightningLightLevels[j];
}
}
}
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);
}
}