qzdoom/src/g_shared/a_lightning.cpp

226 lines
5.6 KiB
C++

//-----------------------------------------------------------------------------
//
// Copyright 1994-1996 Raven Software
// Copyright 1999-2016 Randy Heit
// Copyright 2002-2016 Christoph Oelckers
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program. If not, see http://www.gnu.org/licenses/
//
//-----------------------------------------------------------------------------
//
// Hexen's lightning system
//
#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 "serializer.h"
#include "g_levellocals.h"
#include "events.h"
static FRandom pr_lightning ("Lightning");
IMPLEMENT_CLASS(DLightningThinker, false, false)
DLightningThinker::DLightningThinker ()
: DThinker (STAT_LIGHTNING)
{
Stopped = false;
LightningFlashCount = 0;
NextLightningFlash = ((pr_lightning()&15)+5)*35; // don't flash at level start
LightningLightLevels.Resize(level.sectors.Size());
fillshort(&LightningLightLevels[0], LightningLightLevels.Size(), SHRT_MAX);
}
DLightningThinker::~DLightningThinker ()
{
}
void DLightningThinker::Serialize(FSerializer &arc)
{
Super::Serialize (arc);
arc("stopped", Stopped)
("next", NextLightningFlash)
("count", LightningFlashCount)
("levels", LightningLightLevels);
}
void DLightningThinker::Tick ()
{
if (!NextLightningFlash || LightningFlashCount)
{
LightningFlash();
}
else
{
--NextLightningFlash;
if (Stopped) Destroy();
}
}
void DLightningThinker::LightningFlash ()
{
int i, j;
sector_t *tempSec;
uint8_t flashLight;
if (LightningFlashCount)
{
LightningFlashCount--;
if (LightningFlashCount)
{ // reduce the brightness of the flash
tempSec = &level.sectors[0];
for (i = level.sectors.Size(), 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 = &level.sectors[0];
for (i = level.sectors.Size(), j = 0; i > 0; ++j, --i, ++tempSec)
{
if (LightningLightLevels[j] != SHRT_MAX)
{
tempSec->SetLightLevel(LightningLightLevels[j]);
}
}
fillshort(&LightningLightLevels[0], level.sectors.Size(), SHRT_MAX);
level.flags &= ~LEVEL_SWAPSKIES;
}
return;
}
LightningFlashCount = (pr_lightning()&7)+8;
flashLight = 200+(pr_lightning()&31);
tempSec = &level.sectors[0];
for (i = level.sectors.Size(), j = 0; i > 0; ++j, --i, ++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);
// [ZZ] just in case
E_WorldLightning();
// start LIGHTNING scripts
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)
{
Create<DLightningThinker>();
}
}
void P_ForceLightning (int mode)
{
DLightningThinker *lightning = LocateLightning ();
if (lightning == NULL)
{
lightning = Create<DLightningThinker>();
}
if (lightning != NULL)
{
lightning->ForceLightning (mode);
}
}