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995 lines
26 KiB
C++
995 lines
26 KiB
C++
//
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//---------------------------------------------------------------------------
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//
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// Copyright(C) 2004-2016 Christoph Oelckers
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// All rights reserved.
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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 Lesser 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 Lesser General Public License for more details.
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//
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// You should have received a copy of the GNU Lesser 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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/*
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** a_dynlight.cpp
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** Implements actors representing dynamic lights (hardware independent)
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**
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**
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** all functions marked with [TS] are licensed under
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**---------------------------------------------------------------------------
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** Copyright 2003 Timothy Stump
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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*/
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#include "c_dispatch.h"
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#include "thingdef.h"
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#include "r_utility.h"
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#include "doomstat.h"
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#include "serializer.h"
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#include "g_levellocals.h"
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#include "a_dynlight.h"
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#include "actorinlines.h"
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#include "memarena.h"
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static FMemArena DynLightArena(sizeof(FDynamicLight) * 200);
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static TArray<FDynamicLight*> FreeList;
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static FRandom randLight;
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extern TArray<FLightDefaults *> StateLights;
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//==========================================================================
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//
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//
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//
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//==========================================================================
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static FDynamicLight *GetLight(FLevelLocals *Level)
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{
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FDynamicLight *ret;
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if (FreeList.Size())
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{
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FreeList.Pop(ret);
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}
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else ret = (FDynamicLight*)DynLightArena.Alloc(sizeof(FDynamicLight));
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memset(ret, 0, sizeof(*ret));
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ret->next = Level->lights;
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Level->lights = ret;
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if (ret->next) ret->next->prev = ret;
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ret->visibletoplayer = true;
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ret->mShadowmapIndex = 1024;
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ret->Level = Level;
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ret->Pos.X = -10000000; // not a valid coordinate.
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return ret;
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}
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//==========================================================================
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//
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// Attaches a dynamic light descriptor to a dynamic light actor.
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// Owned lights do not use this function.
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//
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//==========================================================================
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void AttachLight(AActor *self)
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{
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auto light = GetLight(self->Level);
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light->pSpotInnerAngle = &self->AngleVar(NAME_SpotInnerAngle);
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light->pSpotOuterAngle = &self->AngleVar(NAME_SpotOuterAngle);
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light->pPitch = &self->Angles.Pitch;
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light->pLightFlags = (LightFlags*)&self->IntVar(NAME_lightflags);
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light->pArgs = self->args;
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light->specialf1 = DAngle(double(self->SpawnAngle)).Normalized360().Degrees;
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light->Sector = self->Sector;
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light->target = self;
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light->mShadowmapIndex = 1024;
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light->m_active = false;
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light->visibletoplayer = true;
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light->lighttype = (uint8_t)self->IntVar(NAME_lighttype);
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self->AttachedLights.Push(light);
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}
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DEFINE_ACTION_FUNCTION_NATIVE(ADynamicLight, AttachLight, AttachLight)
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{
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PARAM_SELF_PROLOGUE(AActor);
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AttachLight(self);
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return 0;
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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 ActivateLight(AActor *self)
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{
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for (auto l : self->AttachedLights) l->Activate();
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}
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DEFINE_ACTION_FUNCTION_NATIVE(ADynamicLight, ActivateLight, ActivateLight)
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{
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PARAM_SELF_PROLOGUE(AActor);
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ActivateLight(self);
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return 0;
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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 DeactivateLight(AActor *self)
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{
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for (auto l : self->AttachedLights) l->Deactivate();
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}
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DEFINE_ACTION_FUNCTION_NATIVE(ADynamicLight, DeactivateLight, DeactivateLight)
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{
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PARAM_SELF_PROLOGUE(AActor);
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DeactivateLight(self);
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return 0;
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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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static void SetOffset(AActor *self, double x, double y, double z)
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{
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for (auto l : self->AttachedLights)
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{
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l->SetOffset(DVector3(x, y, z));
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}
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}
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DEFINE_ACTION_FUNCTION_NATIVE(ADynamicLight, SetOffset, SetOffset)
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{
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PARAM_SELF_PROLOGUE(AActor);
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PARAM_FLOAT(x);
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PARAM_FLOAT(y);
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PARAM_FLOAT(z);
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SetOffset(self, x, y, z);
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return 0;
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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 FDynamicLight::ReleaseLight()
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{
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assert(prev != nullptr || this == Level->lights);
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if (prev != nullptr) prev->next = next;
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else Level->lights = next;
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if (next != nullptr) next->prev = prev;
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next = prev = nullptr;
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FreeList.Push(this);
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}
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//==========================================================================
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//
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// [TS]
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//
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//==========================================================================
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void FDynamicLight::Activate()
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{
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m_active = true;
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m_currentRadius = float(GetIntensity());
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m_tickCount = 0;
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if (lighttype == PulseLight)
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{
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float pulseTime = float(specialf1 / TICRATE);
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m_lastUpdate = Level->maptime;
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if (!swapped) m_cycler.SetParams(float(GetSecondaryIntensity()), float(GetIntensity()), pulseTime);
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else m_cycler.SetParams(float(GetIntensity()), float(GetSecondaryIntensity()), pulseTime);
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m_cycler.ShouldCycle(true);
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m_cycler.SetCycleType(CYCLE_Sin);
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m_currentRadius = float(m_cycler.GetVal());
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}
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if (m_currentRadius <= 0) m_currentRadius = 1;
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}
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//==========================================================================
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//
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// [TS]
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//
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//==========================================================================
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void FDynamicLight::Tick()
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{
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if (!target)
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{
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// How did we get here? :?
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ReleaseLight();
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return;
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}
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if (owned)
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{
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if (!target->state)
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{
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Deactivate();
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return;
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}
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if (target->flags & MF_UNMORPHED)
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{
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m_active = false;
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return;
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}
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visibletoplayer = target->IsVisibleToPlayer(); // cache this value for the renderer to speed up calculations.
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}
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// Don't bother if the light won't be shown
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if (!IsActive()) return;
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// I am doing this with a type field so that I can dynamically alter the type of light
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// without having to create or maintain multiple objects.
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switch(lighttype)
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{
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case PulseLight:
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{
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float diff = (Level->maptime - m_lastUpdate) / (float)TICRATE;
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m_lastUpdate = Level->maptime;
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m_cycler.Update(diff);
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m_currentRadius = float(m_cycler.GetVal());
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break;
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}
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case FlickerLight:
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{
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int rnd = randLight(360);
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m_currentRadius = float((rnd < int(specialf1))? GetIntensity() : GetSecondaryIntensity());
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break;
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}
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case RandomFlickerLight:
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{
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int flickerRange = GetSecondaryIntensity() - GetIntensity();
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float amt = randLight() / 255.f;
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if (m_tickCount > specialf1)
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{
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m_tickCount = 0;
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}
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if (m_tickCount++ == 0 || m_currentRadius > GetSecondaryIntensity())
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{
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m_currentRadius = float(GetIntensity() + (amt * flickerRange));
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}
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break;
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}
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#if 0
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// These need some more work elsewhere
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case ColorFlickerLight:
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{
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int rnd = randLight();
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float pct = specialf1/360.f;
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m_currentRadius = m_Radius[rnd >= pct * 255];
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break;
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}
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case RandomColorFlickerLight:
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{
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int flickerRange = GetSecondaryIntensity() - GetIntensity();
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float amt = randLight() / 255.f;
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m_tickCount++;
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if (m_tickCount > specialf1)
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{
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m_currentRadius = GetIntensity() + (amt * flickerRange);
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m_tickCount = 0;
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}
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break;
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}
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#endif
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case SectorLight:
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{
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float intensity;
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float scale = GetIntensity() / 8.f;
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if (scale == 0.f) scale = 1.f;
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intensity = Sector->lightlevel * scale;
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intensity = clamp<float>(intensity, 0.f, 255.f);
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m_currentRadius = intensity;
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break;
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}
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case PointLight:
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m_currentRadius = float(GetIntensity());
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break;
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}
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if (m_currentRadius <= 0) m_currentRadius = 1;
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UpdateLocation();
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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 FDynamicLight::UpdateLocation()
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{
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double oldx= X();
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double oldy= Y();
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float oldradius = radius;
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if (IsActive())
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{
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AActor *target = this->target; // perform the read barrier only once.
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// Offset is calculated in relation to the owning actor.
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DAngle angle = target->Angles.Yaw;
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double s = angle.Sin();
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double c = angle.Cos();
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Pos = target->Vec3Offset(m_off.X * c + m_off.Y * s, m_off.X * s - m_off.Y * c, m_off.Z + target->GetBobOffset());
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Sector = target->subsector->sector; // Get the render sector. target->Sector is the sector according to play logic.
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// Some z-coordinate fudging to prevent the light from getting too close to the floor or ceiling planes. With proper attenuation this would render them invisible.
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// A distance of 5 is needed so that the light's effect doesn't become too small.
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if (Z() < target->floorz + 5.) Pos.Z = target->floorz + 5.;
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else if (Z() > target->ceilingz - 5.) Pos.Z = target->ceilingz - 5.;
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// The radius being used here is always the maximum possible with the
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// current settings. This avoids constant relinking of flickering lights
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float intensity;
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if (lighttype == FlickerLight || lighttype == RandomFlickerLight || lighttype == PulseLight)
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{
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intensity = float(MAX(GetIntensity(), GetSecondaryIntensity()));
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}
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else
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{
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intensity = m_currentRadius;
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}
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radius = intensity * 2.0f;
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if (radius < m_currentRadius * 2) radius = m_currentRadius * 2;
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if (X() != oldx || Y() != oldy || radius != oldradius)
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{
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//Update the light lists
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LinkLight();
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}
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}
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}
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//=============================================================================
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//
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// These have been copied from the secnode code and modified for the light links
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//
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// P_AddSecnode() searches the current list to see if this sector is
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// already there. If not, it adds a sector node at the head of the list of
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// sectors this object appears in. This is called when creating a list of
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// nodes that will get linked in later. Returns a pointer to the new node.
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//
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//=============================================================================
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FLightNode * AddLightNode(FLightNode ** thread, void * linkto, FDynamicLight * light, FLightNode *& nextnode)
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{
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FLightNode * node;
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node = nextnode;
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while (node)
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{
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if (node->targ==linkto) // Already have a node for this sector?
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{
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node->lightsource = light; // Yes. Setting m_thing says 'keep it'.
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return(nextnode);
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}
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node = node->nextTarget;
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}
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// Couldn't find an existing node for this sector. Add one at the head
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// of the list.
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node = new FLightNode;
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node->targ = linkto;
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node->lightsource = light;
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node->prevTarget = &nextnode;
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node->nextTarget = nextnode;
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if (nextnode) nextnode->prevTarget = &node->nextTarget;
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// Add new node at head of sector thread starting at s->touching_thinglist
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node->prevLight = thread;
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node->nextLight = *thread;
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if (node->nextLight) node->nextLight->prevLight=&node->nextLight;
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*thread = node;
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return(node);
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}
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//=============================================================================
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//
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// P_DelSecnode() deletes a sector node from the list of
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// sectors this object appears in. Returns a pointer to the next node
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// on the linked list, or nullptr.
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//
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//=============================================================================
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static FLightNode * DeleteLightNode(FLightNode * node)
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{
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FLightNode * tn; // next node on thing thread
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if (node)
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{
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*node->prevTarget = node->nextTarget;
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if (node->nextTarget) node->nextTarget->prevTarget=node->prevTarget;
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*node->prevLight = node->nextLight;
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if (node->nextLight) node->nextLight->prevLight=node->prevLight;
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// Return this node to the freelist
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tn=node->nextTarget;
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delete node;
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return(tn);
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}
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return(nullptr);
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}
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//==========================================================================
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//
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// Gets the light's distance to a line
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//
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//==========================================================================
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double FDynamicLight::DistToSeg(const DVector3 &pos, vertex_t *start, vertex_t *end)
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{
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double u, px, py;
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double seg_dx = end->fX() - start->fX();
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double seg_dy = end->fY() - start->fY();
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double seg_length_sq = seg_dx * seg_dx + seg_dy * seg_dy;
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u = (((pos.X - start->fX()) * seg_dx) + (pos.Y - start->fY()) * seg_dy) / seg_length_sq;
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if (u < 0.) u = 0.; // clamp the test point to the line segment
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else if (u > 1.) u = 1.;
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px = start->fX() + (u * seg_dx);
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py = start->fY() + (u * seg_dy);
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px -= pos.X;
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py -= pos.Y;
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return (px*px) + (py*py);
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}
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//==========================================================================
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//
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// Collect all touched sidedefs and subsectors
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// to sidedefs and sector parts.
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//
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//==========================================================================
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struct LightLinkEntry
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{
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FSection *sect;
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DVector3 pos;
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};
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static TArray<LightLinkEntry> collected_ss;
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void FDynamicLight::CollectWithinRadius(const DVector3 &opos, FSection *section, float radius)
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{
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if (!section) return;
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collected_ss.Clear();
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collected_ss.Push({ section, opos });
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section->validcount = dl_validcount;
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bool hitonesidedback = false;
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for (unsigned i = 0; i < collected_ss.Size(); i++)
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{
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auto pos = collected_ss[i].pos;
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section = collected_ss[i].sect;
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touching_sector = AddLightNode(§ion->lighthead, section, this, touching_sector);
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auto processSide = [&](side_t *sidedef, const vertex_t *v1, const vertex_t *v2)
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{
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auto linedef = sidedef->linedef;
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if (linedef && linedef->validcount != ::validcount)
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{
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// light is in front of the seg
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if ((pos.Y - v1->fY()) * (v2->fX() - v1->fX()) + (v1->fX() - pos.X) * (v2->fY() - v1->fY()) <= 0)
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{
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linedef->validcount = ::validcount;
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touching_sides = AddLightNode(&sidedef->lighthead, sidedef, this, touching_sides);
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}
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else if (linedef->sidedef[0] == sidedef && linedef->sidedef[1] == nullptr)
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{
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hitonesidedback = true;
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}
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}
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if (linedef)
|
|
{
|
|
FLinePortal *port = linedef->getPortal();
|
|
if (port && port->mType == PORTT_LINKED)
|
|
{
|
|
line_t *other = port->mDestination;
|
|
if (other->validcount != ::validcount)
|
|
{
|
|
subsector_t *othersub = Level->PointInRenderSubsector(other->v1->fPos() + other->Delta() / 2);
|
|
FSection *othersect = othersub->section;
|
|
if (othersect->validcount != ::validcount)
|
|
{
|
|
othersect->validcount = ::validcount;
|
|
collected_ss.Push({ othersect, PosRelative(other->frontsector->PortalGroup) });
|
|
}
|
|
}
|
|
}
|
|
}
|
|
};
|
|
|
|
for (auto &segment : section->segments)
|
|
{
|
|
// check distance from x/y to seg and if within radius add this seg and, if present the opposing subsector (lather/rinse/repeat)
|
|
// If out of range we do not need to bother with this seg.
|
|
if (DistToSeg(pos, segment.start, segment.end) <= radius)
|
|
{
|
|
auto sidedef = segment.sidedef;
|
|
if (sidedef)
|
|
{
|
|
processSide(sidedef, segment.start, segment.end);
|
|
}
|
|
|
|
auto partner = segment.partner;
|
|
if (partner)
|
|
{
|
|
FSection *sect = partner->section;
|
|
if (sect != nullptr && sect->validcount != dl_validcount)
|
|
{
|
|
sect->validcount = dl_validcount;
|
|
collected_ss.Push({ sect, pos });
|
|
}
|
|
}
|
|
}
|
|
}
|
|
for (auto side : section->sides)
|
|
{
|
|
auto v1 = side->V1(), v2 = side->V2();
|
|
if (DistToSeg(pos, v1, v2) <= radius)
|
|
{
|
|
processSide(side, v1, v2);
|
|
}
|
|
}
|
|
sector_t *sec = section->sector;
|
|
if (!sec->PortalBlocksSight(sector_t::ceiling))
|
|
{
|
|
line_t *other = section->segments[0].sidedef->linedef;
|
|
if (sec->GetPortalPlaneZ(sector_t::ceiling) < Z() + radius)
|
|
{
|
|
DVector2 refpos = other->v1->fPos() + other->Delta() / 2 + sec->GetPortalDisplacement(sector_t::ceiling);
|
|
subsector_t *othersub = Level->PointInRenderSubsector(refpos);
|
|
FSection *othersect = othersub->section;
|
|
if (othersect->validcount != dl_validcount)
|
|
{
|
|
othersect->validcount = dl_validcount;
|
|
collected_ss.Push({ othersect, PosRelative(othersub->sector->PortalGroup) });
|
|
}
|
|
}
|
|
}
|
|
if (!sec->PortalBlocksSight(sector_t::floor))
|
|
{
|
|
line_t *other = section->segments[0].sidedef->linedef;
|
|
if (sec->GetPortalPlaneZ(sector_t::floor) > Z() - radius)
|
|
{
|
|
DVector2 refpos = other->v1->fPos() + other->Delta() / 2 + sec->GetPortalDisplacement(sector_t::floor);
|
|
subsector_t *othersub = Level->PointInRenderSubsector(refpos);
|
|
FSection *othersect = othersub->section;
|
|
if (othersect->validcount != dl_validcount)
|
|
{
|
|
othersect->validcount = dl_validcount;
|
|
collected_ss.Push({ othersect, PosRelative(othersub->sector->PortalGroup) });
|
|
}
|
|
}
|
|
}
|
|
}
|
|
shadowmapped = hitonesidedback && !DontShadowmap();
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// Link the light into the world
|
|
//
|
|
//==========================================================================
|
|
|
|
void FDynamicLight::LinkLight()
|
|
{
|
|
// mark the old light nodes
|
|
FLightNode * node;
|
|
|
|
node = touching_sides;
|
|
while (node)
|
|
{
|
|
node->lightsource = nullptr;
|
|
node = node->nextTarget;
|
|
}
|
|
node = touching_sector;
|
|
while (node)
|
|
{
|
|
node->lightsource = nullptr;
|
|
node = node->nextTarget;
|
|
}
|
|
|
|
if (radius>0)
|
|
{
|
|
// passing in radius*radius allows us to do a distance check without any calls to sqrt
|
|
FSection *sect = Level->PointInRenderSubsector(Pos)->section;
|
|
|
|
dl_validcount++;
|
|
::validcount++;
|
|
CollectWithinRadius(Pos, sect, float(radius*radius));
|
|
|
|
}
|
|
|
|
// Now delete any nodes that won't be used. These are the ones where
|
|
// m_thing is still nullptr.
|
|
|
|
node = touching_sides;
|
|
while (node)
|
|
{
|
|
if (node->lightsource == nullptr)
|
|
{
|
|
node = DeleteLightNode(node);
|
|
}
|
|
else
|
|
node = node->nextTarget;
|
|
}
|
|
|
|
node = touching_sector;
|
|
while (node)
|
|
{
|
|
if (node->lightsource == nullptr)
|
|
{
|
|
node = DeleteLightNode(node);
|
|
}
|
|
else
|
|
node = node->nextTarget;
|
|
}
|
|
}
|
|
|
|
|
|
//==========================================================================
|
|
//
|
|
// Deletes the link lists
|
|
//
|
|
//==========================================================================
|
|
void FDynamicLight::UnlinkLight ()
|
|
{
|
|
while (touching_sides) touching_sides = DeleteLightNode(touching_sides);
|
|
while (touching_sector) touching_sector = DeleteLightNode(touching_sector);
|
|
shadowmapped = false;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
void AActor::AttachLight(unsigned int count, const FLightDefaults *lightdef)
|
|
{
|
|
FDynamicLight *light;
|
|
|
|
if (count < AttachedLights.Size())
|
|
{
|
|
light = AttachedLights[count];
|
|
assert(light != nullptr);
|
|
}
|
|
else
|
|
{
|
|
light = GetLight(Level);
|
|
light->SetActor(this, true);
|
|
AttachedLights.Push(light);
|
|
}
|
|
lightdef->ApplyProperties(light);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// per-state light adjustment
|
|
//
|
|
//==========================================================================
|
|
|
|
void AActor::SetDynamicLights()
|
|
{
|
|
TArray<FInternalLightAssociation *> & LightAssociations = GetInfo()->LightAssociations;
|
|
unsigned int count = 0;
|
|
|
|
if (state == nullptr) return;
|
|
|
|
for (const auto def : UserLights)
|
|
{
|
|
AttachLight(count++, def);
|
|
}
|
|
|
|
if (LightAssociations.Size() > 0)
|
|
{
|
|
unsigned int i;
|
|
|
|
for (i = 0; i < LightAssociations.Size(); i++)
|
|
{
|
|
if (LightAssociations[i]->Sprite() == sprite &&
|
|
(LightAssociations[i]->Frame()==frame || LightAssociations[i]->Frame()==-1))
|
|
{
|
|
AttachLight(count++, LightAssociations[i]->Light());
|
|
}
|
|
}
|
|
}
|
|
if (count == 0 && state->Light > 0)
|
|
{
|
|
for(int i= state->Light; StateLights[i] != nullptr; i++)
|
|
{
|
|
if (StateLights[i] != (FLightDefaults*)-1)
|
|
{
|
|
AttachLight(count++, StateLights[i]);
|
|
}
|
|
}
|
|
}
|
|
|
|
for(;count<AttachedLights.Size();count++)
|
|
{
|
|
AttachedLights[count]->Deactivate();
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
void AActor::DeleteAttachedLights()
|
|
{
|
|
for (auto l : AttachedLights)
|
|
{
|
|
l->UnlinkLight();
|
|
l->ReleaseLight();
|
|
}
|
|
AttachedLights.Clear();
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
extern TDeletingArray<FLightDefaults *> LightDefaults;
|
|
|
|
unsigned FindUserLight(AActor *self, FName id, bool create = false)
|
|
{
|
|
for (unsigned i = 0; i < self->UserLights.Size(); i++ )
|
|
{
|
|
if (self->UserLights[i]->GetName() == id) return i;
|
|
}
|
|
if (create)
|
|
{
|
|
auto li = new FLightDefaults(id);
|
|
return self->UserLights.Push(li);
|
|
}
|
|
return ~0u;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
int AttachLightDef(AActor *self, int _lightid, int _lightname)
|
|
{
|
|
FName lightid = FName(ENamedName(_lightid));
|
|
FName lightname = FName(ENamedName(_lightname));
|
|
|
|
// Todo: Optimize. This may be too slow.
|
|
auto lightdef = LightDefaults.FindEx([=](const auto &a) {
|
|
return a->GetName() == lightname;
|
|
});
|
|
if (lightdef < LightDefaults.Size())
|
|
{
|
|
auto userlight = self->UserLights[FindUserLight(self, lightid, true)];
|
|
userlight->CopyFrom(*LightDefaults[lightdef]);
|
|
return 1;
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
DEFINE_ACTION_FUNCTION_NATIVE(AActor, A_AttachLightDef, AttachLightDef)
|
|
{
|
|
PARAM_SELF_PROLOGUE(AActor);
|
|
PARAM_NAME(lightid);
|
|
PARAM_NAME(lightname);
|
|
ACTION_RETURN_BOOL(AttachLightDef(self, lightid.GetIndex(), lightname.GetIndex()));
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
int AttachLightDirect(AActor *self, int _lightid, int type, int color, int radius1, int radius2, int flags, double ofs_x, double ofs_y, double ofs_z, double param, double spoti, double spoto, double spotp)
|
|
{
|
|
FName lightid = FName(ENamedName(_lightid));
|
|
auto userlight = self->UserLights[FindUserLight(self, lightid, true)];
|
|
userlight->SetType(ELightType(type));
|
|
userlight->SetArg(LIGHT_RED, RPART(color));
|
|
userlight->SetArg(LIGHT_GREEN, GPART(color));
|
|
userlight->SetArg(LIGHT_BLUE, BPART(color));
|
|
userlight->SetArg(LIGHT_INTENSITY, radius1);
|
|
userlight->SetArg(LIGHT_SECONDARY_INTENSITY, radius2);
|
|
userlight->SetFlags(LightFlags::FromInt(flags));
|
|
float of[] = { float(ofs_x), float(ofs_z), float(ofs_y)};
|
|
userlight->SetOffset(of);
|
|
userlight->SetParameter(type == PulseLight? param*TICRATE : param*360.);
|
|
userlight->SetSpotInnerAngle(spoti);
|
|
userlight->SetSpotOuterAngle(spoto);
|
|
if (spotp >= -90. && spotp <= 90.)
|
|
{
|
|
userlight->SetSpotPitch(spotp);
|
|
}
|
|
else
|
|
{
|
|
userlight->UnsetSpotPitch();
|
|
}
|
|
|
|
return 1;
|
|
}
|
|
|
|
DEFINE_ACTION_FUNCTION_NATIVE(AActor, A_AttachLight, AttachLightDirect)
|
|
{
|
|
PARAM_SELF_PROLOGUE(AActor);
|
|
PARAM_NAME(lightid);
|
|
PARAM_INT(type);
|
|
PARAM_INT(color);
|
|
PARAM_INT(radius1);
|
|
PARAM_INT(radius2);
|
|
PARAM_INT(flags);
|
|
PARAM_FLOAT(ofs_x);
|
|
PARAM_FLOAT(ofs_y);
|
|
PARAM_FLOAT(ofs_z);
|
|
PARAM_FLOAT(parami);
|
|
PARAM_FLOAT(spoti);
|
|
PARAM_FLOAT(spoto);
|
|
PARAM_FLOAT(spotp);
|
|
ACTION_RETURN_BOOL(AttachLightDirect(self, lightid, type, color, radius1, radius2, flags, ofs_x, ofs_y, ofs_z, parami, spoti, spoto, spotp));
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
int RemoveLight(AActor *self, int _lightid)
|
|
{
|
|
FName lightid = FName(ENamedName(_lightid));
|
|
auto userlight = FindUserLight(self, lightid, false);
|
|
if (userlight < self->UserLights.Size())
|
|
{
|
|
delete self->UserLights[userlight];
|
|
self->UserLights.Delete(userlight);
|
|
}
|
|
return 1;
|
|
}
|
|
|
|
DEFINE_ACTION_FUNCTION_NATIVE(AActor, A_RemoveLight, RemoveLight)
|
|
{
|
|
PARAM_SELF_PROLOGUE(AActor);
|
|
PARAM_NAME(lightid);
|
|
ACTION_RETURN_BOOL(RemoveLight(self, lightid));
|
|
}
|
|
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
//==========================================================================
|
|
//
|
|
// This is called before saving the game
|
|
//
|
|
//==========================================================================
|
|
|
|
void FLevelLocals::DeleteAllAttachedLights()
|
|
{
|
|
auto it = GetThinkerIterator<AActor>();
|
|
AActor * a;
|
|
|
|
while ((a=it.Next()))
|
|
{
|
|
a->DeleteAttachedLights();
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
void FLevelLocals::RecreateAllAttachedLights()
|
|
{
|
|
auto it = GetThinkerIterator<AActor>();
|
|
AActor * a;
|
|
|
|
while ((a=it.Next()))
|
|
{
|
|
if (!a->IsKindOf(NAME_DynamicLight))
|
|
{
|
|
a->SetDynamicLights();
|
|
}
|
|
else if (a->AttachedLights.Size() == 0)
|
|
{
|
|
::AttachLight(a);
|
|
if (!(a->flags2 & MF2_DORMANT))
|
|
{
|
|
::ActivateLight(a);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|