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https://github.com/ZDoom/raze-gles.git
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Polymer light tweaks
git-svn-id: https://svn.eduke32.com/eduke32@5477 1a8010ca-5511-0410-912e-c29ae57300e0
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parent
48254ccb3d
commit
760ea6c313
2 changed files with 32 additions and 35 deletions
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@ -777,7 +777,7 @@ static void A_MoveSector(int i)
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// this is the same crap as in game.c's tspr manipulation. puke.
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// XXX: may access tilesizy out-of-bounds by bad user code.
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#define LIGHTRAD (s->yrepeat * tilesiz[s->picnum + LIGHTRAD_PICOFS].y)
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#define LIGHTRAD2 (((s->yrepeat) + (rand() % (s->yrepeat >> 2))) * tilesiz[s->picnum + LIGHTRAD_PICOFS].y)
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#define LIGHTRAD2 ((s->yrepeat + ((rand() % s->yrepeat)>>2)) * tilesiz[s->picnum + LIGHTRAD_PICOFS].y)
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void G_AddGameLight(int32_t radius, int32_t srcsprite, int32_t zoffset, int32_t range, int32_t color, int32_t priority)
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{
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@ -7934,8 +7934,9 @@ static void A_DoLight(int32_t i)
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spritetype *const s = &sprite[i];
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int32_t numsavedfires = 0;
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if ((sprite[i].picnum != SECTOREFFECTOR && ((s->cstat & 32768) || s->yrepeat < 4)) || A_CheckSpriteFlags(i, SFLAG_NOLIGHT) ||
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(A_CheckSpriteFlags(i, SFLAG_USEACTIVATOR) && sector[sprite[i].sectnum].lotag & 16384))
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if (((sector[s->sectnum].floorz - sector[s->sectnum].ceilingz) < 16) || s->z > sector[s->sectnum].floorz || s->z > actor[i].floorz ||
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(s->picnum != SECTOREFFECTOR && ((s->cstat & 32768) || s->yrepeat < 4)) ||
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A_CheckSpriteFlags(i, SFLAG_NOLIGHT) || (A_CheckSpriteFlags(i, SFLAG_USEACTIVATOR) && sector[s->sectnum].lotag & 16384))
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{
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if (actor[i].lightptr != NULL)
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A_DeleteLight(i);
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@ -7955,10 +7956,10 @@ static void A_DoLight(int32_t i)
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for (ii=0; ii<2; ii++)
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{
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if (sprite[i].picnum <= 0) // oob safety
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if (s->picnum <= 0) // oob safety
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break;
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switch (DYNAMICTILEMAP(sprite[i].picnum-1+ii))
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switch (DYNAMICTILEMAP(s->picnum-1+ii))
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{
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case DIPSWITCH__STATIC:
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case DIPSWITCH2__STATIC:
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@ -7976,9 +7977,6 @@ static void A_DoLight(int32_t i)
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case ACCESSSWITCH__STATIC:
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case ACCESSSWITCH2__STATIC:
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{
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int32_t dx = sintable[(s->ang+512)&2047];
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int32_t dy = sintable[(s->ang)&2047];
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if ((s->cstat & 32768) || A_CheckSpriteFlags(i, SFLAG_NOLIGHT))
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{
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if (actor[i].lightptr != NULL)
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@ -7986,33 +7984,32 @@ static void A_DoLight(int32_t i)
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break;
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}
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s->x += dx>>7;
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s->y += dy>>7;
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vec2_t const d = { sintable[(s->ang+512)&2047]>>7, sintable[(s->ang)&2047]>>7 };
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s->x += d.x;
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s->y += d.y;
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int16_t sectnum = s->sectnum;
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updatesector(s->x, s->y, §num);
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if ((unsigned) sectnum >= MAXSECTORS || s->z > sector[sectnum].floorz)
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{
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s->x -= dx>>7;
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s->y -= dy>>7;
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break;
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}
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if ((unsigned) sectnum >= MAXSECTORS || s->z > sector[sectnum].floorz || s->z < sector[sectnum].ceilingz)
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goto POOP;
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G_AddGameLight(0, i, ((s->yrepeat*tilesiz[s->picnum].y)<<1), 1024-ii*256,
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ii==0 ? (48+(255<<8)+(48<<16)) : 255+(48<<8)+(48<<16), PR_LIGHT_PRIO_LOW);
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G_AddGameLight(0, i, (s->yrepeat*tilesiz[s->picnum].y)<<1, 512-ii*128,
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ii==0 ? (172+(200<<8)+(104<<16)) : 216+(52<<8)+(20<<16), PR_LIGHT_PRIO_LOW);
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s->x -= dx>>7;
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s->y -= dy>>7;
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}
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POOP:
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s->x -= d.x;
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s->y -= d.y;
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}
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break;
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}
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}
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switch (DYNAMICTILEMAP(sprite[i].picnum))
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switch (DYNAMICTILEMAP(s->picnum))
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{
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case ATOMICHEALTH__STATIC:
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G_AddGameLight(0, i, ((s->yrepeat*tilesiz[s->picnum].y)<<1), LIGHTRAD2 * 3, 128+(128<<8)+(255<<16),PR_LIGHT_PRIO_HIGH_GAME);
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G_AddGameLight(0, i, ((s->yrepeat*tilesiz[s->picnum].y)<<1), LIGHTRAD2, 128+(128<<8)+(255<<16),PR_LIGHT_PRIO_HIGH_GAME);
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break;
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case FIRE__STATIC:
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@ -8035,7 +8032,7 @@ static void A_DoLight(int32_t i)
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case 1: color = 128+(128<<8)+(255<<16); break;
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case 2: color = 255+(48<<8)+(48<<16); break;
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case 8: color = 48+(255<<8)+(48<<16); break;
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default: color = 255+(95<<8); break;
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default: color = 240+(160<<8)+(80<<16); break;
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}
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for (jj=numsavedfires-1; jj>=0; jj--)
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@ -8058,12 +8055,12 @@ static void A_DoLight(int32_t i)
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case OOZFILTER__STATIC:
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if (s->xrepeat > 4)
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G_AddGameLight(0, i, ((s->yrepeat*tilesiz[s->picnum].y)<<1), 4096, 128+(255<<8)+(128<<16),PR_LIGHT_PRIO_HIGH_GAME);
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G_AddGameLight(0, i, ((s->yrepeat*tilesiz[s->picnum].y)<<1), 4096, 176+(252<<8)+(120<<16),PR_LIGHT_PRIO_HIGH_GAME);
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break;
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case FLOORFLAME__STATIC:
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case FIREBARREL__STATIC:
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case FIREVASE__STATIC:
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G_AddGameLight(0, i, ((s->yrepeat*tilesiz[s->picnum].y)<<1), LIGHTRAD, 255+(95<<8),PR_LIGHT_PRIO_HIGH_GAME);
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G_AddGameLight(0, i, ((s->yrepeat*tilesiz[s->picnum].y)<<2), LIGHTRAD2>>1, 255+(95<<8),PR_LIGHT_PRIO_HIGH_GAME);
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break;
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case EXPLOSION2__STATIC:
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@ -8076,7 +8073,7 @@ static void A_DoLight(int32_t i)
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s->x -= x;
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s->y -= y;
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G_AddGameLight(0, i, ((s->yrepeat*tilesiz[s->picnum].y)<<1), LIGHTRAD, 255+(95<<8),
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G_AddGameLight(0, i, ((s->yrepeat*tilesiz[s->picnum].y)<<1), LIGHTRAD, 240+(160<<8)+(80<<16),
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s->yrepeat > 32 ? PR_LIGHT_PRIO_HIGH_GAME : PR_LIGHT_PRIO_LOW_GAME);
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s->x += x;
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@ -8095,7 +8092,7 @@ static void A_DoLight(int32_t i)
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s->x -= x;
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s->y -= y;
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G_AddGameLight(0, i, ((s->yrepeat*tilesiz[s->picnum].y)<<1), 2048, 255+(95<<8),PR_LIGHT_PRIO_HIGH_GAME);
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G_AddGameLight(0, i, ((s->yrepeat*tilesiz[s->picnum].y)<<1), 1024, 216+(52<<8)+(20<<16),PR_LIGHT_PRIO_HIGH_GAME);
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s->x += x;
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s->y += y;
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@ -8109,20 +8106,20 @@ static void A_DoLight(int32_t i)
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s->x -= x;
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s->y -= y;
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G_AddGameLight(0, i, ((s->yrepeat*tilesiz[s->picnum].y)<<1), 2048, 128+(255<<8)+(128<<16),PR_LIGHT_PRIO_HIGH_GAME);
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G_AddGameLight(0, i, ((s->yrepeat*tilesiz[s->picnum].y)<<1), 2048, 176+(252<<8)+(120<<16),PR_LIGHT_PRIO_HIGH_GAME);
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s->x += x;
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s->y += y;
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}
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break;
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case FREEZEBLAST__STATIC:
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G_AddGameLight(0, i, ((s->yrepeat*tilesiz[s->picnum].y)<<1), LIGHTRAD<<2, 128+(128<<8)+(255<<16),PR_LIGHT_PRIO_HIGH_GAME);
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G_AddGameLight(0, i, ((s->yrepeat*tilesiz[s->picnum].y)<<1), LIGHTRAD<<2, 72+(88<<8)+(140<<16),PR_LIGHT_PRIO_HIGH_GAME);
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break;
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case COOLEXPLOSION1__STATIC:
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G_AddGameLight(0, i, ((s->yrepeat*tilesiz[s->picnum].y)<<1), LIGHTRAD<<2, 128+(0<<8)+(255<<16),PR_LIGHT_PRIO_HIGH_GAME);
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break;
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case SHRINKSPARK__STATIC:
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G_AddGameLight(0, i, ((s->yrepeat*tilesiz[s->picnum].y)<<1), LIGHTRAD, 128+(255<<8)+(128<<16),PR_LIGHT_PRIO_HIGH_GAME);
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G_AddGameLight(0, i, ((s->yrepeat*tilesiz[s->picnum].y)<<1), LIGHTRAD, 176+(252<<8)+(120<<16),PR_LIGHT_PRIO_HIGH_GAME);
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break;
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case FIRELASER__STATIC:
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if (s->statnum == STAT_PROJECTILE)
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@ -8140,7 +8137,7 @@ static void A_DoLight(int32_t i)
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s->x -= x;
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s->y -= y;
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G_AddGameLight(0, i, ((s->yrepeat*tilesiz[s->picnum].y)<<1), 16 * s->yrepeat, 255+(95<<8),PR_LIGHT_PRIO_LOW_GAME);
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G_AddGameLight(0, i, ((s->yrepeat*tilesiz[s->picnum].y)<<1), 8 * s->yrepeat, 240+(160<<8)+(80<<16),PR_LIGHT_PRIO_LOW_GAME);
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actor[i].lightcount = 1;
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s->x += x;
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@ -1424,7 +1424,7 @@ static weapondata_t weapondefaults[MAX_WEAPONS] = {
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SHRINKER_WEAPON, 0, 0, 10, /*NAM_WW2GI?30:*/12, 0,
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WEAPON_GLOWS,
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SHRINKER__STATIC, 0, 0, 0, SHRINKER_FIRE__STATIC, 0, 0, 0,
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EJECT_CLIP__STATIC, INSERT_CLIP__STATIC, SELECT_WEAPON__STATIC, 128+(255<<8)+(128<<16)
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EJECT_CLIP__STATIC, INSERT_CLIP__STATIC, SELECT_WEAPON__STATIC, 176+(252<<8)+(120<<16)
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},
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{
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@ -1445,7 +1445,7 @@ static weapondata_t weapondefaults[MAX_WEAPONS] = {
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FREEZE_WEAPON, 0, 0, 3, 5, 0,
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WEAPON_RESET,
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FREEZEBLAST__STATIC, 0, 0, 0, CAT_FIRE__STATIC, CAT_FIRE__STATIC, 0, 0,
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EJECT_CLIP__STATIC, INSERT_CLIP__STATIC, SELECT_WEAPON__STATIC, 128+(128<<8)+(255<<16)
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EJECT_CLIP__STATIC, INSERT_CLIP__STATIC, SELECT_WEAPON__STATIC, 72+(88<<8)+(140<<16)
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},
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{
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@ -1459,7 +1459,7 @@ static weapondata_t weapondefaults[MAX_WEAPONS] = {
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GROW_WEAPON, 0, 0, 3, /*NAM_WW2GI?30:*/5, 0,
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WEAPON_GLOWS,
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GROWSPARK__STATIC, /*NAM_WW2GI?2:*/0, /*NAM_WW2GI?SHELL:*/0, 0, 0, /*NAM_WW2GI?0:*/EXPANDERSHOOT__STATIC, 0, 0,
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EJECT_CLIP__STATIC, INSERT_CLIP__STATIC, SELECT_WEAPON__STATIC, 255+(95<<8)
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EJECT_CLIP__STATIC, INSERT_CLIP__STATIC, SELECT_WEAPON__STATIC, 216+(52<<8)+(20<<16)
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},
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};
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