From ec0a8f203366e9f145c7359d6a85ed5a563cffad Mon Sep 17 00:00:00 2001 From: terminx Date: Tue, 28 Apr 2009 22:56:43 +0000 Subject: [PATCH] Modified priority system to use 6 priority levels instead of 3, added proper def syntax "specular" and "normal" which work identically to "detail" and "glow" for defining normals and specular maps (defining these with pals 100 and 101 will no longer work) git-svn-id: https://svn.eduke32.com/eduke32@1350 1a8010ca-5511-0410-912e-c29ae57300e0 --- polymer/eduke32/build/include/build.h | 2 + polymer/eduke32/build/include/polymer.h | 11 ++++- polymer/eduke32/build/src/defs.c | 63 +++++++++++++++---------- polymer/eduke32/build/src/polymer.c | 14 +++--- polymer/eduke32/source/actors.c | 55 ++++++++++----------- polymer/eduke32/source/astub.c | 12 ++--- polymer/eduke32/source/game.c | 6 +-- polymer/eduke32/source/global.c | 2 +- polymer/eduke32/source/player.c | 12 ++--- 9 files changed, 100 insertions(+), 77 deletions(-) diff --git a/polymer/eduke32/build/include/build.h b/polymer/eduke32/build/include/build.h index 8e864e98f..fd9dd32ec 100644 --- a/polymer/eduke32/build/include/build.h +++ b/polymer/eduke32/build/include/build.h @@ -43,6 +43,8 @@ extern "C" { #define RESERVEDPALS 2 // don't forget to increment this when adding reserved pals #define DETAILPAL (MAXPALOOKUPS - 1) #define GLOWPAL (MAXPALOOKUPS - 2) +#define SPECULARPAL (MAXPALOOKUPS - 3) +#define NORMALPAL (MAXPALOOKUPS - 4) #define TSPR_TEMP 99 #define TSPR_MIRROR 100 diff --git a/polymer/eduke32/build/include/polymer.h b/polymer/eduke32/build/include/polymer.h index 14813b6db..8ed8db3f8 100644 --- a/polymer/eduke32/build/include/polymer.h +++ b/polymer/eduke32/build/include/polymer.h @@ -148,12 +148,19 @@ typedef struct s_prprogrambit { // LIGHTS #define PR_MAXLIGHTS 128 #define SHADOW_DEPTH_OFFSET 30 -#define PR_MAXLIGHTPRIORITY 3 +#define PR_MAXLIGHTPRIORITY 6 + +#define PR_LIGHT_PRIO_MAX 0 +#define PR_LIGHT_PRIO_MAX_GAME 1 +#define PR_LIGHT_PRIO_HIGH 2 +#define PR_LIGHT_PRIO_HIGH_GAME 3 +#define PR_LIGHT_PRIO_LOW 4 +#define PR_LIGHT_PRIO_LOW_GAME 5 typedef struct s_prlight { int32_t x, y, z, horiz, range; int16_t angle, faderadius, radius, sector; - char color[3], priority; + uint8_t color[3], priority; int8_t minshade, maxshade; GLfloat proj[16]; GLfloat transform[16]; diff --git a/polymer/eduke32/build/src/defs.c b/polymer/eduke32/build/src/defs.c index 5af6758a9..fd2f66a17 100644 --- a/polymer/eduke32/build/src/defs.c +++ b/polymer/eduke32/build/src/defs.c @@ -47,6 +47,8 @@ enum T_PAL, T_DETAIL, T_GLOW, + T_SPECULAR, + T_NORMAL, T_PARAM, T_HUD, T_XADD, @@ -131,16 +133,18 @@ static tokenlist basetokens[] = static tokenlist modeltokens[] = { - { "scale", T_SCALE }, - { "shade", T_SHADE }, - { "zadd", T_ZADD }, - { "frame", T_FRAME }, - { "anim", T_ANIM }, - { "skin", T_SKIN }, - { "glow", T_GLOW }, - { "detail", T_DETAIL }, - { "hud", T_HUD }, - { "flags", T_FLAGS }, + { "scale", T_SCALE }, + { "shade", T_SHADE }, + { "zadd", T_ZADD }, + { "frame", T_FRAME }, + { "anim", T_ANIM }, + { "skin", T_SKIN }, + { "detail", T_DETAIL }, + { "glow", T_GLOW }, + { "specular", T_SPECULAR }, + { "normal", T_NORMAL }, + { "hud", T_HUD }, + { "flags", T_FLAGS }, }; static tokenlist modelframetokens[] = @@ -224,6 +228,8 @@ static tokenlist texturetokens[] = { "pal", T_PAL }, { "detail", T_DETAIL }, { "glow", T_GLOW }, + { "specular",T_SPECULAR }, + { "normal", T_NORMAL }, }; static tokenlist texturetokens_pal[] = @@ -1178,7 +1184,7 @@ static int32_t defsparser(scriptfile *script) #endif } break; - case T_SKIN: case T_DETAIL: case T_GLOW: + case T_SKIN: case T_DETAIL: case T_GLOW: case T_SPECULAR: case T_NORMAL: { char *skintokptr = script->ltextptr; char *skinend, *skinfn = 0; @@ -1223,6 +1229,12 @@ static int32_t defsparser(scriptfile *script) case T_GLOW: palnum = GLOWPAL; break; + case T_SPECULAR: + palnum = SPECULARPAL; + break; + case T_NORMAL: + palnum = NORMALPAL; + break; } #if defined(POLYMOST) && defined(USE_OPENGL) @@ -1488,9 +1500,6 @@ static int32_t defsparser(scriptfile *script) char *texturetokptr = script->ltextptr, *textureend; int32_t tile=-1, token; - char *fnB=0; double alphacutB=0, xscaleB=0, yscaleB=0; char flagsB=0; - int32_t palbits=0; - if (scriptfile_getsymbol(script,&tile)) break; if (scriptfile_getbraces(script,&textureend)) break; while (script->textptr < textureend) @@ -1503,7 +1512,7 @@ static int32_t defsparser(scriptfile *script) char *paltokptr = script->ltextptr, *palend; int32_t pal=-1, i; char *fn = NULL, *tfn = NULL; - double alphacut = -1.0, xscale = 1.0, yscale = 1.0, specpower = 1.0, specfactor = 1.0; + double alphacut = -1.0, xscale = 1.0, yscale = 1.0; char flags = 0; if (scriptfile_getsymbol(script,&pal)) break; @@ -1520,10 +1529,6 @@ static int32_t defsparser(scriptfile *script) scriptfile_getdouble(script,&xscale); break; case T_YSCALE: scriptfile_getdouble(script,&yscale); break; - case T_SPECPOWER: - scriptfile_getdouble(script,&specpower); break; - case T_SPECFACTOR: - scriptfile_getdouble(script,&specfactor); break; case T_NOCOMPRESS: flags |= 1; break; case T_NODOWNSIZE: @@ -1567,17 +1572,15 @@ static int32_t defsparser(scriptfile *script) xscale = 1.0f / xscale; yscale = 1.0f / yscale; - hicsetsubsttex(tile,pal,fn,alphacut,xscale,yscale, specpower, specfactor,flags); - fnB=fn; alphacutB=alphacut; xscaleB=xscale; yscaleB=yscale; flagsB=flags; - if (pal<30)palbits|=1<ltextptr, *detailend; int32_t pal = 0, i; char *fn = NULL, *tfn = NULL; - double xscale = 1.0, yscale = 1.0; + double xscale = 1.0, yscale = 1.0, specpower = 1.0, specfactor = 1.0; char flags = 0; if (scriptfile_getbraces(script,&detailend)) break; @@ -1591,6 +1594,10 @@ static int32_t defsparser(scriptfile *script) scriptfile_getdouble(script,&xscale); break; case T_YSCALE: scriptfile_getdouble(script,&yscale); break; + case T_SPECPOWER: + scriptfile_getdouble(script,&specpower); break; + case T_SPECFACTOR: + scriptfile_getdouble(script,&specfactor); break; case T_NOCOMPRESS: flags |= 1; break; case T_NODOWNSIZE: @@ -1636,8 +1643,14 @@ static int32_t defsparser(scriptfile *script) case T_GLOW: pal = GLOWPAL; break; + case T_SPECULAR: + pal = SPECULARPAL; + break; + case T_NORMAL: + pal = NORMALPAL; + break; } - hicsetsubsttex(tile,pal,fn,-1.0,xscale,yscale,1.0,1.0,flags); + hicsetsubsttex(tile,pal,fn,-1.0f,xscale,yscale, specpower, specfactor,flags); } break; default: diff --git a/polymer/eduke32/build/src/polymer.c b/polymer/eduke32/build/src/polymer.c index 54a0decbf..1fa80d6cc 100644 --- a/polymer/eduke32/build/src/polymer.c +++ b/polymer/eduke32/build/src/polymer.c @@ -11,7 +11,7 @@ int32_t pr_normalmapping = 1; int32_t pr_specularmapping = 1; int32_t pr_shadows = 1; int32_t pr_shadowcount = 5; -int32_t pr_shadowdetail = 2; +int32_t pr_shadowdetail = 4; int32_t pr_maxlightpasses = 5; int32_t pr_maxlightpriority = PR_MAXLIGHTPRIORITY; int32_t pr_fov = 426; // appears to be the classic setting. @@ -3294,12 +3294,12 @@ static void polymer_getbuildmaterial(_prmaterial* material, int16_t tile polymer_getscratchmaterial(material); // PR_BIT_NORMAL_MAP - if (hicfindsubst(tilenum, 100, 0)) + if (hicfindsubst(tilenum, NORMALPAL, 0)) { glowpth = NULL; - glowpth = gltexcache(tilenum, 100, 0); + glowpth = gltexcache(tilenum, NORMALPAL, 0); - if (glowpth && glowpth->hicr && (glowpth->hicr->palnum == 100)) { + if (glowpth && glowpth->hicr && (glowpth->hicr->palnum == NORMALPAL)) { material->normalmap = glowpth->glpic; material->normalbias[0] = glowpth->hicr->specpower; material->normalbias[1] = glowpth->hicr->specfactor; @@ -3362,12 +3362,12 @@ static void polymer_getbuildmaterial(_prmaterial* material, int16_t tile // PR_BIT_SPECULAR_MAP - if (hicfindsubst(tilenum, 101, 0)) + if (hicfindsubst(tilenum, SPECULARPAL, 0)) { glowpth = NULL; - glowpth = gltexcache(tilenum, 101, 0); + glowpth = gltexcache(tilenum, SPECULARPAL, 0); - if (glowpth && glowpth->hicr && (glowpth->hicr->palnum == 101)) + if (glowpth && glowpth->hicr && (glowpth->hicr->palnum == SPECULARPAL)) material->specmap = glowpth->glpic; } diff --git a/polymer/eduke32/source/actors.c b/polymer/eduke32/source/actors.c index f79cddab2..36f25a09a 100644 --- a/polymer/eduke32/source/actors.c +++ b/polymer/eduke32/source/actors.c @@ -598,10 +598,10 @@ static void G_MoveZombieActors(void) case FLOORFLAME__STATIC: case FIREBARREL__STATIC: case FIREVASE__STATIC: - G_AddGameLight(0, s->sectnum, s->x, s->y, s->z-((s->yrepeat*tilesizy[s->picnum])<<1), 4096, 255+(80<<8),0); + G_AddGameLight(0, s->sectnum, s->x, s->y, s->z-((s->yrepeat*tilesizy[s->picnum])<<1), 4096, 255+(80<<8),PR_LIGHT_PRIO_MAX_GAME); break; case ATOMICHEALTH__STATIC: - G_AddGameLight(0, s->sectnum, s->x, s->y, s->z-((s->yrepeat*tilesizy[s->picnum])<<1), 2048, 128+(128<<8)+(255<<16),1); + G_AddGameLight(0, s->sectnum, s->x, s->y, s->z-((s->yrepeat*tilesizy[s->picnum])<<1), 2048, 128+(128<<8)+(255<<16),PR_LIGHT_PRIO_HIGH_GAME); break; case FIRE__STATIC: @@ -610,7 +610,7 @@ static void G_MoveZombieActors(void) if (ActorExtra[i].floorz - ActorExtra[i].ceilingz < 128) break; if (s->z > ActorExtra[i].floorz+2048) break; */ - G_AddGameLight(0, s->sectnum, s->x, s->y, s->z-((s->yrepeat*tilesizy[s->picnum])<<1), 64 * s->xrepeat, 255+(80<<8),0); + G_AddGameLight(0, s->sectnum, s->x, s->y, s->z-((s->yrepeat*tilesizy[s->picnum])<<1), 64 * s->xrepeat, 255+(80<<8),PR_LIGHT_PRIO_MAX_GAME); break; case BURNING__STATIC: case BURNING2__STATIC: @@ -618,19 +618,19 @@ static void G_MoveZombieActors(void) if (ActorExtra[i].floorz - ActorExtra[i].ceilingz < 128) break; if (s->z > ActorExtra[i].floorz + 2048) break; */ - G_AddGameLight(0, s->sectnum, s->x, s->y, s->z-((s->yrepeat*tilesizy[s->picnum])<<1), 64 * s->xrepeat, 255+(80<<8),0); + G_AddGameLight(0, s->sectnum, s->x, s->y, s->z-((s->yrepeat*tilesizy[s->picnum])<<1), 64 * s->xrepeat, 255+(80<<8),PR_LIGHT_PRIO_MAX_GAME); break; case EXPLOSION2__STATIC: - G_AddGameLight(0, s->sectnum, s->x, s->y, s->z-((s->yrepeat*tilesizy[s->picnum])<<1), 4096, 255+(80<<8),1); + G_AddGameLight(0, s->sectnum, s->x, s->y, s->z-((s->yrepeat*tilesizy[s->picnum])<<1), 4096, 255+(80<<8),PR_LIGHT_PRIO_HIGH_GAME); break; case FORCERIPPLE__STATIC: // case TRANSPORTERSTAR__STATIC: case TRANSPORTERBEAM__STATIC: - G_AddGameLight(0, s->sectnum, s->x, s->y, s->z-((s->yrepeat*tilesizy[s->picnum])<<1), 2048, 80+(80<<8)+(255<<16),2); + G_AddGameLight(0, s->sectnum, s->x, s->y, s->z-((s->yrepeat*tilesizy[s->picnum])<<1), 2048, 80+(80<<8)+(255<<16),PR_LIGHT_PRIO_LOW_GAME); break; case SHRINKEREXPLOSION__STATIC: - G_AddGameLight(0, s->sectnum, s->x, s->y, s->z-((s->yrepeat*tilesizy[s->picnum])<<1), 2048, 128+(255<<8)+(128<<16),1); + G_AddGameLight(0, s->sectnum, s->x, s->y, s->z-((s->yrepeat*tilesizy[s->picnum])<<1), 2048, 128+(255<<8)+(128<<16),PR_LIGHT_PRIO_HIGH_GAME); break; } @@ -2181,7 +2181,7 @@ CLEAR_THE_BOLT: case FLOORFLAME__STATIC: case FIREBARREL__STATIC: case FIREVASE__STATIC: - G_AddGameLight(0, s->sectnum, s->x, s->y, s->z-((s->yrepeat*tilesizy[s->picnum])<<1), 4096, 255+(80<<8),0); + G_AddGameLight(0, s->sectnum, s->x, s->y, s->z-((s->yrepeat*tilesizy[s->picnum])<<1), 4096, 255+(80<<8),PR_LIGHT_PRIO_MAX_GAME); case EXPLODINGBARREL__STATIC: case WOODENHORSE__STATIC: case HORSEONSIDE__STATIC: @@ -2284,7 +2284,7 @@ static void G_MoveWeapons(void) // A_PlaySound(WIERDSHOT_FLY,i); if (ActorExtra[i].projectile.flashcolor) - G_AddGameLight(0, s->sectnum, s->x, s->y, s->z-((s->yrepeat*tilesizy[s->picnum])<<1), 2048, ActorExtra[i].projectile.flashcolor,2); + G_AddGameLight(0, s->sectnum, s->x, s->y, s->z-((s->yrepeat*tilesizy[s->picnum])<<1), 2048, ActorExtra[i].projectile.flashcolor,PR_LIGHT_PRIO_LOW_GAME); if (ActorExtra[i].projectile.workslike & PROJECTILE_BOUNCESOFFWALLS) { @@ -2731,21 +2731,21 @@ static void G_MoveWeapons(void) switch (DynamicTileMap[s->picnum]) { case FREEZEBLAST__STATIC: - G_AddGameLight(0, s->sectnum, s->x, s->y, s->z-((s->yrepeat*tilesizy[s->picnum])<<1), 2048, 128+(128<<8)+(255<<16),1); + G_AddGameLight(0, s->sectnum, s->x, s->y, s->z-((s->yrepeat*tilesizy[s->picnum])<<1), 2048, 128+(128<<8)+(255<<16),PR_LIGHT_PRIO_HIGH_GAME); break; case COOLEXPLOSION1__STATIC: - G_AddGameLight(0, s->sectnum, s->x, s->y, s->z-((s->yrepeat*tilesizy[s->picnum])<<1), 4096, 128+(0<<8)+(255<<16),1); + G_AddGameLight(0, s->sectnum, s->x, s->y, s->z-((s->yrepeat*tilesizy[s->picnum])<<1), 4096, 128+(0<<8)+(255<<16),PR_LIGHT_PRIO_HIGH_GAME); break; case SHRINKSPARK__STATIC: - G_AddGameLight(0, s->sectnum, s->x, s->y, s->z-((s->yrepeat*tilesizy[s->picnum])<<1), 2048, 128+(255<<8)+(128<<16),1); + G_AddGameLight(0, s->sectnum, s->x, s->y, s->z-((s->yrepeat*tilesizy[s->picnum])<<1), 2048, 128+(255<<8)+(128<<16),PR_LIGHT_PRIO_HIGH_GAME); break; case FIRELASER__STATIC: - G_AddGameLight(0, s->sectnum, s->x, s->y, s->z-((s->yrepeat*tilesizy[s->picnum])<<1), 64 * s->yrepeat, 255+(80<<8),2); + G_AddGameLight(0, s->sectnum, s->x, s->y, s->z-((s->yrepeat*tilesizy[s->picnum])<<1), 64 * s->yrepeat, 255+(80<<8),PR_LIGHT_PRIO_LOW_GAME); break; case RPG__STATIC: - G_AddGameLight(0, s->sectnum, s->x, s->y, s->z-((s->yrepeat*tilesizy[s->picnum])<<1), 64 * s->yrepeat, 255+(80<<8),2); + G_AddGameLight(0, s->sectnum, s->x, s->y, s->z-((s->yrepeat*tilesizy[s->picnum])<<1), 64 * s->yrepeat, 255+(80<<8),PR_LIGHT_PRIO_LOW_GAME); if (DynamicTileMap[s->picnum] == RPG__STATIC && ActorExtra[i].picnum != BOSS2 && s->xrepeat >= 10 && sector[s->sectnum].lotag != 2) @@ -3391,7 +3391,7 @@ static void G_MoveActors(void) switch (DynamicTileMap[switchpicnum]) { case ATOMICHEALTH__STATIC: - G_AddGameLight(0, s->sectnum, s->x, s->y, s->z-((s->yrepeat*tilesizy[s->picnum])<<1), 2048, 128+(128<<8)+(255<<16),1); + G_AddGameLight(0, s->sectnum, s->x, s->y, s->z-((s->yrepeat*tilesizy[s->picnum])<<1), 2048, 128+(128<<8)+(255<<16),PR_LIGHT_PRIO_HIGH_GAME); break; case FIRE__STATIC: @@ -3400,7 +3400,7 @@ static void G_MoveActors(void) if (ActorExtra[i].floorz - ActorExtra[i].ceilingz < 128) break; if (s->z > ActorExtra[i].floorz+2048) break; */ - G_AddGameLight(0, s->sectnum, s->x, s->y, s->z-((s->yrepeat*tilesizy[s->picnum])<<1), 64 * s->xrepeat, 255+(80<<8),0); + G_AddGameLight(0, s->sectnum, s->x, s->y, s->z-((s->yrepeat*tilesizy[s->picnum])<<1), 64 * s->xrepeat, 255+(80<<8),PR_LIGHT_PRIO_MAX_GAME); break; case DUCK__STATIC: @@ -3664,7 +3664,7 @@ static void G_MoveActors(void) gamelights[gamelightcount&(PR_MAXLIGHTS-1)].color[1] = 255; gamelights[gamelightcount&(PR_MAXLIGHTS-1)].color[2] = 255; - gamelights[gamelightcount&(PR_MAXLIGHTS-1)].priority = 0; + gamelights[gamelightcount&(PR_MAXLIGHTS-1)].priority = PR_LIGHT_PRIO_MAX_GAME; if (gamelightcount < PR_MAXLIGHTS) gamelightcount++; @@ -5155,19 +5155,20 @@ static void G_MoveMisc(void) // STATNUM 5 if (ActorExtra[i].floorz - ActorExtra[i].ceilingz < 128) break; if (s->z > ActorExtra[i].floorz + 2048) break; */ - G_AddGameLight(0, s->sectnum, s->x, s->y, s->z-((s->yrepeat*tilesizy[s->picnum])<<1), 64 * s->yrepeat, 255+(80<<8),0); + G_AddGameLight(0, s->sectnum, s->x, s->y, s->z-((s->yrepeat*tilesizy[s->picnum])<<1), 64 * s->yrepeat, 255+(80<<8),PR_LIGHT_PRIO_MAX_GAME); break; case EXPLOSION2__STATIC: - G_AddGameLight(0, s->sectnum, s->x, s->y, s->z-((s->yrepeat*tilesizy[s->picnum])<<1), (512 * s->yrepeat) / (ActorExtra[i].temp_data[2]+1), 255+(80<<8),1); + G_AddGameLight(0, s->sectnum, s->x, s->y, s->z-((s->yrepeat*tilesizy[s->picnum])<<1), + (512 * s->yrepeat) / (ActorExtra[i].temp_data[2]+1), 255+(80<<8),PR_LIGHT_PRIO_HIGH_GAME); break; case FORCERIPPLE__STATIC: // case TRANSPORTERSTAR__STATIC: case TRANSPORTERBEAM__STATIC: - G_AddGameLight(0, s->sectnum, s->x, s->y, s->z-((s->yrepeat*tilesizy[s->picnum])<<1), 2048, 80+(80<<8)+(255<<16),2); + G_AddGameLight(0, s->sectnum, s->x, s->y, s->z-((s->yrepeat*tilesizy[s->picnum])<<1), 2048, 80+(80<<8)+(255<<16),PR_LIGHT_PRIO_LOW_GAME); break; case SHRINKEREXPLOSION__STATIC: - G_AddGameLight(0, s->sectnum, s->x, s->y, s->z-((s->yrepeat*tilesizy[s->picnum])<<1), 2048, 128+(255<<8)+(128<<16),1); + G_AddGameLight(0, s->sectnum, s->x, s->y, s->z-((s->yrepeat*tilesizy[s->picnum])<<1), 2048, 128+(255<<8)+(128<<16),PR_LIGHT_PRIO_HIGH_GAME); break; } if (!actorscrptr[sprite[i].picnum]) @@ -7547,11 +7548,11 @@ static void G_MoveEffectors(void) //STATNUM 3 if (CS & 2) { if (CS & 512) - gamelights[gamelightcount&(PR_MAXLIGHTS-1)].priority = 2; + gamelights[gamelightcount&(PR_MAXLIGHTS-1)].priority = PR_LIGHT_PRIO_LOW; else - gamelights[gamelightcount&(PR_MAXLIGHTS-1)].priority = 1; + gamelights[gamelightcount&(PR_MAXLIGHTS-1)].priority = PR_LIGHT_PRIO_HIGH; } else - gamelights[gamelightcount&(PR_MAXLIGHTS-1)].priority = 0; + gamelights[gamelightcount&(PR_MAXLIGHTS-1)].priority = PR_LIGHT_PRIO_MAX; if (gamelightcount < PR_MAXLIGHTS) gamelightcount++; @@ -7586,11 +7587,11 @@ static void G_MoveEffectors(void) //STATNUM 3 if (CS & 2) { if (CS & 512) - gamelights[gamelightcount&(PR_MAXLIGHTS-1)].priority = 2; + gamelights[gamelightcount&(PR_MAXLIGHTS-1)].priority = PR_LIGHT_PRIO_LOW; else - gamelights[gamelightcount&(PR_MAXLIGHTS-1)].priority = 1; + gamelights[gamelightcount&(PR_MAXLIGHTS-1)].priority = PR_LIGHT_PRIO_HIGH; } else - gamelights[gamelightcount&(PR_MAXLIGHTS-1)].priority = 0; + gamelights[gamelightcount&(PR_MAXLIGHTS-1)].priority = PR_LIGHT_PRIO_MAX; if (gamelightcount < PR_MAXLIGHTS) gamelightcount++; diff --git a/polymer/eduke32/source/astub.c b/polymer/eduke32/source/astub.c index 99b6680aa..43c139351 100644 --- a/polymer/eduke32/source/astub.c +++ b/polymer/eduke32/source/astub.c @@ -9813,11 +9813,11 @@ void ExtAnalyzeSprites(void) if (CS & 2) { if (CS & 512) - gamelights[gamelightcount&(PR_MAXLIGHTS-1)].priority = 2; + gamelights[gamelightcount&(PR_MAXLIGHTS-1)].priority = PR_LIGHT_PRIO_LOW; else - gamelights[gamelightcount&(PR_MAXLIGHTS-1)].priority = 1; + gamelights[gamelightcount&(PR_MAXLIGHTS-1)].priority = PR_LIGHT_PRIO_HIGH; } else - gamelights[gamelightcount&(PR_MAXLIGHTS-1)].priority = 0; + gamelights[gamelightcount&(PR_MAXLIGHTS-1)].priority = PR_LIGHT_PRIO_MAX; gamelightcount++; } @@ -9850,11 +9850,11 @@ void ExtAnalyzeSprites(void) if (CS & 2) { if (CS & 512) - gamelights[gamelightcount&(PR_MAXLIGHTS-1)].priority = 2; + gamelights[gamelightcount&(PR_MAXLIGHTS-1)].priority = PR_LIGHT_PRIO_LOW; else - gamelights[gamelightcount&(PR_MAXLIGHTS-1)].priority = 1; + gamelights[gamelightcount&(PR_MAXLIGHTS-1)].priority = PR_LIGHT_PRIO_HIGH; } else - gamelights[gamelightcount&(PR_MAXLIGHTS-1)].priority = 0; + gamelights[gamelightcount&(PR_MAXLIGHTS-1)].priority = PR_LIGHT_PRIO_MAX; gamelightcount++; } diff --git a/polymer/eduke32/source/game.c b/polymer/eduke32/source/game.c index ec0a1c6a9..1f3218c53 100644 --- a/polymer/eduke32/source/game.c +++ b/polymer/eduke32/source/game.c @@ -5535,7 +5535,7 @@ int32_t A_Spawn(int32_t j, int32_t pn) break; case EXPLOSION2__STATIC: - G_AddGameLight(0, sp->sectnum, sp->x, sp->y, sp->z-((sp->yrepeat*tilesizy[sp->picnum])<<1), 8192, 255+(80<<8),0); + G_AddGameLight(0, sp->sectnum, sp->x, sp->y, sp->z-((sp->yrepeat*tilesizy[sp->picnum])<<1), 8192, 255+(80<<8),PR_LIGHT_PRIO_MAX_GAME); case EXPLOSION2BOT__STATIC: case BURNING__STATIC: case BURNING2__STATIC: @@ -7447,7 +7447,7 @@ PALONLY: framelights[framelightcount & (PR_MAXLIGHTS-1)].color[1] = 255; framelights[framelightcount & (PR_MAXLIGHTS-1)].color[2] = 48; - framelights[framelightcount & (PR_MAXLIGHTS-1)].priority = 2; + framelights[framelightcount & (PR_MAXLIGHTS-1)].priority = PR_LIGHT_PRIO_LOW_GAME; if (framelightcount < PR_MAXLIGHTS) framelightcount++; @@ -7488,7 +7488,7 @@ PALONLY: framelights[framelightcount & (PR_MAXLIGHTS-1)].color[1] = 48; framelights[framelightcount & (PR_MAXLIGHTS-1)].color[2] = 48; - framelights[framelightcount & (PR_MAXLIGHTS-1)].priority = 2; + framelights[framelightcount & (PR_MAXLIGHTS-1)].priority = PR_LIGHT_PRIO_LOW_GAME; if (framelightcount < PR_MAXLIGHTS) framelightcount++; diff --git a/polymer/eduke32/source/global.c b/polymer/eduke32/source/global.c index 1f66ea0b5..2e5f3cdf4 100644 --- a/polymer/eduke32/source/global.c +++ b/polymer/eduke32/source/global.c @@ -23,7 +23,7 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. //------------------------------------------------------------------------- #include "duke3d.h" -const char *s_buildDate = "20090426"; +const char *s_buildDate = "20090428"; char *MusicPtr = NULL; int32_t g_musicSize; diff --git a/polymer/eduke32/source/player.c b/polymer/eduke32/source/player.c index f7e1c1641..5492b0f57 100644 --- a/polymer/eduke32/source/player.c +++ b/polymer/eduke32/source/player.c @@ -355,7 +355,7 @@ int32_t A_Shoot(int32_t i,int32_t atwith) case RPG__STATIC: case MORTER__STATIC: G_AddGameLight(0, s->sectnum, s->x+((sintable[(s->ang+512)&2047])>>7), - s->y+((sintable[(s->ang)&2047])>>7), s->z-PHEIGHT, 8192, 255+(80<<8),1); + s->y+((sintable[(s->ang)&2047])>>7), s->z-PHEIGHT, 8192, 255+(80<<8),PR_LIGHT_PRIO_MAX_GAME); gamelights[gamelightcount&(PR_MAXLIGHTS-1)].sector = s->sectnum; gamelights[gamelightcount&(PR_MAXLIGHTS-1)].x = s->x+((sintable[(s->ang+512)&2047])>>4); @@ -373,7 +373,7 @@ int32_t A_Shoot(int32_t i,int32_t atwith) gamelights[gamelightcount&(PR_MAXLIGHTS-1)].color[1] = 80; gamelights[gamelightcount&(PR_MAXLIGHTS-1)].color[2] = 0; - gamelights[gamelightcount&(PR_MAXLIGHTS-1)].priority = 1; + gamelights[gamelightcount&(PR_MAXLIGHTS-1)].priority = PR_LIGHT_PRIO_MAX_GAME; if (gamelightcount < PR_MAXLIGHTS) gamelightcount++; @@ -390,7 +390,7 @@ int32_t A_Shoot(int32_t i,int32_t atwith) if (ProjectileData[atwith].flashcolor) { G_AddGameLight(0, s->sectnum, s->x+((sintable[(s->ang+512)&2047])>>7), - s->y+((sintable[(s->ang)&2047])>>7), s->z-PHEIGHT, 8192, ProjectileData[atwith].flashcolor,1); + s->y+((sintable[(s->ang)&2047])>>7), s->z-PHEIGHT, 8192, ProjectileData[atwith].flashcolor,PR_LIGHT_PRIO_MAX_GAME); gamelights[gamelightcount&(PR_MAXLIGHTS-1)].sector = s->sectnum; gamelights[gamelightcount&(PR_MAXLIGHTS-1)].x = s->x+((sintable[(s->ang+512)&2047])>>4); gamelights[gamelightcount&(PR_MAXLIGHTS-1)].y = s->y+((sintable[(s->ang)&2047])>>4); @@ -407,7 +407,7 @@ int32_t A_Shoot(int32_t i,int32_t atwith) gamelights[gamelightcount&(PR_MAXLIGHTS-1)].color[1] = (ProjectileData[atwith].flashcolor>>8)&255; gamelights[gamelightcount&(PR_MAXLIGHTS-1)].color[2] = (ProjectileData[atwith].flashcolor>>16)&255; - gamelights[gamelightcount&(PR_MAXLIGHTS-1)].priority = 1; + gamelights[gamelightcount&(PR_MAXLIGHTS-1)].priority = PR_LIGHT_PRIO_MAX_GAME; if (gamelightcount < PR_MAXLIGHTS) gamelightcount++; @@ -2185,7 +2185,7 @@ void P_FireWeapon(DukePlayer_t *p) #ifdef POLYMER G_AddGameLight(0, s->sectnum, s->x+((sintable[(p->ang+512)&2047])>>7), s->y+((sintable[(p->ang)&2047])>>7), - s->z-PHEIGHT, 8192, aplWeaponFlashColor[p->curr_weapon][snum],1); + s->z-PHEIGHT, 8192, aplWeaponFlashColor[p->curr_weapon][snum],PR_LIGHT_PRIO_MAX_GAME); gamelights[gamelightcount&(PR_MAXLIGHTS-1)].sector = s->sectnum; gamelights[gamelightcount&(PR_MAXLIGHTS-1)].x = s->x+((sintable[(p->ang+512)&2047])>>4); @@ -2203,7 +2203,7 @@ void P_FireWeapon(DukePlayer_t *p) gamelights[gamelightcount&(PR_MAXLIGHTS-1)].color[1] = (aplWeaponFlashColor[p->curr_weapon][snum]>>8)&255; gamelights[gamelightcount&(PR_MAXLIGHTS-1)].color[2] = (aplWeaponFlashColor[p->curr_weapon][snum]>>16)&255;; - gamelights[gamelightcount&(PR_MAXLIGHTS-1)].priority = 1; + gamelights[gamelightcount&(PR_MAXLIGHTS-1)].priority = PR_LIGHT_PRIO_MAX_GAME; if (gamelightcount < PR_MAXLIGHTS) gamelightcount++;