raze/source/games/exhumed/src/lighting.cpp

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//-------------------------------------------------------------------------
/*
Copyright (C) 2010-2019 EDuke32 developers and contributors
Copyright (C) 2019 sirlemonhead, Nuke.YKT
This file is part of PCExhumed.
PCExhumed is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License version 2
as published by the Free Software Foundation.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
//-------------------------------------------------------------------------
#include "ns.h"
#include "aistuff.h"
#include "player.h"
#include "engine.h"
#include "exhumed.h"
#include "sound.h"
#include "interpolate.h"
#include <string.h>
#include <assert.h>
BEGIN_PS_NS
enum
{
kMaxFlashes = 2000,
kMaxFlickerMask = 25,
kMaxGlows = 50,
kMaxFlickers = 100,
kMaxFlows = 375,
};
struct Flash
{
char field_0;
int8_t shade;
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short field_1;
int next;
};
struct Glow
{
short field_0;
short field_2;
short nSector;
short field_6;
};
struct Flicker
{
short field_0;
short nSector;
unsigned int field_4;
};
struct Flow
{
short objindex;
short type;
int xdelta;
int ydelta;
int field_C;
int field_10;
int xacc;
int yacc;
};
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FreeListArray<Flash, kMaxFlashes> sFlash;
Glow sGlow[kMaxGlows];
Flicker sFlicker[kMaxFlickers];
Flow sFlowInfo[kMaxFlows];
int flickermask[kMaxFlickerMask];
short bTorch = 0;
short nFirstFlash = -1;
short nLastFlash = -1;
short nFlashDepth = 2;
short nFlowCount;
short nFlickerCount;
short nGlowCount;
int bDoFlicks = 0;
int bDoGlows = 0;
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FSerializer& Serialize(FSerializer& arc, const char* keyname, Flash& w, Flash* def)
{
if (arc.BeginObject(keyname))
{
arc("at0", w.field_0)
("shade", w.shade)
("at1", w.field_1)
("next", w.next)
.EndObject();
}
return arc;
}
FSerializer& Serialize(FSerializer& arc, const char* keyname, Glow& w, Glow* def)
{
if (arc.BeginObject(keyname))
{
arc("at0", w.field_0)
("at2", w.field_2)
("sector", w.nSector)
("at6", w.field_6)
.EndObject();
}
return arc;
}
FSerializer& Serialize(FSerializer& arc, const char* keyname, Flicker& w, Flicker* def)
{
if (arc.BeginObject(keyname))
{
arc("at0", w.field_0)
("sector", w.nSector)
("at4", w.field_4)
.EndObject();
}
return arc;
}
FSerializer& Serialize(FSerializer& arc, const char* keyname, Flow& w, Flow* def)
{
if (arc.BeginObject(keyname))
{
arc("objindex", w.objindex)
("type", w.type)
("xdelta", w.xdelta)
("ydelta", w.ydelta)
("atc", w.field_C)
("at10", w.field_10)
("xacc", w.xacc)
("yacc", w.yacc)
.EndObject();
}
return arc;
}
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void SerializeLighting(FSerializer& arc)
{
if (arc.BeginObject("lighting"))
{
arc("flash", sFlash)
("glowcount", nGlowCount)
.Array("glow", sGlow, nGlowCount)
("flickercount", nFlickerCount)
.Array("flicker", sFlicker, nFlickerCount)
("flowcount", nFlowCount)
.Array("flow", sFlowInfo, nFlowCount)
.Array("flickermask", flickermask, countof(flickermask))
("torch", bTorch)
("firstflash", nFirstFlash)
("lastflash", nLastFlash)
("flashdepth", nFlashDepth)
("doflicks", bDoFlicks)
("doglows", bDoGlows)
.EndObject();
}
}
// done
int GrabFlash()
{
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int nFlash = sFlash.Get();
if (nFlash < 0) {
return -1;
}
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sFlash[nFlash].next = -1;
if (nLastFlash <= -1)
{
nFirstFlash = nFlash;
}
else
{
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sFlash[nLastFlash].next = nFlash;
}
nLastFlash = nFlash;
return nLastFlash;
}
void InitLights()
{
int i;
nFlickerCount = 0;
for (i = 0; i < kMaxFlickerMask; i++) {
flickermask[i] = RandomSize(0x1F) * 2;
}
nGlowCount = 0;
nFlowCount = 0;
bDoFlicks = false;
bDoGlows = false;
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sFlash.Clear();
nFirstFlash = -1;
nLastFlash = -1;
}
void AddFlash(short nSector, int x, int y, int z, int val)
{
assert(nSector >= 0 && nSector < kMaxSectors);
int var_28 = 0;
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int var_1C = val >> 8;
if (var_1C >= nFlashDepth) {
return;
}
unsigned int var_20 = val & 0x80;
unsigned int var_18 = val & 0x40;
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val = ((var_1C + 1) << 8) | (val & 0xff);
int var_14 = 0;
short startwall = sector[nSector].wallptr;
short endwall = sector[nSector].wallptr + sector[nSector].wallnum;
for (int i = startwall; i < endwall; i++)
{
short wall2 = wall[i].point2;
int xAverage = (wall[i].x + wall[wall2].x) / 2;
int yAverage = (wall[i].y + wall[wall2].y) / 2;
sectortype *pNextSector = NULL;
if (wall[i].nextsector > -1) {
pNextSector = &sector[wall[i].nextsector];
}
int ebx = -255;
if (!var_18)
{
int x2 = x - xAverage;
if (x2 < 0) {
x2 = -x2;
}
ebx = x2;
int y2 = y - yAverage;
if (y2 < 0) {
y2 = -y2;
}
ebx = ((y2 + ebx) >> 4) - 255;
}
if (ebx < 0)
{
var_14++;
var_28 += ebx;
if (wall[i].pal < 5)
{
if (!pNextSector || pNextSector->floorz < sector[nSector].floorz)
{
short nFlash = GrabFlash();
if (nFlash < 0) {
return;
}
sFlash[nFlash].field_0 = var_20 | 2;
sFlash[nFlash].shade = wall[i].shade;
sFlash[nFlash].field_1 = i;
wall[i].pal += 7;
ebx += wall[i].shade;
int eax = ebx;
if (ebx < -127) {
eax = -127;
}
wall[i].shade = eax;
if (!var_1C && !wall[i].overpicnum && pNextSector)
{
AddFlash(wall[i].nextsector, x, y, z, val);
}
}
}
}
}
if (var_14 && sector[nSector].floorpal < 4)
{
short nFlash = GrabFlash();
if (nFlash < 0) {
return;
}
sFlash[nFlash].field_0 = var_20 | 1;
sFlash[nFlash].field_1 = nSector;
sFlash[nFlash].shade = sector[nSector].floorshade;
sector[nSector].floorpal += 7;
int edx = sector[nSector].floorshade + var_28;
int eax = edx;
if (edx < -127) {
eax = -127;
}
sector[nSector].floorshade = eax;
if (!(sector[nSector].ceilingstat & 1))
{
if (sector[nSector].ceilingpal < 4)
{
short nFlash2 = GrabFlash();
if (nFlash2 >= 0)
{
sFlash[nFlash2].field_0 = var_20 | 3;
sFlash[nFlash2].field_1 = nSector;
sFlash[nFlash2].shade = sector[nSector].ceilingshade;
sector[nSector].ceilingpal += 7;
int edx = sector[nSector].ceilingshade + var_28;
int eax = edx;
if (edx < -127) {
eax = -127;
}
sector[nSector].ceilingshade = eax;
}
}
}
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int nSprite;
SectIterator it(nSector);
while ((nSprite = it.NextIndex()) >= 0)
{
auto pSprite = &sprite[nSprite];
if (pSprite->pal < 4)
{
short nFlash3 = GrabFlash();
if (nFlash3 >= 0)
{
sFlash[nFlash3].field_0 = var_20 | 4;
sFlash[nFlash3].shade = pSprite->shade;
sFlash[nFlash3].field_1 = nSprite;
pSprite->pal += 7;
int eax = -255;
if (!var_18)
{
int xDiff = x - pSprite->x;
if (xDiff < 0) {
xDiff = -xDiff;
}
int yDiff = y - pSprite->y;
if (yDiff < 0) {
yDiff = -yDiff;
}
eax = ((xDiff + yDiff) >> 4) - 255;
}
if (eax < 0)
{
short shade = pSprite->shade + eax;
if (shade < -127) {
shade = -127;
}
pSprite->shade = (int8_t)shade;
}
}
}
}
}
}
void UndoFlashes()
{
int var_24 = 0; // CHECKME - Watcom error "initializer for variable var_24 may not execute
int edi = -1;
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for (short nFlash = nFirstFlash; nFlash >= 0; nFlash = sFlash[nFlash].next)
{
assert(nFlash < 2000 && nFlash >= 0);
uint8_t var_28 = sFlash[nFlash].field_0 & 0x3F;
short nIndex = sFlash[nFlash].field_1;
if (sFlash[nFlash].field_0 & 0x80)
{
int var_20 = var_28 - 1;
assert(var_20 >= 0);
int8_t *pShade = NULL;
switch (var_20)
{
case 0:
{
assert(nIndex >= 0 && nIndex < kMaxSectors);
pShade = &sector[nIndex].floorshade;
break;
}
case 1:
{
assert(nIndex >= 0 && nIndex < kMaxWalls);
pShade = &wall[nIndex].shade;
break;
}
case 2:
{
assert(nIndex >= 0 && nIndex < kMaxSectors);
pShade = &sector[nIndex].ceilingshade;
break;
}
case 3:
{
assert(nIndex >= 0 && nIndex < kMaxSprites);
if (sprite[nIndex].pal >= 7)
{
pShade = &sprite[nIndex].shade;
}
else {
goto loc_1868A;
}
break;
}
default:
break;
}
assert(pShade != NULL);
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int thisshade = (*pShade) + 6;
int maxshade = sFlash[nFlash].shade;
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if (thisshade < maxshade)
{
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*pShade = (int8_t)thisshade;
edi = nFlash;
continue;
}
}
// loc_185FE
var_24 = var_28 - 1; // CHECKME - Watcom error "initializer for variable var_24 may not execute
assert(var_24 >= 0);
switch (var_24)
{
default:
break;
case 0:
{
sector[nIndex].floorpal -= 7;
sector[nIndex].floorshade = sFlash[nFlash].shade;
break;
}
case 1:
{
wall[nIndex].pal -= 7;
wall[nIndex].shade = sFlash[nFlash].shade;
break;
}
case 2:
{
sector[nIndex].ceilingpal -= 7;
sector[nIndex].ceilingshade = sFlash[nFlash].shade;
break;
}
case 3:
{
if (sprite[nIndex].pal >= 7)
{
sprite[nIndex].pal -= 7;
sprite[nIndex].shade = sFlash[nFlash].shade;
}
break;
}
}
loc_1868A:
if (edi != -1)
{
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sFlash[edi].next = sFlash[nFlash].next;
}
if (nFlash == nFirstFlash)
{
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nFirstFlash = sFlash[nFirstFlash].next;
}
if (nFlash == nLastFlash)
{
nLastFlash = edi;
}
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sFlash.Release(nFlash);
}
}
void AddGlow(short nSector, int nVal)
{
if (nGlowCount >= kMaxGlows) {
return;
}
sGlow[nGlowCount].field_6 = nVal;
sGlow[nGlowCount].nSector = nSector;
sGlow[nGlowCount].field_0 = -1;
sGlow[nGlowCount].field_2 = 0;
nGlowCount++;
}
// ok
void AddFlicker(short nSector, int nVal)
{
if (nFlickerCount >= kMaxFlickers) {
return;
}
sFlicker[nFlickerCount].field_0 = nVal;
sFlicker[nFlickerCount].nSector = nSector;
if (nVal >= 25) {
nVal = 24;
}
sFlicker[nFlickerCount].field_4 = flickermask[nVal];
nFlickerCount++;
}
void DoGlows()
{
bDoGlows++;
if (bDoGlows < 3) {
return;
}
bDoGlows = 0;
for (int i = 0; i < nGlowCount; i++)
{
sGlow[i].field_2++;
short nSector = sGlow[i].nSector;
short nShade = sGlow[i].field_0;
if (sGlow[i].field_2 >= sGlow[i].field_6)
{
sGlow[i].field_2 = 0;
sGlow[i].field_0 = -sGlow[i].field_0;
}
sector[nSector].ceilingshade += nShade;
sector[nSector].floorshade += nShade;
int startwall = sector[nSector].wallptr;
int endwall = startwall + sector[nSector].wallnum - 1;
for (int nWall = startwall; nWall <= endwall; nWall++)
{
wall[nWall].shade += nShade;
// CHECKME - ASM has edx decreasing here. why?
}
}
}
void DoFlickers()
{
bDoFlicks ^= 1;
if (!bDoFlicks) {
return;
}
for (int i = 0; i < nFlickerCount; i++)
{
short nSector = sFlicker[i].nSector;
unsigned int eax = (sFlicker[i].field_4 & 1);
unsigned int edx = (sFlicker[i].field_4 & 1) << 31;
unsigned int ebp = sFlicker[i].field_4 >> 1;
ebp |= edx;
edx = ebp & 1;
sFlicker[i].field_4 = ebp;
if (edx ^ eax)
{
short shade;
if (eax)
{
shade = sFlicker[i].field_0;
}
else
{
shade = -sFlicker[i].field_0;
}
sector[nSector].ceilingshade += shade;
sector[nSector].floorshade += shade;
int startwall = sector[nSector].wallptr;
int endwall = startwall + sector[nSector].wallnum - 1;
for (int nWall = endwall; nWall >= startwall; nWall--)
{
wall[nWall].shade += shade;
// CHECKME - ASM has edx decreasing here. why?
}
}
}
}
// nWall can also be passed in here via nSprite parameter - TODO - rename nSprite parameter :)
void AddFlow(int nIndex, int nSpeed, int b)
{
if (nFlowCount >= kMaxFlows)
return;
short nFlow = nFlowCount;
nFlowCount++;
short var_18;
if (b < 2)
{
var_18 = sprite[nIndex].sectnum;
short nPic = sector[var_18].floorpicnum;
short nAngle = sprite[nIndex].ang;
sFlowInfo[nFlow].xacc = (tileWidth(nPic) << 14) - 1;
sFlowInfo[nFlow].yacc = (tileHeight(nPic) << 14) - 1;
sFlowInfo[nFlow].field_C = -bcos(nAngle) * nSpeed;
sFlowInfo[nFlow].field_10 = bsin(nAngle) * nSpeed;
StartInterpolation(nIndex, b ? Interp_Sect_CeilingPanX : Interp_Sect_FloorPanX);
StartInterpolation(nIndex, b ? Interp_Sect_CeilingPanY : Interp_Sect_FloorPanY);
}
else
{
StartInterpolation(nIndex, Interp_Wall_PanX);
StartInterpolation(nIndex, Interp_Wall_PanY);
short nAngle;
if (b == 2) {
nAngle = 512;
}
else {
nAngle = 1536;
}
var_18 = nIndex;
short nPic = wall[var_18].picnum;
sFlowInfo[nFlow].xacc = (tileWidth(nPic) * wall[var_18].xrepeat) << 8;
sFlowInfo[nFlow].yacc = (tileHeight(nPic) * wall[var_18].yrepeat) << 8;
sFlowInfo[nFlow].field_C = -bcos(nAngle) * nSpeed;
sFlowInfo[nFlow].field_10 = bsin(nAngle) * nSpeed;
}
sFlowInfo[nFlow].ydelta = 0;
sFlowInfo[nFlow].xdelta = 0;
sFlowInfo[nFlow].objindex = var_18;
sFlowInfo[nFlow].type = b;
}
void DoFlows()
{
for (int i = 0; i < nFlowCount; i++)
{
sFlowInfo[i].xdelta += sFlowInfo[i].field_C;
sFlowInfo[i].ydelta += sFlowInfo[i].field_10;
switch (sFlowInfo[i].type)
{
case 0:
{
sFlowInfo[i].xdelta &= sFlowInfo[i].xacc;
sFlowInfo[i].ydelta &= sFlowInfo[i].yacc;
short nSector = sFlowInfo[i].objindex;
sector[nSector].setfloorxpan(sFlowInfo[i].xdelta / 16384.f);
sector[nSector].setfloorypan(sFlowInfo[i].ydelta / 16384.f);
break;
}
case 1:
{
short nSector = sFlowInfo[i].objindex;
sector[nSector].setceilingxpan(sFlowInfo[i].xdelta / 16384.f);
sector[nSector].setceilingypan(sFlowInfo[i].ydelta / 16384.f);
sFlowInfo[i].xdelta &= sFlowInfo[i].xacc;
sFlowInfo[i].ydelta &= sFlowInfo[i].yacc;
break;
}
case 2:
{
short nWall = sFlowInfo[i].objindex;
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wall[nWall].setxpan(sFlowInfo[i].xdelta / 16384.f);
wall[nWall].setypan(sFlowInfo[i].ydelta / 16384.f);
if (sFlowInfo[i].xdelta < 0)
{
sFlowInfo[i].xdelta += sFlowInfo[i].xacc;
}
if (sFlowInfo[i].ydelta < 0)
{
sFlowInfo[i].ydelta += sFlowInfo[i].yacc;
}
break;
}
case 3:
{
short nWall = sFlowInfo[i].objindex;
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wall[nWall].setxpan(sFlowInfo[i].xdelta / 16384.f);
wall[nWall].setypan(sFlowInfo[i].ydelta / 16384.f);
if (sFlowInfo[i].xdelta >= sFlowInfo[i].xacc)
{
sFlowInfo[i].xdelta -= sFlowInfo[i].xacc;
}
if (sFlowInfo[i].ydelta >= sFlowInfo[i].yacc)
{
sFlowInfo[i].ydelta -= sFlowInfo[i].yacc;
}
break;
}
}
}
}
void DoLights()
{
DoFlickers();
DoGlows();
DoFlows();
}
void SetTorch(int nPlayer, int bTorchOnOff)
{
if (bTorchOnOff == bTorch) {
return;
}
if (nPlayer != nLocalPlayer) {
return;
}
if (bTorchOnOff == 2) {
bTorch = !bTorch;
}
else {
bTorch = bTorchOnOff;
}
if (bTorch) {
PlayLocalSound(StaticSound[kSoundTorchOn], 0);
}
const char* buf = bTorch ? "TXT_EX_TORCHLIT" : "TXT_EX_TORCHOUT";
StatusMessage(150, GStrings(buf));
}
void BuildFlash(short nPlayer, short, int nVal)
{
if (nPlayer == nLocalPlayer)
{
flash = nVal;
flash = -nVal; // ???
}
}
END_PS_NS