mirror of
https://github.com/ZDoom/Raze.git
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More light stuff... most gameland lights should be working again now
git-svn-id: https://svn.eduke32.com/eduke32@1409 1a8010ca-5511-0410-912e-c29ae57300e0
This commit is contained in:
parent
0688522507
commit
0744452216
10 changed files with 167 additions and 179 deletions
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@ -151,7 +151,7 @@ typedef struct s_prprogrambit {
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} _prprogrambit;
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// LIGHTS
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#define PR_MAXLIGHTS 128
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#define PR_MAXLIGHTS 256
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#define SHADOW_DEPTH_OFFSET 30
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#define PR_MAXLIGHTPRIORITY 6
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@ -172,19 +172,16 @@ typedef struct s_prlight {
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int32_t isinview : 1;
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} flags;
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GLuint lightmap;
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void* myplanes[PR_MAXLIGHTS<<1];
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int32_t planecnt;
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} _prlight;
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extern _prlight prlights[PR_MAXLIGHTS];
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extern _prlight staticlights[PR_MAXLIGHTS];
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extern int32_t staticlightcount;
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extern int32_t lightcount;
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extern _prlight gamelights[PR_MAXLIGHTS];
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extern int32_t gamelightcount;
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extern _prlight framelights[PR_MAXLIGHTS];
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extern int32_t framelightcount;
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// RENDER TARGETS
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typedef struct s_prrt {
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GLenum target;
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@ -338,7 +335,7 @@ static void polymer_updatelights(void);
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static void polymer_resetlights(void);
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static void polymer_resetplanelights(_prplane* plane);
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static void polymer_addplanelight(_prplane* plane, int16_t lighti);
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static void polymer_deleteplanelight(_prplane* plane, int16_t lighti);
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static inline void polymer_deleteplanelight(_prplane* plane, int16_t lighti);
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static int32_t polymer_planeinlight(_prplane* plane, _prlight* light);
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static void polymer_invalidateplanelights(_prplane* plane);
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static void polymer_invalidatesectorlights(int16_t sectnum);
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@ -781,9 +781,6 @@ void editinput(void)
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{
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memset(spriteext, 0, sizeof(spriteext_t) * MAXSPRITES);
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memset(spritesmooth, 0, sizeof(spritesmooth_t) *(MAXSPRITES+MAXUNIQHUDID));
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#ifdef POLYMER
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staticlightcount = 0;
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#endif
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mhk=0;
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initprintf("Maphacks disabled\n");
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keystatus[0x44] = 0;
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@ -6731,10 +6731,6 @@ int32_t loadboard(char *filename, char fromwhere, int32_t *daposx, int32_t *dapo
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clearbufbyte(&sprite, sizeof(sprite), 0);
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*/
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#ifdef POLYMER
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staticlightcount = 0;
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#endif // POLYMER
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initspritelists();
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@ -136,15 +136,9 @@ int32_t lightcount;
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int32_t curlight;
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int32_t curlightcount;
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_prlight staticlights[PR_MAXLIGHTS];
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int32_t staticlightcount;
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_prlight gamelights[PR_MAXLIGHTS];
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int32_t gamelightcount;
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_prlight framelights[PR_MAXLIGHTS];
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int32_t framelightcount;
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static GLfloat shadowBias[] =
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{
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0.5, 0.0, 0.0, 0.0,
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@ -4149,41 +4143,23 @@ static void polymer_compileprogram(int32_t programbits)
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// LIGHTS
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static void polymer_removelight(int16_t lighti)
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{
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int32_t i;
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_prsector *s;
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_prwall *w;
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// XXX: might need to store a list of affected planes in the light record
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// if this loop ends up consuming too much cycles
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i = 0;
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while (i < numsectors)
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{
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s = prsectors[i];
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polymer_deleteplanelight(&s->floor, lighti);
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polymer_deleteplanelight(&s->ceil, lighti);
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i++;
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}
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i = 0;
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while (i < numwalls)
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{
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w = prwalls[i];
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polymer_deleteplanelight(&w->wall, lighti);
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polymer_deleteplanelight(&w->over, lighti);
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polymer_deleteplanelight(&w->mask, lighti);
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i++;
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}
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}
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static void polymer_removelight(int16_t lighti)
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{
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int32_t i;
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// XXX: might need to store a list of affected planes in the light record
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// if this loop ends up consuming too much cycles
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i = prlights[lighti].planecnt-1;
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while (i >= 0)
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{
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polymer_deleteplanelight(prlights[lighti].myplanes[i], lighti);
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i--;
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}
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}
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static void polymer_updatelights(void)
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{
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int32_t i;
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int32_t i = 0;
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while (i < PR_MAXLIGHTS)
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{
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@ -4261,31 +4237,30 @@ static void polymer_addplanelight(_prplane* plane, int16_t lighti)
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{
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int16_t i;
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if (plane->lightcount == PR_MAXLIGHTS)
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if (plane->lightcount == PR_MAXLIGHTS-1 || prlights[lighti].planecnt == (PR_MAXLIGHTS<<1)-1)
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return;
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i = 0;
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while (i < PR_MAXLIGHTS)
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{
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if ((plane->lights[i] != -1) && (prlights[plane->lights[i]].priority > prlights[lighti].priority))
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if ((plane->lights[i] != -1) && (prlights[plane->lights[i]].priority >= prlights[lighti].priority))
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break;
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if (plane->lights[i] == -1)
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{
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memmove(&plane->lights[i+1], &plane->lights[i], sizeof(int16_t) * (PR_MAXLIGHTS - (i+1)));
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plane->lights[i] = lighti;
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plane->lightcount++;
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prlights[lighti].myplanes[prlights[lighti].planecnt] = plane;
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prlights[lighti].planecnt++;
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return;
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}
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i++;
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}
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memmove(&plane->lights[i+1], &plane->lights[i], sizeof(int16_t) * (PR_MAXLIGHTS - (i+1)));
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plane->lights[i] = lighti;
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plane->lightcount++;
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}
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static void polymer_deleteplanelight(_prplane* plane, int16_t lighti)
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static inline void polymer_deleteplanelight(_prplane* plane, int16_t lighti)
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{
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int16_t i;
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@ -4294,7 +4269,9 @@ static void polymer_deleteplanelight(_prplane* plane, int16_t lighti)
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{
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if (plane->lights[i] == lighti)
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{
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plane->lights[i] = -1;
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memmove(&plane->lights[i], &plane->lights[i+1], sizeof(int16_t) * (PR_MAXLIGHTS - (i)));
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plane->lights[PR_MAXLIGHTS-1] = -1;
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plane->lightcount--;
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return;
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}
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@ -4459,6 +4436,9 @@ static inline void polymer_culllight(int16_t lighti)
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Bmemset(drawingstate, 0, sizeof(int16_t) * numsectors);
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drawingstate[light->sector] = 1;
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prlights[lighti].planecnt = 0;
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Bmemset(prlights[lighti].myplanes, 0, sizeof(intptr_t) * (PR_MAXLIGHTS<<1));
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sectorqueue[0] = light->sector;
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while (front != back)
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@ -582,6 +582,9 @@ static void ms(int32_t i)
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}
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}
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// this is the same crap as in game.c's tspr manipulation. puke.
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#define LIGHTRAD (s->yrepeat * tilesizy[s->picnum+(T5?(*(intptr_t *)T5) + *(((intptr_t *)T5)+2) * T4:0)])
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inline 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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#ifdef POLYMER
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@ -603,21 +606,24 @@ inline void G_AddGameLight(int32_t radius, int32_t srcsprite, int32_t zoffset, i
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mylight.priority = priority;
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ActorExtra[srcsprite].lightId = polymer_addlight(&mylight);
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ActorExtra[srcsprite].lightptr = &prlights[ActorExtra[srcsprite].lightId];
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if (ActorExtra[srcsprite].lightId >= 0)
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ActorExtra[srcsprite].lightptr = &prlights[ActorExtra[srcsprite].lightId];
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return;
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}
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s->z -= zoffset;
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if (radius != prlights[ActorExtra[srcsprite].lightId].radius ||
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range != prlights[ActorExtra[srcsprite].lightId].range ||
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Bmemcmp(&sprite[srcsprite], ActorExtra[srcsprite].lightptr, sizeof(int32_t) * 3))
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if (Bmemcmp(&sprite[srcsprite], ActorExtra[srcsprite].lightptr, sizeof(int32_t) * 3))
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{
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Bmemcpy(ActorExtra[srcsprite].lightptr, &sprite[srcsprite], sizeof(int32_t) * 3);
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ActorExtra[srcsprite].lightptr->sector = s->sectnum;
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ActorExtra[srcsprite].lightptr->radius = radius;
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ActorExtra[srcsprite].lightptr->range = range;
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ActorExtra[srcsprite].lightptr->flags.invalidate = 1;
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}
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ActorExtra[srcsprite].lightptr->range = range;
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ActorExtra[srcsprite].lightptr->color[0] = color&255;
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ActorExtra[srcsprite].lightptr->color[1] = (color>>8)&255;
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ActorExtra[srcsprite].lightptr->color[2] = (color>>16)&255;
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s->z += zoffset;
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#else
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@ -659,7 +665,7 @@ static void G_MoveZombieActors(void)
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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*tilesizy[s->picnum])<<1), 4096, 255+(95<<8),PR_LIGHT_PRIO_MAX_GAME);
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G_AddGameLight(0, i, ((s->yrepeat*tilesizy[s->picnum])<<1), LIGHTRAD, 255+(95<<8),PR_LIGHT_PRIO_MAX_GAME);
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break;
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case ATOMICHEALTH__STATIC:
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G_AddGameLight(0, i, ((s->yrepeat*tilesizy[s->picnum])<<1), 2048, 128+(128<<8)+(255<<16),PR_LIGHT_PRIO_HIGH_GAME);
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@ -671,7 +677,7 @@ static void G_MoveZombieActors(void)
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if (ActorExtra[i].floorz - ActorExtra[i].ceilingz < 128) break;
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if (s->z > ActorExtra[i].floorz+2048) break;
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*/
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G_AddGameLight(0, i, ((s->yrepeat*tilesizy[s->picnum])<<1), 64 * s->xrepeat, 255+(95<<8),PR_LIGHT_PRIO_MAX_GAME);
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G_AddGameLight(0, i, ((s->yrepeat*tilesizy[s->picnum])<<1), LIGHTRAD, 255+(95<<8),PR_LIGHT_PRIO_MAX_GAME);
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break;
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case BURNING__STATIC:
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case BURNING2__STATIC:
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@ -679,7 +685,7 @@ static void G_MoveZombieActors(void)
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if (ActorExtra[i].floorz - ActorExtra[i].ceilingz < 128) break;
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if (s->z > ActorExtra[i].floorz + 2048) break;
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*/
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G_AddGameLight(0, i, ((s->yrepeat*tilesizy[s->picnum])<<1), 64 * s->xrepeat, 255+(95<<8),PR_LIGHT_PRIO_MAX_GAME);
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G_AddGameLight(0, i, ((s->yrepeat*tilesizy[s->picnum])<<1), LIGHTRAD, 255+(95<<8),PR_LIGHT_PRIO_MAX_GAME);
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break;
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case EXPLOSION2__STATIC:
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@ -2244,7 +2250,7 @@ CLEAR_THE_BOLT:
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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*tilesizy[s->picnum])<<1), 4096, 255+(95<<8),PR_LIGHT_PRIO_MAX_GAME);
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G_AddGameLight(0, i, ((s->yrepeat*tilesizy[s->picnum])<<1), LIGHTRAD, 255+(95<<8),PR_LIGHT_PRIO_MAX_GAME);
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case EXPLODINGBARREL__STATIC:
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case WOODENHORSE__STATIC:
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case HORSEONSIDE__STATIC:
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@ -3464,7 +3470,7 @@ static void G_MoveActors(void)
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if (ActorExtra[i].floorz - ActorExtra[i].ceilingz < 128) break;
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if (s->z > ActorExtra[i].floorz+2048) break;
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*/
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G_AddGameLight(0, i, ((s->yrepeat*tilesizy[s->picnum])<<1), 64 * s->xrepeat, 255+(95<<8),PR_LIGHT_PRIO_MAX_GAME);
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G_AddGameLight(0, i, ((s->yrepeat*tilesizy[s->picnum])<<1), LIGHTRAD, 255+(95<<8),PR_LIGHT_PRIO_MAX_GAME);
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break;
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case DUCK__STATIC:
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@ -5219,7 +5225,7 @@ static void G_MoveMisc(void) // STATNUM 5
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if (ActorExtra[i].floorz - ActorExtra[i].ceilingz < 128) break;
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if (s->z > ActorExtra[i].floorz + 2048) break;
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*/
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G_AddGameLight(0, i, ((s->yrepeat*tilesizy[s->picnum])<<1), 64 * s->yrepeat, 255+(95<<8),PR_LIGHT_PRIO_MAX_GAME);
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G_AddGameLight(0, i, ((s->yrepeat*tilesizy[s->picnum])<<1), LIGHTRAD, 255+(95<<8),PR_LIGHT_PRIO_MAX_GAME);
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break;
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case EXPLOSION2__STATIC:
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@ -7627,7 +7633,8 @@ static void G_MoveEffectors(void) //STATNUM 3
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mylight.priority = PR_LIGHT_PRIO_MAX;
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ActorExtra[i].lightId = polymer_addlight(&mylight);
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ActorExtra[i].lightptr = &prlights[ActorExtra[i].lightId];
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if (ActorExtra[i].lightId >= 0)
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ActorExtra[i].lightptr = &prlights[ActorExtra[i].lightId];
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break;
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}
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@ -7680,7 +7687,8 @@ static void G_MoveEffectors(void) //STATNUM 3
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mylight.priority = PR_LIGHT_PRIO_MAX;
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ActorExtra[i].lightId = polymer_addlight(&mylight);
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ActorExtra[i].lightptr = &prlights[ActorExtra[i].lightId];
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if (ActorExtra[i].lightId >= 0)
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ActorExtra[i].lightptr = &prlights[ActorExtra[i].lightId];
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break;
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}
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@ -7910,7 +7918,6 @@ void G_MoveWorld(void)
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G_MoveStandables(); //ST 6
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if (apScriptGameEvent[EVENT_GAME])
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{
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int32_t i, p, j, k = MAXSTATUS-1, pl;
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@ -7920,7 +7927,95 @@ void G_MoveWorld(void)
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while (i >= 0)
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{
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if (A_CheckSpriteFlags(i, SPRITE_NOEVENTCODE))
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#ifdef POLYMER
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if (getrendermode() == 4)
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{
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if(ActorExtra[i].lightptr != NULL && ActorExtra[i].lightcount)
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{
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if (!(--ActorExtra[i].lightcount))
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{
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polymer_deletelight(ActorExtra[i].lightId);
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ActorExtra[i].lightId = -1;
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ActorExtra[i].lightptr = NULL;
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}
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}
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switch (DynamicTileMap[sprite[i].picnum-1])
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{
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case DIPSWITCH__STATIC:
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case DIPSWITCH2__STATIC:
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case DIPSWITCH3__STATIC:
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case PULLSWITCH__STATIC:
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case SLOTDOOR__STATIC:
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case LIGHTSWITCH__STATIC:
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case SPACELIGHTSWITCH__STATIC:
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case SPACEDOORSWITCH__STATIC:
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case FRANKENSTINESWITCH__STATIC:
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case POWERSWITCH1__STATIC:
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case LOCKSWITCH1__STATIC:
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case POWERSWITCH2__STATIC:
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case TECHSWITCH__STATIC:
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case ACCESSSWITCH__STATIC:
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case ACCESSSWITCH2__STATIC:
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{
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spritetype *s = &sprite[i];
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int32_t x, y;
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if (!inside(s->x+((sintable[(s->ang+512)&2047])>>9), s->y+((sintable[(s->ang)&2047])>>9), s->sectnum))
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break;
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x = ((sintable[(s->ang+512)&2047])>>7);
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y = ((sintable[(s->ang)&2047])>>7);
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s->x += x;
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s->y += y;
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G_AddGameLight(0, i, ((s->yrepeat*tilesizy[s->picnum])<<1), 1024, 48+(255<<8)+(48<<16),PR_LIGHT_PRIO_LOW_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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}
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switch (DynamicTileMap[sprite[i].picnum])
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{
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case DIPSWITCH__STATIC:
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case DIPSWITCH2__STATIC:
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case DIPSWITCH3__STATIC:
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case PULLSWITCH__STATIC:
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case SLOTDOOR__STATIC:
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case LIGHTSWITCH__STATIC:
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case SPACELIGHTSWITCH__STATIC:
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case SPACEDOORSWITCH__STATIC:
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case FRANKENSTINESWITCH__STATIC:
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case POWERSWITCH1__STATIC:
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case LOCKSWITCH1__STATIC:
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case POWERSWITCH2__STATIC:
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case TECHSWITCH__STATIC:
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case ACCESSSWITCH__STATIC:
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case ACCESSSWITCH2__STATIC:
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{
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spritetype *s = &sprite[i];
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int32_t x, y;
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if (!inside(s->x+((sintable[(s->ang+512)&2047])>>9), s->y+((sintable[(s->ang)&2047])>>9), s->sectnum))
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break;
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x = ((sintable[(s->ang+512)&2047])>>7);
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y = ((sintable[(s->ang)&2047])>>7);
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s->x += x;
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s->y += y;
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|
||||
G_AddGameLight(0, i, ((s->yrepeat*tilesizy[s->picnum])<<1), 1024, 255+(48<<8)+(48<<16),PR_LIGHT_PRIO_LOW_GAME);
|
||||
s->x -= x;
|
||||
s->y -= y;
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
if (!apScriptGameEvent[EVENT_GAME] || A_CheckSpriteFlags(i, SPRITE_NOEVENTCODE))
|
||||
{
|
||||
i = nextspritestat[i];
|
||||
continue;
|
||||
|
|
|
@ -7426,87 +7426,8 @@ PALONLY:
|
|||
}
|
||||
}
|
||||
|
||||
#ifdef POLYMER
|
||||
switch (DynamicTileMap[s->picnum-1])
|
||||
{
|
||||
case DIPSWITCH__STATIC:
|
||||
case DIPSWITCH2__STATIC:
|
||||
case DIPSWITCH3__STATIC:
|
||||
case PULLSWITCH__STATIC:
|
||||
case SLOTDOOR__STATIC:
|
||||
case LIGHTSWITCH__STATIC:
|
||||
case SPACELIGHTSWITCH__STATIC:
|
||||
case SPACEDOORSWITCH__STATIC:
|
||||
case FRANKENSTINESWITCH__STATIC:
|
||||
case POWERSWITCH1__STATIC:
|
||||
case LOCKSWITCH1__STATIC:
|
||||
case POWERSWITCH2__STATIC:
|
||||
case TECHSWITCH__STATIC:
|
||||
case ACCESSSWITCH__STATIC:
|
||||
case ACCESSSWITCH2__STATIC:
|
||||
if (!inside(t->x+((sintable[(t->ang+512)&2047])>>9), t->y+((sintable[(t->ang)&2047])>>9), t->sectnum))
|
||||
break;
|
||||
framelights[framelightcount & (PR_MAXLIGHTS-1)].radius = 0;
|
||||
framelights[framelightcount & (PR_MAXLIGHTS-1)].sector = t->sectnum;
|
||||
|
||||
framelights[framelightcount & (PR_MAXLIGHTS-1)].x = t->x+((sintable[(t->ang+512)&2047])>>7);
|
||||
framelights[framelightcount & (PR_MAXLIGHTS-1)].y = t->y+((sintable[(t->ang)&2047])>>7);
|
||||
framelights[framelightcount & (PR_MAXLIGHTS-1)].z = t->z-((t->yrepeat*tilesizy[t->picnum])<<1);
|
||||
|
||||
framelights[framelightcount & (PR_MAXLIGHTS-1)].range = 1024;
|
||||
|
||||
framelights[framelightcount & (PR_MAXLIGHTS-1)].color[0] = 48;
|
||||
framelights[framelightcount & (PR_MAXLIGHTS-1)].color[1] = 255;
|
||||
framelights[framelightcount & (PR_MAXLIGHTS-1)].color[2] = 48;
|
||||
|
||||
framelights[framelightcount & (PR_MAXLIGHTS-1)].priority = PR_LIGHT_PRIO_LOW_GAME;
|
||||
|
||||
if (framelightcount < PR_MAXLIGHTS)
|
||||
framelightcount++;
|
||||
|
||||
break;
|
||||
}
|
||||
#endif
|
||||
switch (DynamicTileMap[s->picnum])
|
||||
{
|
||||
#ifdef POLYMER
|
||||
case DIPSWITCH__STATIC:
|
||||
case DIPSWITCH2__STATIC:
|
||||
case DIPSWITCH3__STATIC:
|
||||
case PULLSWITCH__STATIC:
|
||||
case SLOTDOOR__STATIC:
|
||||
case LIGHTSWITCH__STATIC:
|
||||
case SPACELIGHTSWITCH__STATIC:
|
||||
case SPACEDOORSWITCH__STATIC:
|
||||
case FRANKENSTINESWITCH__STATIC:
|
||||
case POWERSWITCH1__STATIC:
|
||||
case LOCKSWITCH1__STATIC:
|
||||
case POWERSWITCH2__STATIC:
|
||||
case TECHSWITCH__STATIC:
|
||||
case ACCESSSWITCH__STATIC:
|
||||
case ACCESSSWITCH2__STATIC:
|
||||
if (!inside(t->x+((sintable[(t->ang+512)&2047])>>9), t->y+((sintable[(t->ang)&2047])>>9), t->sectnum))
|
||||
break;
|
||||
framelights[framelightcount & (PR_MAXLIGHTS-1)].radius = 0;
|
||||
framelights[framelightcount & (PR_MAXLIGHTS-1)].sector = t->sectnum;
|
||||
|
||||
framelights[framelightcount & (PR_MAXLIGHTS-1)].x = t->x+((sintable[(t->ang+512)&2047])>>7);
|
||||
framelights[framelightcount & (PR_MAXLIGHTS-1)].y = t->y+((sintable[(t->ang)&2047])>>7);
|
||||
framelights[framelightcount & (PR_MAXLIGHTS-1)].z = t->z-((t->yrepeat*tilesizy[t->picnum])<<1);
|
||||
|
||||
framelights[framelightcount & (PR_MAXLIGHTS-1)].range = 1024;
|
||||
|
||||
framelights[framelightcount & (PR_MAXLIGHTS-1)].color[0] = 255;
|
||||
framelights[framelightcount & (PR_MAXLIGHTS-1)].color[1] = 48;
|
||||
framelights[framelightcount & (PR_MAXLIGHTS-1)].color[2] = 48;
|
||||
|
||||
framelights[framelightcount & (PR_MAXLIGHTS-1)].priority = PR_LIGHT_PRIO_LOW_GAME;
|
||||
|
||||
if (framelightcount < PR_MAXLIGHTS)
|
||||
framelightcount++;
|
||||
|
||||
break;
|
||||
#endif
|
||||
case LASERLINE__STATIC:
|
||||
if (sector[t->sectnum].lotag == 2) t->pal = 8;
|
||||
t->z = sprite[s->owner].z-(3<<8);
|
||||
|
|
|
@ -4541,18 +4541,6 @@ void A_Execute(int32_t iActor,int32_t iPlayer,int32_t lDist)
|
|||
vm.g_t[3] = 0;
|
||||
}
|
||||
|
||||
#ifdef POLYMER
|
||||
if (getrendermode() == 4 && ActorExtra[vm.g_i].lightptr != NULL && ActorExtra[vm.g_i].lightcount)
|
||||
{
|
||||
if (!(--ActorExtra[vm.g_i].lightcount))
|
||||
{
|
||||
polymer_deletelight(ActorExtra[vm.g_i].lightId);
|
||||
ActorExtra[vm.g_i].lightId = -1;
|
||||
ActorExtra[vm.g_i].lightptr = NULL;
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
while (!X_DoExecute());
|
||||
|
||||
if (vm.g_killitFlag == 1)
|
||||
|
|
|
@ -803,6 +803,24 @@ void onvideomodechange(int32_t newmode)
|
|||
pal = g_player[screenpeek].ps->palette;
|
||||
}
|
||||
|
||||
#ifdef POLYMER
|
||||
if (getrendermode() == 4)
|
||||
{
|
||||
int32_t i = 0;
|
||||
|
||||
while (i < MAXSPRITES)
|
||||
{
|
||||
if (ActorExtra[i].lightptr)
|
||||
{
|
||||
polymer_deletelight(ActorExtra[i].lightId);
|
||||
ActorExtra[i].lightptr = NULL;
|
||||
ActorExtra[i].lightId = -1;
|
||||
}
|
||||
i++;
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
setbrightness(ud.brightness>>2, pal, 0);
|
||||
g_restorePalette = 1;
|
||||
g_crosshairSum = 0;
|
||||
|
|
|
@ -2195,13 +2195,7 @@ void P_FireWeapon(DukePlayer_t *p)
|
|||
#ifdef POLYMER
|
||||
spritetype *s = &sprite[p->i];
|
||||
int32_t x = ((sintable[(s->ang+512)&2047])>>7), y = ((sintable[(s->ang)&2047])>>7);
|
||||
#endif // POLYMER
|
||||
|
||||
|
||||
lastvisinc = totalclock+32;
|
||||
p->visibility = 0;
|
||||
|
||||
#ifdef POLYMER
|
||||
s->x += x;
|
||||
s->y += y;
|
||||
G_AddGameLight(0, p->i, PHEIGHT, 8192, aplWeaponFlashColor[p->curr_weapon][snum],PR_LIGHT_PRIO_MAX_GAME);
|
||||
|
@ -2231,6 +2225,8 @@ void P_FireWeapon(DukePlayer_t *p)
|
|||
gamelightcount++;
|
||||
*/
|
||||
#endif // POLYMER
|
||||
lastvisinc = totalclock+32;
|
||||
p->visibility = 0;
|
||||
}
|
||||
|
||||
/* if( //!(aplWeaponFlags[p->curr_weapon][snum] & WEAPON_CHECKATRELOAD) &&
|
||||
|
|
|
@ -242,8 +242,8 @@ int32_t G_LoadPlayer(int32_t spot)
|
|||
if (kdfread(&spriteext[0],sizeof(spriteext_t),MAXSPRITES,fil) != MAXSPRITES) goto corrupt;
|
||||
|
||||
#ifdef POLYMER
|
||||
if (kdfread(&staticlightcount,sizeof(staticlightcount),1,fil) != 1) goto corrupt;
|
||||
if (kdfread(&staticlights[0],sizeof(_prlight),staticlightcount,fil) != staticlightcount) goto corrupt;
|
||||
if (kdfread(&lightcount,sizeof(lightcount),1,fil) != 1) goto corrupt;
|
||||
if (kdfread(&prlights[0],sizeof(_prlight),lightcount,fil) != lightcount) goto corrupt;
|
||||
#else
|
||||
if (kdfread(&i,sizeof(int32_t),1,fil) != 1) goto corrupt;
|
||||
#endif // POLYMER
|
||||
|
@ -688,8 +688,8 @@ int32_t G_SavePlayer(int32_t spot)
|
|||
dfwrite(&spriteext[0],sizeof(spriteext_t),MAXSPRITES,fil);
|
||||
|
||||
#ifdef POLYMER
|
||||
dfwrite(&staticlightcount,sizeof(staticlightcount),1,fil);
|
||||
dfwrite(&staticlights[0],sizeof(_prlight),staticlightcount,fil);
|
||||
dfwrite(&lightcount,sizeof(lightcount),1,fil);
|
||||
dfwrite(&prlights[0],sizeof(_prlight),lightcount,fil);
|
||||
#else
|
||||
i = 0;
|
||||
dfwrite(&i,sizeof(int32_t),1,fil);
|
||||
|
|
Loading…
Reference in a new issue