//------------------------------------------------------------------------- /* 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 "typedefs.h" #include "aistuff.h" #include "player.h" #include "engine.h" #include "exhumed.h" #include "sound.h" #include "light.h" #include "random.h" #include #include BEGIN_PS_NS #define kMaxFlashes 2000 #define kMaxFlickerMask 25 #define kMaxGlows 50 #define kMaxFlickers 100 #define kMaxFlows 375 struct Flash { char field_0; short field_1; int8_t shade; }; 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 field_0; short field_2; int field_4; int field_8; int field_C; int field_10; int field_14; int field_18; }; Flash sFlash[kMaxFlashes]; Glow sGlow[kMaxGlows]; short nNextFlash[kMaxFlashes]; Flicker sFlicker[kMaxFlickers]; short nFreeFlash[kMaxFlashes]; Flow sFlowInfo[kMaxFlows]; int flickermask[kMaxFlickerMask]; short bTorch = 0; short nFirstFlash = -1; short nLastFlash = -1; short nFlashDepth = 2; short nFlashes; short nFlowCount; short nFlickerCount; short nGlowCount; int bDoFlicks = 0; int bDoGlows = 0; static SavegameHelper sgh("lightning", SA(sFlash), SA(sGlow), SA(nNextFlash), SA(sFlicker), SA(nFreeFlash), SA(sFlowInfo), SA(flickermask), SV(bTorch), SV(nFirstFlash), SV(nLastFlash), SV(nFlashDepth), SV(nFlashes), SV(nFlowCount), SV(nFlickerCount), SV(nGlowCount), SV(bDoFlicks), SV(bDoGlows), nullptr); // done int GrabFlash() { if (nFlashes >= kMaxFlashes) { return -1; } short nFlash = nFreeFlash[nFlashes]; nNextFlash[nFlash] = -1; nFlashes++; if (nLastFlash <= -1) { nFirstFlash = nFlash; } else { nNextFlash[nLastFlash] = 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; nFlashes = 0; bDoFlicks = kFalse; bDoGlows = kFalse; for (i = 0; i < kMaxFlashes; i++) { nFreeFlash[i] = i; } 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; unsigned int var_1C = val >> 8; if (var_1C >= nFlashDepth) { return; } unsigned int var_20 = val & 0x80; unsigned int var_18 = val & 0x40; val = ((var_1C + 1) << 8) | char(val); 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 = §or[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; } } } for (short nSprite = headspritesect[nSector]; nSprite >= 0; nSprite = nextspritesect[nSprite]) { if (sprite[nSprite].pal < 4) { short nFlash3 = GrabFlash(); if (nFlash3 >= 0) { sFlash[nFlash3].field_0 = var_20 | 4; sFlash[nFlash3].shade = sprite[nSprite].shade; sFlash[nFlash3].field_1 = nSprite; sprite[nSprite].pal += 7; int eax = -255; if (!var_18) { int xDiff = x - sprite[nSprite].x; if (xDiff < 0) { xDiff = -xDiff; } int yDiff = y - sprite[nSprite].y; if (yDiff < 0) { yDiff = -yDiff; } eax = ((xDiff + yDiff) >> 4) - 255; } if (eax < 0) { short shade = sprite[nSprite].shade + eax; if (shade < -127) { shade = -127; } sprite[nSprite].shade = shade; } } } } } } void UndoFlashes() { if (!nFlashes) { return; } int var_24 = 0; // CHECKME - Watcom error "initializer for variable var_24 may not execute int edi = -1; for (short nFlash = nFirstFlash; nFlash >= 0; nFlash = nNextFlash[nFlash]) { 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 = §or[nIndex].floorshade; break; } case 1: { assert(nIndex >= 0 && nIndex < kMaxWalls); pShade = &wall[nIndex].shade; break; } case 2: { assert(nIndex >= 0 && nIndex < kMaxSectors); pShade = §or[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); short var_2C = (*pShade) + 6; int var_30 = sFlash[nFlash].shade; if (var_2C < var_30) { *pShade = var_2C; 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: nFlashes--; assert(nFlashes >= 0); nFreeFlash[nFlashes] = nFlash; if (edi != -1) { nNextFlash[edi] = nNextFlash[nFlash]; } if (nFlash == nFirstFlash) { nFirstFlash = nNextFlash[nFirstFlash]; } if (nFlash == nLastFlash) { nLastFlash = edi; } } } 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 nSprite, int nSpeed, int b) { if (nFlowCount >= kMaxFlows) return; short nFlow = nFlowCount; nFlowCount++; short var_18; if (b < 2) { var_18 = sprite[nSprite].sectnum; short nPic = sector[var_18].floorpicnum; short nAngle = sprite[nSprite].ang; sFlowInfo[nFlow].field_14 = (tilesiz[nPic].x << 14) - 1; sFlowInfo[nFlow].field_18 = (tilesiz[nPic].y << 14) - 1; sFlowInfo[nFlow].field_C = -Cos(nAngle) * nSpeed; sFlowInfo[nFlow].field_10 = Sin(nAngle) * nSpeed; } else { short nAngle; if (b == 2) { nAngle = 512; } else { nAngle = 1536; } var_18 = nSprite; short nPic = wall[var_18].picnum; sFlowInfo[nFlow].field_14 = (tilesiz[nPic].x * wall[var_18].xrepeat) << 8; sFlowInfo[nFlow].field_18 = (tilesiz[nPic].y * wall[var_18].yrepeat) << 8; sFlowInfo[nFlow].field_C = -Cos(nAngle) * nSpeed; sFlowInfo[nFlow].field_10 = Sin(nAngle) * nSpeed; } sFlowInfo[nFlow].field_8 = 0; sFlowInfo[nFlow].field_4 = 0; sFlowInfo[nFlow].field_0 = var_18; sFlowInfo[nFlow].field_2 = b; } void DoFlows() { for (int i = 0; i < nFlowCount; i++) { sFlowInfo[i].field_4 += sFlowInfo[i].field_C; sFlowInfo[i].field_8 += sFlowInfo[i].field_10; switch (sFlowInfo[i].field_2) { case 0: { sFlowInfo[i].field_4 &= sFlowInfo[i].field_14; sFlowInfo[i].field_8 &= sFlowInfo[i].field_18; short nSector = sFlowInfo[i].field_0; sector[nSector].floorxpanning = sFlowInfo[i].field_4 >> 14; sector[nSector].floorypanning = sFlowInfo[i].field_8 >> 14; break; } case 1: { short nSector = sFlowInfo[i].field_0; sector[nSector].ceilingxpanning = sFlowInfo[i].field_4 >> 14; sector[nSector].ceilingypanning = sFlowInfo[i].field_8 >> 14; sFlowInfo[i].field_4 &= sFlowInfo[i].field_14; sFlowInfo[i].field_8 &= sFlowInfo[i].field_18; break; } case 2: { short nWall = sFlowInfo[i].field_0; wall[nWall].xpanning = sFlowInfo[i].field_4 >> 14; wall[nWall].ypanning = sFlowInfo[i].field_8 >> 14; if (sFlowInfo[i].field_4 < 0) { sFlowInfo[i].field_4 += sFlowInfo[i].field_14; } if (sFlowInfo[i].field_8 < 0) { sFlowInfo[i].field_8 += sFlowInfo[i].field_18; } break; } case 3: { short nWall = sFlowInfo[i].field_0; wall[nWall].xpanning = sFlowInfo[i].field_4 >> 14; wall[nWall].ypanning = sFlowInfo[i].field_8 >> 14; if (sFlowInfo[i].field_4 >= sFlowInfo[i].field_14) { sFlowInfo[i].field_4 -= sFlowInfo[i].field_14; } if (sFlowInfo[i].field_8 >= sFlowInfo[i].field_18) { sFlowInfo[i].field_8 -= sFlowInfo[i].field_18; } break; } } } } void DoLights() { DoFlickers(); DoGlows(); DoFlows(); } void SetTorch(int nPlayer, int bTorchOnOff) { char buf[40]; if (bTorchOnOff == bTorch) { return; } if (nPlayer != nLocalPlayer) { return; } if (bTorchOnOff == 2) { bTorch = !bTorch; } else { bTorch = bTorchOnOff; } if (bTorch) { PlayLocalSound(StaticSound[kSoundTorchOn], 0); } strcpy(buf, "TORCH IS "); if (bTorch) { strcat(buf, "LIT"); } else { strcat(buf, "OUT"); } StatusMessage(150, buf); } void BuildFlash(short nPlayer, short UNUSED(nSector), int nVal) { if (nPlayer == nLocalPlayer) { flash = nVal; flash = -nVal; // ??? } } END_PS_NS