mirror of
https://github.com/ZDoom/Raze.git
synced 2024-11-16 01:11:44 +00:00
d064706f93
All map geometry npw uses texture IDs and no longer depends on Build's tile system. (What's missing is a new map format, though, but this was a necessary prerequisite to make that worthwile...)
826 lines
19 KiB
C++
826 lines
19 KiB
C++
//-------------------------------------------------------------------------
|
|
/*
|
|
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
|
|
{
|
|
union
|
|
{
|
|
walltype* pWall;
|
|
sectortype* pSector;
|
|
TObjPtr<DExhumedActor*> pActor;
|
|
};
|
|
int next;
|
|
int8_t nType;
|
|
int8_t shade;
|
|
};
|
|
|
|
struct Glow
|
|
{
|
|
sectortype* pSector;
|
|
|
|
int16_t nShade;
|
|
int16_t nCounter;
|
|
int16_t nThreshold;
|
|
};
|
|
|
|
struct Flicker
|
|
{
|
|
sectortype* pSector;
|
|
int16_t nShade;
|
|
unsigned int nMask;
|
|
};
|
|
|
|
struct Flow
|
|
{
|
|
union
|
|
{
|
|
walltype* pWall;
|
|
sectortype* pSector;
|
|
};
|
|
int type;
|
|
float angcos;
|
|
float angsin;
|
|
};
|
|
|
|
|
|
FreeListArray<Flash, kMaxFlashes> sFlash;
|
|
|
|
Glow sGlow[kMaxGlows];
|
|
Flicker sFlicker[kMaxFlickers];
|
|
Flow sFlowInfo[kMaxFlows];
|
|
int flickermask[kMaxFlickerMask];
|
|
|
|
int bTorch = 0;
|
|
int nFirstFlash = -1;
|
|
int nLastFlash = -1;
|
|
int nFlashDepth = 2;
|
|
int nFlowCount;
|
|
int nFlickerCount;
|
|
int nGlowCount;
|
|
|
|
int bDoFlicks = 0;
|
|
int bDoGlows = 0;
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
size_t MarkLighting()
|
|
{
|
|
for (int i = 0; i < kMaxFlashes; i++)
|
|
{
|
|
auto& f = sFlash[i];
|
|
if (f.nType & 4) GC::Mark(f.pActor);
|
|
}
|
|
return kMaxFlashes;
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
FSerializer& Serialize(FSerializer& arc, const char* keyname, Flash& w, Flash* def)
|
|
{
|
|
if (arc.BeginObject(keyname))
|
|
{
|
|
arc("type", w.nType)
|
|
("shade", w.shade)
|
|
("next", w.next);
|
|
|
|
if (w.nType & 4) arc("index", w.pActor);
|
|
else if (w.nType & 1) arc("index", w.pSector);
|
|
else arc("index", w.pWall);
|
|
arc.EndObject();
|
|
}
|
|
return arc;
|
|
}
|
|
|
|
FSerializer& Serialize(FSerializer& arc, const char* keyname, Glow& w, Glow* def)
|
|
{
|
|
if (arc.BeginObject(keyname))
|
|
{
|
|
arc("shade", w.nShade)
|
|
("counter", w.nCounter)
|
|
("sector", w.pSector)
|
|
("threshold", w.nThreshold)
|
|
.EndObject();
|
|
}
|
|
return arc;
|
|
}
|
|
|
|
FSerializer& Serialize(FSerializer& arc, const char* keyname, Flicker& w, Flicker* def)
|
|
{
|
|
if (arc.BeginObject(keyname))
|
|
{
|
|
arc("shade", w.nShade)
|
|
("sector", w.pSector)
|
|
("mask", w.nMask)
|
|
.EndObject();
|
|
}
|
|
return arc;
|
|
}
|
|
|
|
FSerializer& Serialize(FSerializer& arc, const char* keyname, Flow& w, Flow* def)
|
|
{
|
|
if (arc.BeginObject(keyname))
|
|
{
|
|
arc("type", w.type)
|
|
("angcos", w.angcos)
|
|
("angsin", w.angsin);
|
|
if (w.type < 2) arc("index", w.pSector);
|
|
else arc("index", w.pWall);
|
|
arc.EndObject();
|
|
}
|
|
return arc;
|
|
}
|
|
|
|
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();
|
|
}
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
int GrabFlash()
|
|
{
|
|
int nFlash = sFlash.Get();
|
|
if (nFlash < 0) {
|
|
return -1;
|
|
}
|
|
|
|
sFlash[nFlash].next = -1;
|
|
|
|
if (nLastFlash <= -1)
|
|
{
|
|
nFirstFlash = nFlash;
|
|
}
|
|
else
|
|
{
|
|
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;
|
|
|
|
sFlash.Clear();
|
|
|
|
nFirstFlash = -1;
|
|
nLastFlash = -1;
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void AddFlash(sectortype* pSector, const DVector3& pos, int val)
|
|
{
|
|
int var_28 = 0;
|
|
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) | (val & 0xff);
|
|
|
|
int var_14 = 0;
|
|
|
|
for (auto& wal : pSector->walls)
|
|
{
|
|
sectortype *pNextSector = NULL;
|
|
if (wal.twoSided())
|
|
pNextSector = wal.nextSector();
|
|
|
|
int walldist = -255;
|
|
|
|
if (!var_18)
|
|
{
|
|
walldist = (int)sqrt(SquareDistToWall(pos.X, pos.Y, &wal)) - 255;
|
|
}
|
|
|
|
if (walldist < 0)
|
|
{
|
|
var_14++;
|
|
var_28 += walldist;
|
|
|
|
if (wal.pal < 5)
|
|
{
|
|
if (!pNextSector || pNextSector->floorz < pSector->floorz)
|
|
{
|
|
int nFlash = GrabFlash();
|
|
if (nFlash < 0) {
|
|
return;
|
|
}
|
|
|
|
sFlash[nFlash].nType = var_20 | 2;
|
|
sFlash[nFlash].shade = wal.shade;
|
|
sFlash[nFlash].pWall = &wal;
|
|
|
|
wal.pal += 7;
|
|
|
|
wal.shade = max( -127, wal.shade + walldist);
|
|
|
|
if (!var_1C && !wal.overtexture.isValid() && pNextSector)
|
|
{
|
|
AddFlash(pNextSector, pos, val);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if (var_14 && pSector->floorpal < 4)
|
|
{
|
|
int nFlash = GrabFlash();
|
|
if (nFlash < 0) {
|
|
return;
|
|
}
|
|
|
|
sFlash[nFlash].nType = var_20 | 1;
|
|
sFlash[nFlash].pSector = pSector;;
|
|
sFlash[nFlash].shade = pSector->floorshade;
|
|
|
|
pSector->floorpal += 7;
|
|
|
|
int edx = pSector->floorshade + var_28;
|
|
int eax = edx;
|
|
|
|
if (edx < -127) {
|
|
eax = -127;
|
|
}
|
|
|
|
pSector->floorshade = eax;
|
|
|
|
if (!(pSector->ceilingstat & CSTAT_SECTOR_SKY))
|
|
{
|
|
if (pSector->ceilingpal < 4)
|
|
{
|
|
int nFlash2 = GrabFlash();
|
|
if (nFlash2 >= 0)
|
|
{
|
|
sFlash[nFlash2].nType = var_20 | 3;
|
|
sFlash[nFlash2].pSector = pSector;
|
|
sFlash[nFlash2].shade = pSector->ceilingshade;
|
|
|
|
pSector->ceilingpal += 7;
|
|
|
|
edx = pSector->ceilingshade + var_28;
|
|
eax = edx;
|
|
|
|
if (edx < -127) {
|
|
eax = -127;
|
|
}
|
|
|
|
pSector->ceilingshade = eax;
|
|
}
|
|
}
|
|
}
|
|
|
|
ExhumedSectIterator it(pSector);
|
|
while (auto pActor = it.Next())
|
|
{
|
|
if (pActor->spr.pal < 4)
|
|
{
|
|
int nFlash3 = GrabFlash();
|
|
if (nFlash3 >= 0)
|
|
{
|
|
sFlash[nFlash3].nType = var_20 | 4;
|
|
sFlash[nFlash3].shade = pActor->spr.shade;
|
|
sFlash[nFlash3].pActor = pActor;
|
|
|
|
pActor->spr.pal += 7;
|
|
|
|
eax = -255;
|
|
|
|
if (!var_18)
|
|
{
|
|
double xDiff = fabs(pos.X - pActor->spr.pos.X);
|
|
double yDiff = fabs(pos.Y - pActor->spr.pos.Y);
|
|
|
|
eax += int(xDiff + yDiff);
|
|
}
|
|
|
|
if (eax < 0)
|
|
{
|
|
int shade = pActor->spr.shade + eax;
|
|
if (shade < -127) {
|
|
shade = -127;
|
|
}
|
|
|
|
pActor->spr.shade = (int8_t)shade;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void UndoFlashes()
|
|
{
|
|
int var_24 = 0; // CHECKME - Watcom error "initializer for variable var_24 may not execute
|
|
|
|
int edi = -1;
|
|
|
|
for (int nFlash = nFirstFlash; nFlash >= 0; nFlash = sFlash[nFlash].next)
|
|
{
|
|
assert(nFlash < 2000 && nFlash >= 0);
|
|
auto pFlash = &sFlash[nFlash];
|
|
|
|
uint8_t type = pFlash->nType & 0x3F;
|
|
|
|
if (pFlash->nType & 0x80)
|
|
{
|
|
int flashtype = type - 1;
|
|
assert(flashtype >= 0);
|
|
|
|
int8_t *pShade = NULL;
|
|
|
|
switch (flashtype)
|
|
{
|
|
case 0:
|
|
{
|
|
pShade = &pFlash->pSector->floorshade;
|
|
break;
|
|
}
|
|
|
|
case 1:
|
|
{
|
|
pShade = &pFlash->pWall->shade;
|
|
break;
|
|
}
|
|
|
|
case 2:
|
|
{
|
|
pShade = &pFlash->pSector->ceilingshade;
|
|
break;
|
|
}
|
|
|
|
case 3:
|
|
{
|
|
DExhumedActor* ac = pFlash->pActor;
|
|
if (ac && ac->spr.pal >= 7)
|
|
{
|
|
pShade = &ac->spr.shade;
|
|
}
|
|
else {
|
|
goto loc_1868A;
|
|
}
|
|
|
|
break;
|
|
}
|
|
|
|
default:
|
|
break;
|
|
}
|
|
|
|
assert(pShade != NULL);
|
|
|
|
int thisshade = (*pShade) + 6;
|
|
int maxshade = pFlash->shade;
|
|
|
|
if (thisshade < maxshade)
|
|
{
|
|
*pShade = (int8_t)thisshade;
|
|
edi = nFlash;
|
|
continue;
|
|
}
|
|
}
|
|
|
|
// loc_185FE
|
|
var_24 = type - 1; // CHECKME - Watcom error "initializer for variable var_24 may not execute
|
|
assert(var_24 >= 0);
|
|
|
|
switch (var_24)
|
|
{
|
|
default:
|
|
break;
|
|
|
|
case 0:
|
|
{
|
|
pFlash->pSector->floorpal -= 7;
|
|
pFlash->pSector->floorshade = pFlash->shade;
|
|
break;
|
|
}
|
|
|
|
case 1:
|
|
{
|
|
pFlash->pWall->pal -= 7;
|
|
pFlash->pWall->shade = pFlash->shade;
|
|
break;
|
|
}
|
|
|
|
case 2:
|
|
{
|
|
pFlash->pSector->ceilingpal -= 7;
|
|
pFlash->pSector->ceilingshade = pFlash->shade;
|
|
break;
|
|
}
|
|
|
|
case 3:
|
|
{
|
|
DExhumedActor* ac = pFlash->pActor;
|
|
if (ac && ac->spr.pal >= 7)
|
|
{
|
|
ac->spr.pal -= 7;
|
|
ac->spr.shade = pFlash->shade;
|
|
}
|
|
|
|
break;
|
|
}
|
|
}
|
|
|
|
loc_1868A:
|
|
|
|
if (edi != -1)
|
|
{
|
|
sFlash[edi].next = pFlash->next;
|
|
}
|
|
|
|
if (nFlash == nFirstFlash)
|
|
{
|
|
nFirstFlash = sFlash[nFirstFlash].next;
|
|
}
|
|
|
|
if (nFlash == nLastFlash)
|
|
{
|
|
nLastFlash = edi;
|
|
}
|
|
pFlash->pActor = nullptr;
|
|
sFlash.Release(nFlash);
|
|
}
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void AddGlow(sectortype* pSector, int nVal)
|
|
{
|
|
if (nGlowCount >= kMaxGlows) {
|
|
return;
|
|
}
|
|
|
|
sGlow[nGlowCount].nThreshold = nVal;
|
|
sGlow[nGlowCount].pSector = pSector;
|
|
sGlow[nGlowCount].nShade = -1;
|
|
sGlow[nGlowCount].nCounter = 0;
|
|
|
|
nGlowCount++;
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void AddFlicker(sectortype* pSector, int nVal)
|
|
{
|
|
if (nFlickerCount >= kMaxFlickers) {
|
|
return;
|
|
}
|
|
|
|
sFlicker[nFlickerCount].nShade = nVal;
|
|
sFlicker[nFlickerCount].pSector = pSector;
|
|
|
|
if (nVal >= 25) {
|
|
nVal = 24;
|
|
}
|
|
|
|
sFlicker[nFlickerCount].nMask = flickermask[nVal];
|
|
|
|
nFlickerCount++;
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void DoGlows()
|
|
{
|
|
bDoGlows++;
|
|
|
|
if (bDoGlows < 3) {
|
|
return;
|
|
}
|
|
|
|
bDoGlows = 0;
|
|
|
|
for (int i = 0; i < nGlowCount; i++)
|
|
{
|
|
sGlow[i].nCounter++;
|
|
|
|
auto pSector = sGlow[i].pSector;
|
|
int nShade = sGlow[i].nShade;
|
|
|
|
if (sGlow[i].nCounter >= sGlow[i].nThreshold)
|
|
{
|
|
sGlow[i].nCounter = 0;
|
|
sGlow[i].nShade = -sGlow[i].nShade;
|
|
}
|
|
|
|
pSector->ceilingshade += nShade;
|
|
pSector->floorshade += nShade;
|
|
|
|
for(auto& wal : pSector->walls)
|
|
{
|
|
wal.shade += nShade;
|
|
}
|
|
}
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void DoFlickers()
|
|
{
|
|
bDoFlicks ^= 1;
|
|
if (!bDoFlicks) {
|
|
return;
|
|
}
|
|
|
|
for (int i = 0; i < nFlickerCount; i++)
|
|
{
|
|
auto pSector = sFlicker[i].pSector;
|
|
|
|
unsigned int eax = (sFlicker[i].nMask & 1);
|
|
unsigned int edx = (sFlicker[i].nMask & 1) << 31;
|
|
unsigned int ebp = sFlicker[i].nMask >> 1;
|
|
|
|
ebp |= edx;
|
|
edx = ebp & 1;
|
|
|
|
sFlicker[i].nMask = ebp;
|
|
|
|
if (edx ^ eax)
|
|
{
|
|
int shade;
|
|
|
|
if (eax)
|
|
{
|
|
shade = sFlicker[i].nShade;
|
|
}
|
|
else
|
|
{
|
|
shade = -sFlicker[i].nShade;
|
|
}
|
|
|
|
pSector->ceilingshade += shade;
|
|
pSector->floorshade += shade;
|
|
|
|
for(auto& wal : pSector->walls)
|
|
{
|
|
wal.shade += shade;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void AddFlow(sectortype* pSector, int nSpeed, int b, DAngle nAngle)
|
|
{
|
|
if (nFlowCount >= kMaxFlows || b >= 2)
|
|
return;
|
|
|
|
int nFlow = nFlowCount;
|
|
nFlowCount++;
|
|
|
|
sFlowInfo[nFlow].angcos = float(-nAngle.Cos() * nSpeed);
|
|
sFlowInfo[nFlow].angsin = float(nAngle.Sin() * nSpeed);
|
|
sFlowInfo[nFlow].pSector = pSector;
|
|
|
|
StartInterpolation(pSector, b ? Interp_Sect_CeilingPanX : Interp_Sect_FloorPanX);
|
|
StartInterpolation(pSector, b ? Interp_Sect_CeilingPanY : Interp_Sect_FloorPanY);
|
|
|
|
sFlowInfo[nFlow].type = b;
|
|
}
|
|
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void AddFlow(walltype* pWall, int nSpeed, int b)
|
|
{
|
|
if (nFlowCount >= kMaxFlows || b < 2)
|
|
return;
|
|
|
|
int nFlow = nFlowCount;
|
|
nFlowCount++;
|
|
|
|
|
|
// only moves up or down
|
|
StartInterpolation(pWall, Interp_Wall_PanY);
|
|
|
|
sFlowInfo[nFlow].angcos = 0;
|
|
sFlowInfo[nFlow].angsin = b == 2 ? 1.f : -1.f;
|
|
sFlowInfo[nFlow].pWall = pWall;
|
|
|
|
sFlowInfo[nFlow].type = b;
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void DoFlows()
|
|
{
|
|
for (int i = 0; i < nFlowCount; i++)
|
|
{
|
|
switch (sFlowInfo[i].type)
|
|
{
|
|
case 0:
|
|
{
|
|
auto pSector =sFlowInfo[i].pSector;
|
|
pSector->addfloorxpan(sFlowInfo[i].angcos);
|
|
pSector->addfloorypan(sFlowInfo[i].angsin);
|
|
break;
|
|
}
|
|
|
|
case 1:
|
|
{
|
|
auto pSector = sFlowInfo[i].pSector;
|
|
pSector->addceilingxpan(sFlowInfo[i].angcos);
|
|
pSector->addceilingypan(sFlowInfo[i].angsin);
|
|
break;
|
|
}
|
|
|
|
case 2:
|
|
{
|
|
auto pWall = sFlowInfo[i].pWall;
|
|
pWall->addypan(sFlowInfo[i].angsin);
|
|
break;
|
|
}
|
|
|
|
case 3:
|
|
{
|
|
auto pWall = sFlowInfo[i].pWall;
|
|
pWall->addypan(sFlowInfo[i].angsin);
|
|
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, false, CHANF_UI);
|
|
}
|
|
|
|
const char* buf = bTorch ? "TXT_EX_TORCHLIT" : "TXT_EX_TORCHOUT";
|
|
StatusMessage(150, GStrings(buf));
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void BuildFlash(int nPlayer, int nVal)
|
|
{
|
|
if (nPlayer == nLocalPlayer)
|
|
{
|
|
flash = nVal;
|
|
flash = -nVal; // ???
|
|
}
|
|
}
|
|
|
|
END_PS_NS
|