raze/source/games/exhumed/src/lighting.cpp
Christoph Oelckers d064706f93 - got rid of wallpicnum and overpicnum.
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...)
2022-12-29 14:14:53 +01:00

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