- moved all EV_Light* functions and G_SerializeLevel into FLevelLocals

This commit is contained in:
Christoph Oelckers 2019-01-26 17:55:15 +01:00
commit e5139cc325
8 changed files with 353 additions and 355 deletions

View file

@ -181,23 +181,6 @@ DFlicker::DFlicker (sector_t *sector, int upper, int lower)
m_Count = (pr_flicker()&64)+1;
}
//-----------------------------------------------------------------------------
//
//
//
//-----------------------------------------------------------------------------
void EV_StartLightFlickering (int tag, int upper, int lower)
{
int secnum;
auto it = level.GetSectorTagIterator(tag);
while ((secnum = it.Next()) >= 0)
{
Create<DFlicker> (&level.sectors[secnum], upper, lower);
}
}
//-----------------------------------------------------------------------------
//
// BROKEN LIGHT FLASHING
@ -349,178 +332,7 @@ DStrobe::DStrobe (sector_t *sector, int utics, int ltics, bool inSync)
//-----------------------------------------------------------------------------
//
// Start strobing lights (usually from a trigger)
// [RH] Made it more configurable.
//
//-----------------------------------------------------------------------------
void EV_StartLightStrobing (int tag, int upper, int lower, int utics, int ltics)
{
int secnum;
auto it = level.GetSectorTagIterator(tag);
while ((secnum = it.Next()) >= 0)
{
sector_t *sec = &level.sectors[secnum];
if (sec->lightingdata)
continue;
Create<DStrobe> (sec, upper, lower, utics, ltics);
}
}
void EV_StartLightStrobing (int tag, int utics, int ltics)
{
int secnum;
auto it = level.GetSectorTagIterator(tag);
while ((secnum = it.Next()) >= 0)
{
sector_t *sec = &level.sectors[secnum];
if (sec->lightingdata)
continue;
Create<DStrobe> (sec, utics, ltics, false);
}
}
//-----------------------------------------------------------------------------
//
// TURN LINE'S TAG LIGHTS OFF
// [RH] Takes a tag instead of a line
//
//-----------------------------------------------------------------------------
void EV_TurnTagLightsOff (int tag)
{
int secnum;
auto it = level.GetSectorTagIterator(tag);
while ((secnum = it.Next()) >= 0)
{
sector_t *sector = &level.sectors[secnum];
int min = sector->lightlevel;
for (auto ln : sector->Lines)
{
sector_t *tsec = getNextSector (ln, sector);
if (!tsec)
continue;
if (tsec->lightlevel < min)
min = tsec->lightlevel;
}
sector->SetLightLevel(min);
}
}
//-----------------------------------------------------------------------------
//
// TURN LINE'S TAG LIGHTS ON
// [RH] Takes a tag instead of a line
//
//-----------------------------------------------------------------------------
void EV_LightTurnOn (int tag, int bright)
{
int secnum;
auto it = level.GetSectorTagIterator(tag);
while ((secnum = it.Next()) >= 0)
{
sector_t *sector = &level.sectors[secnum];
int tbright = bright; //jff 5/17/98 search for maximum PER sector
// bright = -1 means to search ([RH] Not 0)
// for highest light level
// surrounding sector
if (bright < 0)
{
for (auto ln : sector->Lines)
{
sector_t *temp = getNextSector(ln, sector);
if (!temp)
continue;
if (temp->lightlevel > tbright)
tbright = temp->lightlevel;
}
}
sector->SetLightLevel(tbright);
//jff 5/17/98 unless compatibility optioned
//then maximum near ANY tagged sector
if (i_compatflags & COMPATF_LIGHT)
{
bright = tbright;
}
}
}
//-----------------------------------------------------------------------------
//
// killough 10/98
//
// EV_LightTurnOnPartway
//
// Turn sectors tagged to line lights on to specified or max neighbor level
//
// Passed the tag of sector(s) to light and a light level fraction between 0 and 1.
// Sets the light to min on 0, max on 1, and interpolates in-between.
// Used for doors with gradual lighting effects.
//
//-----------------------------------------------------------------------------
void EV_LightTurnOnPartway (int tag, double frac)
{
frac = clamp(frac, 0., 1.);
// Search all sectors for ones with same tag as activating line
int secnum;
auto it = level.GetSectorTagIterator(tag);
while ((secnum = it.Next()) >= 0)
{
sector_t *temp, *sector = &level.sectors[secnum];
int bright = 0, min = sector->lightlevel;
for (auto ln : sector->Lines)
{
if ((temp = getNextSector (ln, sector)) != nullptr)
{
if (temp->lightlevel > bright)
{
bright = temp->lightlevel;
}
if (temp->lightlevel < min)
{
min = temp->lightlevel;
}
}
}
sector->SetLightLevel(int(frac * bright + (1 - frac) * min));
}
}
//-----------------------------------------------------------------------------
//
// [RH] New function to adjust tagged sectors' light levels
// by a relative amount. Light levels are clipped to
// be within range for sector_t::lightlevel.
//
//-----------------------------------------------------------------------------
void EV_LightChange (int tag, int value)
{
int secnum;
auto it = level.GetSectorTagIterator(tag);
while ((secnum = it.Next()) >= 0)
{
level.sectors[secnum].SetLightLevel(level.sectors[secnum].lightlevel + value);
}
}
//-----------------------------------------------------------------------------
//
// Spawn glowing light
@ -649,72 +461,6 @@ DGlow2::DGlow2 (sector_t *sector, int start, int end, int tics, bool oneshot)
m_OneShot = oneshot;
}
//-----------------------------------------------------------------------------
//
//
//
//-----------------------------------------------------------------------------
void EV_StartLightGlowing (int tag, int upper, int lower, int tics)
{
int secnum;
// If tics is non-positive, then we can't really do anything.
if (tics <= 0)
{
return;
}
if (upper < lower)
{
int temp = upper;
upper = lower;
lower = temp;
}
auto it = level.GetSectorTagIterator(tag);
while ((secnum = it.Next()) >= 0)
{
sector_t *sec = &level.sectors[secnum];
if (sec->lightingdata)
continue;
Create<DGlow2> (sec, upper, lower, tics, false);
}
}
//-----------------------------------------------------------------------------
//
//
//
//-----------------------------------------------------------------------------
void EV_StartLightFading (int tag, int value, int tics)
{
int secnum;
auto it = level.GetSectorTagIterator(tag);
while ((secnum = it.Next()) >= 0)
{
sector_t *sec = &level.sectors[secnum];
if (sec->lightingdata)
continue;
if (tics <= 0)
{
sec->SetLightLevel(value);
}
else
{
// No need to fade if lightlevel is already at desired value.
if (sec->lightlevel == value)
continue;
Create<DGlow2> (sec, sec->lightlevel, value, tics, true);
}
}
}
//-----------------------------------------------------------------------------
//
// [RH] Phased lighting ala Hexen, but implemented without the help of the Hexen source
@ -819,6 +565,260 @@ DPhased::DPhased (sector_t *sector, int baselevel, int phase)
m_Phase = phase;
}
//-----------------------------------------------------------------------------
//
//
//
//-----------------------------------------------------------------------------
void FLevelLocals::EV_StartLightFlickering(int tag, int upper, int lower)
{
int secnum;
auto it = GetSectorTagIterator(tag);
while ((secnum = it.Next()) >= 0)
{
Create<DFlicker>(&sectors[secnum], upper, lower);
}
}
//-----------------------------------------------------------------------------
//
// Start strobing lights (usually from a trigger)
// [RH] Made it more configurable.
//
//-----------------------------------------------------------------------------
void FLevelLocals::EV_StartLightStrobing(int tag, int upper, int lower, int utics, int ltics)
{
int secnum;
auto it = GetSectorTagIterator(tag);
while ((secnum = it.Next()) >= 0)
{
sector_t *sec = &sectors[secnum];
if (sec->lightingdata)
continue;
Create<DStrobe>(sec, upper, lower, utics, ltics);
}
}
void FLevelLocals::EV_StartLightStrobing(int tag, int utics, int ltics)
{
int secnum;
auto it = GetSectorTagIterator(tag);
while ((secnum = it.Next()) >= 0)
{
sector_t *sec = &sectors[secnum];
if (sec->lightingdata)
continue;
Create<DStrobe>(sec, utics, ltics, false);
}
}
//-----------------------------------------------------------------------------
//
// TURN LINE'S TAG LIGHTS OFF
// [RH] Takes a tag instead of a line
//
//-----------------------------------------------------------------------------
void FLevelLocals::EV_TurnTagLightsOff(int tag)
{
int secnum;
auto it = GetSectorTagIterator(tag);
while ((secnum = it.Next()) >= 0)
{
sector_t *sector = &sectors[secnum];
int min = sector->lightlevel;
for (auto ln : sector->Lines)
{
sector_t *tsec = getNextSector(ln, sector);
if (!tsec)
continue;
if (tsec->lightlevel < min)
min = tsec->lightlevel;
}
sector->SetLightLevel(min);
}
}
//-----------------------------------------------------------------------------
//
// TURN LINE'S TAG LIGHTS ON
// [RH] Takes a tag instead of a line
//
//-----------------------------------------------------------------------------
void FLevelLocals::EV_LightTurnOn(int tag, int bright)
{
int secnum;
auto it = GetSectorTagIterator(tag);
while ((secnum = it.Next()) >= 0)
{
sector_t *sector = &sectors[secnum];
int tbright = bright; //jff 5/17/98 search for maximum PER sector
// bright = -1 means to search ([RH] Not 0)
// for highest light level
// surrounding sector
if (bright < 0)
{
for (auto ln : sector->Lines)
{
sector_t *temp = getNextSector(ln, sector);
if (!temp)
continue;
if (temp->lightlevel > tbright)
tbright = temp->lightlevel;
}
}
sector->SetLightLevel(tbright);
//jff 5/17/98 unless compatibility optioned
//then maximum near ANY tagged sector
if (i_compatflags & COMPATF_LIGHT)
{
bright = tbright;
}
}
}
//-----------------------------------------------------------------------------
//
// killough 10/98
//
// EV_LightTurnOnPartway
//
// Turn sectors tagged to line lights on to specified or max neighbor level
//
// Passed the tag of sector(s) to light and a light level fraction between 0 and 1.
// Sets the light to min on 0, max on 1, and interpolates in-between.
// Used for doors with gradual lighting effects.
//
//-----------------------------------------------------------------------------
void FLevelLocals::EV_LightTurnOnPartway(int tag, double frac)
{
frac = clamp(frac, 0., 1.);
// Search all sectors for ones with same tag as activating line
int secnum;
auto it = GetSectorTagIterator(tag);
while ((secnum = it.Next()) >= 0)
{
sector_t *temp, *sector = &sectors[secnum];
int bright = 0, min = sector->lightlevel;
for (auto ln : sector->Lines)
{
if ((temp = getNextSector(ln, sector)) != nullptr)
{
if (temp->lightlevel > bright)
{
bright = temp->lightlevel;
}
if (temp->lightlevel < min)
{
min = temp->lightlevel;
}
}
}
sector->SetLightLevel(int(frac * bright + (1 - frac) * min));
}
}
//-----------------------------------------------------------------------------
//
// [RH] New function to adjust tagged sectors' light levels
// by a relative amount. Light levels are clipped to
// be within range for sector_t::light
//
//-----------------------------------------------------------------------------
void FLevelLocals::EV_LightChange(int tag, int value)
{
int secnum;
auto it = GetSectorTagIterator(tag);
while ((secnum = it.Next()) >= 0)
{
sectors[secnum].SetLightLevel(sectors[secnum].lightlevel + value);
}
}
//-----------------------------------------------------------------------------
//
//
//
//-----------------------------------------------------------------------------
void FLevelLocals::EV_StartLightGlowing(int tag, int upper, int lower, int tics)
{
int secnum;
// If tics is non-positive, then we can't really do anything.
if (tics <= 0)
{
return;
}
if (upper < lower)
{
int temp = upper;
upper = lower;
lower = temp;
}
auto it = GetSectorTagIterator(tag);
while ((secnum = it.Next()) >= 0)
{
sector_t *sec = &sectors[secnum];
if (sec->lightingdata)
continue;
Create<DGlow2>(sec, upper, lower, tics, false);
}
}
//-----------------------------------------------------------------------------
//
//
//
//-----------------------------------------------------------------------------
void FLevelLocals::EV_StartLightFading(int tag, int value, int tics)
{
int secnum;
auto it = GetSectorTagIterator(tag);
while ((secnum = it.Next()) >= 0)
{
sector_t *sec = &sectors[secnum];
if (sec->lightingdata)
continue;
if (tics <= 0)
{
sec->SetLightLevel(value);
}
else
{
// No need to fade if lightlevel is already at desired value.
if (sec->lightlevel == value)
continue;
Create<DGlow2>(sec, sec->lightlevel, value, tics, true);
}
}
}
//============================================================================
//
// EV_StopLightEffect
@ -827,14 +827,14 @@ DPhased::DPhased (sector_t *sector, int baselevel, int phase)
//
//============================================================================
void EV_StopLightEffect (int tag)
void FLevelLocals::EV_StopLightEffect (int tag)
{
TThinkerIterator<DLighting> iterator;
DLighting *effect;
while ((effect = iterator.Next()) != NULL)
{
if (level.SectorHasTag(effect->GetSector(), tag))
if (SectorHasTag(effect->GetSector(), tag))
{
effect->Destroy();
}