376 lines
9.5 KiB
C
376 lines
9.5 KiB
C
/*
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THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX
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SOFTWARE CORPORATION ("PARALLAX"). PARALLAX, IN DISTRIBUTING THE CODE TO
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END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A
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ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS
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IN USING, DISPLAYING, AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS
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SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE
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FREE PURPOSES. IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE
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CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES. THE END-USER UNDERSTANDS
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AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE.
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COPYRIGHT 1993-1998 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
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*/
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/*
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*
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* Lighting functions.
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*
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*/
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#include <stdlib.h>
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#include <string.h> // for memset()
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#include "inferno.h"
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#include "segment.h"
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#include "error.h"
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#include "render.h"
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#include "game.h"
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#include "vclip.h"
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#include "lighting.h"
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#include "3d.h"
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#include "laser.h"
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#include "timer.h"
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#include "player.h"
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#include "weapon.h"
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#include "powerup.h"
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//global saying how bright the light beam is
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fix Beam_brightness = (F1_0/2);
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// -- optimized out, mk, 11/28/94 -- fix Face_light_scale = (F1_0/2);
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int use_beam; //flag for beam effect
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int Do_dynamic_light=1;
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fix Dynamic_light[MAX_VERTICES];
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// ----------------------------------------------------------------------------------------------
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void apply_light(fix obj_intensity, int obj_seg, vms_vector *obj_pos, int n_render_vertices, short *render_vertices)
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{
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int vv;
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if (obj_intensity) {
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fix obji_64 = obj_intensity*64;
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// for pretty dim sources, only process vertices in object's own segment.
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if (obji_64 <= F1_0*8) {
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short *vp = Segments[obj_seg].verts;
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for (vv=0; vv<MAX_VERTICES_PER_SEGMENT; vv++) {
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int vertnum;
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vms_vector *vertpos;
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fix dist;
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vertnum = vp[vv];
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vertpos = &Vertices[vertnum];
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dist = vm_vec_dist_quick(obj_pos, vertpos);
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dist = fixmul(dist/4, dist/4);
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if (dist < obji_64) {
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if (dist < MIN_LIGHT_DIST)
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dist = MIN_LIGHT_DIST;
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Dynamic_light[vertnum] += fixdiv(obj_intensity, dist);
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}
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}
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} else {
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for (vv=FrameCount&1; vv<n_render_vertices; vv+=2) {
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int vertnum;
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vms_vector *vertpos;
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fix dist;
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vertnum = render_vertices[vv];
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vertpos = &Vertices[vertnum];
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dist = vm_vec_dist_quick(obj_pos, vertpos);
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if (dist < obji_64) {
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if (dist < MIN_LIGHT_DIST)
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dist = MIN_LIGHT_DIST;
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Dynamic_light[vertnum] += fixdiv(obj_intensity, dist);
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}
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}
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}
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}
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}
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#define FLASH_LEN_FIXED_SECONDS (F1_0/3)
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#define FLASH_SCALE (3*F1_0/FLASH_LEN_FIXED_SECONDS)
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// ----------------------------------------------------------------------------------------------
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void cast_muzzle_flash_light(int n_render_vertices, short *render_vertices)
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{
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fix current_time;
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int i;
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short time_since_flash;
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current_time = timer_get_fixed_seconds();
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for (i=0; i<MUZZLE_QUEUE_MAX; i++) {
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if (Muzzle_data[i].create_time) {
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time_since_flash = current_time - Muzzle_data[i].create_time;
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if (time_since_flash < FLASH_LEN_FIXED_SECONDS)
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apply_light((FLASH_LEN_FIXED_SECONDS - time_since_flash) * FLASH_SCALE, Muzzle_data[i].segnum, &Muzzle_data[i].pos, n_render_vertices, render_vertices);
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else
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Muzzle_data[i].create_time = 0; // turn off this muzzle flash
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}
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}
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}
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// Translation table to make flares flicker at different rates
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fix Obj_light_xlate[16] =
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{0x1234, 0x3321, 0x2468, 0x1735,
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0x0123, 0x19af, 0x3f03, 0x232a,
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0x2123, 0x39af, 0x0f03, 0x132a,
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0x3123, 0x29af, 0x1f03, 0x032a};
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// ----------------------------------------------------------------------------------------------
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void set_dynamic_light(void)
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{
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int objnum,vertnum;
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int n_render_vertices;
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short render_vertices[MAX_VERTICES];
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sbyte render_vertex_flags[MAX_VERTICES];
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int render_seg,segnum, v;
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if (!Do_dynamic_light)
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return;
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memset(render_vertex_flags, 0, Highest_vertex_index+1);
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// Create list of vertices that need to be looked at for setting of ambient light.
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n_render_vertices = 0;
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for (render_seg=0; render_seg<N_render_segs; render_seg++) {
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segnum = Render_list[render_seg];
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if (segnum != -1) {
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short *vp = Segments[segnum].verts;
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for (v=0; v<MAX_VERTICES_PER_SEGMENT; v++) {
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int vnum = vp[v];
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if (vnum<0 || vnum>Highest_vertex_index) {
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Int3(); //invalid vertex number
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continue; //ignore it, and go on to next one
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}
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if (!render_vertex_flags[vnum]) {
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render_vertex_flags[vnum] = 1;
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render_vertices[n_render_vertices++] = vnum;
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}
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//--old way-- for (s=0; s<n_render_vertices; s++)
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//--old way-- if (render_vertices[s] == vnum)
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//--old way-- break;
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//--old way-- if (s == n_render_vertices)
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//--old way-- render_vertices[n_render_vertices++] = vnum;
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}
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}
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}
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for (vertnum=FrameCount&1; vertnum<n_render_vertices; vertnum+=2) {
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Assert(render_vertices[vertnum]>=0 && render_vertices[vertnum]<=Highest_vertex_index);
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Dynamic_light[render_vertices[vertnum]] = 0;
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}
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cast_muzzle_flash_light(n_render_vertices, render_vertices);
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// Note, starting at 1 to skip player, whose light is handled by a different system, of course.
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// for (objnum=1; objnum<=Highest_object_index; objnum++) {
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for (render_seg=0; render_seg<N_render_segs; render_seg++) {
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int segnum = Render_list[render_seg];
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objnum = Segments[segnum].objects;
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while (objnum != -1) {
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object *obj = &Objects[objnum];
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vms_vector *objpos = &obj->pos;
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int objtype = obj->type;
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fix obj_intensity;
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switch (objtype) {
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case OBJ_FIREBALL:
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if (obj->id != 0xff) {
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if (obj->lifeleft < F1_0*4)
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obj_intensity = fixmul(fixdiv(obj->lifeleft, Vclip[obj->id].play_time), Vclip[obj->id].light_value);
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else
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obj_intensity = Vclip[obj->id].light_value;
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} else
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obj_intensity = 0;
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break;
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case OBJ_ROBOT:
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obj_intensity = F1_0/2; // + (FrameCount & 0x1f)*F1_0/16;
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break;
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case OBJ_WEAPON:
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obj_intensity = Weapon_info[obj->id].light;
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if (obj->id == FLARE_ID )
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obj_intensity = 2* (min(obj_intensity, obj->lifeleft) + ((GameTime ^ Obj_light_xlate[objnum&0x0f]) & 0x3fff));
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break;
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case OBJ_POWERUP:
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obj_intensity = Powerup_info[obj->id].light;
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break;
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case OBJ_DEBRIS:
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obj_intensity = F1_0/4;
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break;
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case OBJ_LIGHT:
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obj_intensity = obj->ctype.light_info.intensity;
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break;
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default:
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obj_intensity = 0;
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break;
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}
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if (obj_intensity)
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apply_light(obj_intensity, obj->segnum, objpos, n_render_vertices, render_vertices);
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objnum = obj->next;
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}
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}
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}
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// ---------------------------------------------------------
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//Compute the lighting from the headlight for a given vertex on a face.
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//Takes:
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// point - the 3d coords of the point
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// face_light - a scale factor derived from the surface normal of the face
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//If no surface normal effect is wanted, pass F1_0 for face_light
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fix compute_headlight_light(vms_vector *point,fix face_light)
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{
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fix light;
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light = Beam_brightness;
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if (light) { //if no beam, don't bother with the rest of this
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fix point_dist;
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if (face_light < 0)
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face_light = 0;
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point_dist = vm_vec_mag_quick(point);
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//note: beam scale not used if !use_beam
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if (point_dist >= MAX_DIST)
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light = 0;
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else {
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fix dist_scale,temp_lightval;
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dist_scale = (MAX_DIST - point_dist) >> MAX_DIST_LOG;
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temp_lightval = f1_0/4 + face_light/2;
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light = Beam_brightness;
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if (use_beam) {
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fix beam_scale;
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beam_scale = fixdiv(point->z,point_dist);
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beam_scale = fixmul(beam_scale,beam_scale); //square it
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light = fixmul(light,beam_scale);
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}
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light = fixmul(light,fixmul(dist_scale,temp_lightval));
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}
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}
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return light;
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}
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//compute the average dynamic light in a segment. Takes the segment number
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fix compute_seg_dynamic_light(int segnum)
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{
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fix sum;
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segment *seg;
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short *verts;
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seg = &Segments[segnum];
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verts = seg->verts;
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sum = 0;
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sum += Dynamic_light[*verts++];
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sum += Dynamic_light[*verts++];
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sum += Dynamic_light[*verts++];
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sum += Dynamic_light[*verts++];
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sum += Dynamic_light[*verts++];
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sum += Dynamic_light[*verts++];
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sum += Dynamic_light[*verts++];
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sum += Dynamic_light[*verts];
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return sum >> 3;
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}
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fix object_light[MAX_OBJECTS];
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int object_id[MAX_OBJECTS];
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object *old_viewer;
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#define LIGHT_RATE i2f(4) //how fast the light ramps up
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//compute the lighting for an object. Takes a pointer to the object,
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//and possibly a rotated 3d point. If the point isn't specified, the
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//object's center point is rotated.
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fix compute_object_light(object *obj,vms_vector *rotated_pnt)
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{
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fix light;
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g3s_point objpnt;
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int objnum = obj-Objects;
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if (!rotated_pnt) {
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g3_rotate_point(&objpnt,&obj->pos);
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rotated_pnt = &objpnt.p3_vec;
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}
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//First, get static light for this segment
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light = Segments[obj->segnum].static_light;
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//return light;
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//Now, maybe return different value to smooth transitions
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if (Viewer==old_viewer && object_id[objnum] == obj->id) {
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fix delta_light,frame_delta;
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delta_light = light - object_light[objnum];
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frame_delta = fixmul(LIGHT_RATE,FrameTime);
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if (abs(delta_light) <= frame_delta)
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object_light[objnum] = light; //we've hit the goal
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else
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if (delta_light < 0)
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light = object_light[objnum] -= frame_delta;
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else
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light = object_light[objnum] += frame_delta;
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}
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else { //new object, initialize
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object_id[objnum] = obj->id;
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object_light[objnum] = light;
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}
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//Next, add in headlight on this object
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light += compute_headlight_light(rotated_pnt,f1_0);
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//Finally, add in dynamic light for this segment
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light += compute_seg_dynamic_light(obj->segnum);
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old_viewer = Viewer;
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return light;
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}
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