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synced 2026-07-22 13:40:22 +02:00
First decay light effects and then decay smoke effects, because fire can create light.
Dynamic creation of light effects for fire and signal smoke (ADD_LIGHT_AFTER_EXPLOSION option). Fixed/improved code to decay light effects so that ubDuration works correctly. Note: <ubRadius> tag is not used for light effects as they cannot spread, light is always created with <ubStartRadius> and can only decay later. Improved code to decay smoke effects. git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8767 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -415,15 +415,15 @@ void InternalIgniteExplosion( UINT8 ubOwner, INT16 sX, INT16 sY, INT16 sZ, INT32
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}
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// sevenfm: add light for fire and signal effects
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if (gGameExternalOptions.bAddLightAfterExplosion &&
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/*if (gGameExternalOptions.bAddLightAfterExplosion &&
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((gubEnvLightValue >= NORMAL_LIGHTLEVEL_NIGHT - 3) || gbWorldSectorZ) &&
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(Explosive[Item[usItem].ubClassIndex].ubType == EXPLOSV_BURNABLEGAS || Explosive[Item[usItem].ubClassIndex].ubType == EXPLOSV_SIGNAL_SMOKE) &&
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bLevel == 0 &&
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!Water(sGridNo, bLevel))
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{
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// add light
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NewLightEffect(sGridNo, (UINT8)Explosive[Item[usItem].ubClassIndex].ubDuration + 2, (UINT8)Explosive[Item[usItem].ubClassIndex].ubRadius + 1);
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}
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NewLightEffect(sGridNo, (UINT8)Explosive[Item[usItem].ubClassIndex].ubDuration + Explosive[Item[usItem].ubClassIndex].ubRadius - Explosive[Item[usItem].ubClassIndex].ubStartRadius, (UINT8)Explosive[Item[usItem].ubClassIndex].ubRadius + 1);
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}*/
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}
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@@ -2980,6 +2980,17 @@ void SpreadEffect( INT32 sGridNo, UINT8 ubRadius, UINT16 usItem, UINT8 ubOwner,
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fSmokeEffect = TRUE;
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break;
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}
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// sevenfm: create light effect for fire and signal smoke
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if (gGameExternalOptions.bAddLightAfterExplosion &&
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fSubsequent != ERASE_SPREAD_EFFECT &&
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((gubEnvLightValue >= NORMAL_LIGHTLEVEL_NIGHT - 3) || gbWorldSectorZ) &&
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(Explosive[Item[usItem].ubClassIndex].ubType == EXPLOSV_BURNABLEGAS || Explosive[Item[usItem].ubClassIndex].ubType == EXPLOSV_SIGNAL_SMOKE) &&
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bLevel == 0 &&
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!Water(sGridNo, bLevel))
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{
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NewLightEffect(sGridNo, 1, ubRadius);
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}
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/*if(is_networked)
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{
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ScreenMsg( FONT_LTBLUE, MSG_MPSYSTEM, L"explosives not coded in MP");
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@@ -3000,7 +3011,6 @@ void SpreadEffect( INT32 sGridNo, UINT8 ubRadius, UINT16 usItem, UINT8 ubOwner,
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fRecompileMovement = TRUE;
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}
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for (ubDir = NORTH; ubDir <= NORTHWEST; ubDir++ )
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{
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uiTempSpot = sGridNo;
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@@ -3176,7 +3186,6 @@ void SpreadEffect( INT32 sGridNo, UINT8 ubRadius, UINT16 usItem, UINT8 ubOwner,
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if ( fSubsequent != BLOOD_SPREAD_EFFECT )
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{
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MakeNoise( NOBODY, sGridNo, bLevel, gpWorldLevelData[sGridNo].ubTerrainID, (UINT8)Explosive[ Item [ usItem ].ubClassIndex ].ubVolume, NOISE_EXPLOSION );
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}
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gfMPDebugOutputRandoms = false;
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@@ -212,7 +212,7 @@ void DecayLightEffects( UINT32 uiTime )
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BOOLEAN fAnyUpdate = FALSE;
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UINT16 usNumUpdates = 1;
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// age all active tear gas clouds, deactivate those that are just dispersing
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// age all active light effects, deactivate those that are just dispersing
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for ( cnt = 0; cnt < guiNumLightEffects; ++cnt )
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{
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pLight = &gLightEffectData[ cnt ];
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@@ -229,8 +229,8 @@ void DecayLightEffects( UINT32 uiTime )
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{
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fUpdate = TRUE;
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}
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// ATE: Do this every so ofte, to acheive the effect we want...
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else if ( (uiTime - pLight->uiTimeOfLastUpdate) > 10 )
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// ATE: Do this every so often, to achieve the effect we want...
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else if ( (uiTime - pLight->uiTimeOfLastUpdate) >= 10 )
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{
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fUpdate = TRUE;
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usNumUpdates = (UINT16)((uiTime - pLight->uiTimeOfLastUpdate) / 10);
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@@ -247,14 +247,17 @@ void DecayLightEffects( UINT32 uiTime )
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if ( pLight->ubDuration <= 0 )
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fDelete = TRUE;
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// if this cloud remains effective (duration not reached)
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// if this light remains effective (duration not reached)
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if ( pLight->bAge < pLight->ubDuration)
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{
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// calculate the new cloud radius
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// cloud expands by 1 every turn outdoors, and every other turn indoors
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if ( ( pLight->bAge % 2 ) )
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/*if ( ( pLight->bAge % 2 ) )
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{
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--pLight->bRadius;
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}*/
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if (pLight->ubDuration - pLight->bAge < pLight->bRadius)
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{
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pLight->bRadius--;
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}
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if ( pLight->bRadius == 0 )
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@@ -763,7 +763,7 @@ void DecaySmokeEffects( UINT32 uiTime )
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else
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{
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// ATE: Do this every so ofte, to acheive the effect we want...
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if ( ( uiTime - pSmoke->uiTimeOfLastUpdate ) > 10 )
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if ( ( uiTime - pSmoke->uiTimeOfLastUpdate ) >= 10 )
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{
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fUpdate = TRUE;
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usNumUpdates = ( UINT16 ) ( ( uiTime - pSmoke->uiTimeOfLastUpdate ) / 10 );
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