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
This commit is contained in:
Sevenfm
2020-03-03 17:48:43 +00:00
parent a09c0a8b33
commit 5b8f91912f
5 changed files with 27 additions and 16 deletions
+2 -3
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@@ -181,10 +181,9 @@ void HandleTacticalEndTurn( )
} }
DecayBombTimers( ); DecayBombTimers( );
DecaySmokeEffects( uiTime );
DecayLightEffects( uiTime ); DecayLightEffects( uiTime );
DecaySmokeEffects( uiTime );
// Decay smells // Decay smells
//DecaySmells(); //DecaySmells();
+1 -1
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@@ -460,8 +460,8 @@ void EndTurnEvents( void )
// decay bomb timers and maybe set some off! // decay bomb timers and maybe set some off!
DecayBombTimers(); DecayBombTimers();
DecaySmokeEffects( GetWorldTotalSeconds( ) );
DecayLightEffects( GetWorldTotalSeconds( ) ); DecayLightEffects( GetWorldTotalSeconds( ) );
DecaySmokeEffects( GetWorldTotalSeconds( ) );
SOLDIERTYPE* pSoldier = NULL; SOLDIERTYPE* pSoldier = NULL;
UINT32 cnt = gTacticalStatus.Team[ gbPlayerNum ].bFirstID; UINT32 cnt = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
+14 -5
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@@ -415,15 +415,15 @@ void InternalIgniteExplosion( UINT8 ubOwner, INT16 sX, INT16 sY, INT16 sZ, INT32
} }
// sevenfm: add light for fire and signal effects // sevenfm: add light for fire and signal effects
if (gGameExternalOptions.bAddLightAfterExplosion && /*if (gGameExternalOptions.bAddLightAfterExplosion &&
((gubEnvLightValue >= NORMAL_LIGHTLEVEL_NIGHT - 3) || gbWorldSectorZ) && ((gubEnvLightValue >= NORMAL_LIGHTLEVEL_NIGHT - 3) || gbWorldSectorZ) &&
(Explosive[Item[usItem].ubClassIndex].ubType == EXPLOSV_BURNABLEGAS || Explosive[Item[usItem].ubClassIndex].ubType == EXPLOSV_SIGNAL_SMOKE) && (Explosive[Item[usItem].ubClassIndex].ubType == EXPLOSV_BURNABLEGAS || Explosive[Item[usItem].ubClassIndex].ubType == EXPLOSV_SIGNAL_SMOKE) &&
bLevel == 0 && bLevel == 0 &&
!Water(sGridNo, bLevel)) !Water(sGridNo, bLevel))
{ {
// add light // add light
NewLightEffect(sGridNo, (UINT8)Explosive[Item[usItem].ubClassIndex].ubDuration + 2, (UINT8)Explosive[Item[usItem].ubClassIndex].ubRadius + 1); 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);
} }*/
} }
@@ -2980,6 +2980,17 @@ void SpreadEffect( INT32 sGridNo, UINT8 ubRadius, UINT16 usItem, UINT8 ubOwner,
fSmokeEffect = TRUE; fSmokeEffect = TRUE;
break; break;
} }
// sevenfm: create light effect for fire and signal smoke
if (gGameExternalOptions.bAddLightAfterExplosion &&
fSubsequent != ERASE_SPREAD_EFFECT &&
((gubEnvLightValue >= NORMAL_LIGHTLEVEL_NIGHT - 3) || gbWorldSectorZ) &&
(Explosive[Item[usItem].ubClassIndex].ubType == EXPLOSV_BURNABLEGAS || Explosive[Item[usItem].ubClassIndex].ubType == EXPLOSV_SIGNAL_SMOKE) &&
bLevel == 0 &&
!Water(sGridNo, bLevel))
{
NewLightEffect(sGridNo, 1, ubRadius);
}
/*if(is_networked) /*if(is_networked)
{ {
ScreenMsg( FONT_LTBLUE, MSG_MPSYSTEM, L"explosives not coded in MP"); ScreenMsg( FONT_LTBLUE, MSG_MPSYSTEM, L"explosives not coded in MP");
@@ -3000,7 +3011,6 @@ void SpreadEffect( INT32 sGridNo, UINT8 ubRadius, UINT16 usItem, UINT8 ubOwner,
fRecompileMovement = TRUE; fRecompileMovement = TRUE;
} }
for (ubDir = NORTH; ubDir <= NORTHWEST; ubDir++ ) for (ubDir = NORTH; ubDir <= NORTHWEST; ubDir++ )
{ {
uiTempSpot = sGridNo; uiTempSpot = sGridNo;
@@ -3176,7 +3186,6 @@ void SpreadEffect( INT32 sGridNo, UINT8 ubRadius, UINT16 usItem, UINT8 ubOwner,
if ( fSubsequent != BLOOD_SPREAD_EFFECT ) if ( fSubsequent != BLOOD_SPREAD_EFFECT )
{ {
MakeNoise( NOBODY, sGridNo, bLevel, gpWorldLevelData[sGridNo].ubTerrainID, (UINT8)Explosive[ Item [ usItem ].ubClassIndex ].ubVolume, NOISE_EXPLOSION ); MakeNoise( NOBODY, sGridNo, bLevel, gpWorldLevelData[sGridNo].ubTerrainID, (UINT8)Explosive[ Item [ usItem ].ubClassIndex ].ubVolume, NOISE_EXPLOSION );
} }
gfMPDebugOutputRandoms = false; gfMPDebugOutputRandoms = false;
+9 -6
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@@ -212,7 +212,7 @@ void DecayLightEffects( UINT32 uiTime )
BOOLEAN fAnyUpdate = FALSE; BOOLEAN fAnyUpdate = FALSE;
UINT16 usNumUpdates = 1; UINT16 usNumUpdates = 1;
// age all active tear gas clouds, deactivate those that are just dispersing // age all active light effects, deactivate those that are just dispersing
for ( cnt = 0; cnt < guiNumLightEffects; ++cnt ) for ( cnt = 0; cnt < guiNumLightEffects; ++cnt )
{ {
pLight = &gLightEffectData[ cnt ]; pLight = &gLightEffectData[ cnt ];
@@ -229,8 +229,8 @@ void DecayLightEffects( UINT32 uiTime )
{ {
fUpdate = TRUE; fUpdate = TRUE;
} }
// ATE: Do this every so ofte, to acheive the effect we want... // ATE: Do this every so often, to achieve the effect we want...
else if ( (uiTime - pLight->uiTimeOfLastUpdate) > 10 ) else if ( (uiTime - pLight->uiTimeOfLastUpdate) >= 10 )
{ {
fUpdate = TRUE; fUpdate = TRUE;
usNumUpdates = (UINT16)((uiTime - pLight->uiTimeOfLastUpdate) / 10); usNumUpdates = (UINT16)((uiTime - pLight->uiTimeOfLastUpdate) / 10);
@@ -247,14 +247,17 @@ void DecayLightEffects( UINT32 uiTime )
if ( pLight->ubDuration <= 0 ) if ( pLight->ubDuration <= 0 )
fDelete = TRUE; fDelete = TRUE;
// if this cloud remains effective (duration not reached) // if this light remains effective (duration not reached)
if ( pLight->bAge < pLight->ubDuration) if ( pLight->bAge < pLight->ubDuration)
{ {
// calculate the new cloud radius // calculate the new cloud radius
// cloud expands by 1 every turn outdoors, and every other turn indoors /*if ( ( pLight->bAge % 2 ) )
if ( ( pLight->bAge % 2 ) )
{ {
--pLight->bRadius; --pLight->bRadius;
}*/
if (pLight->ubDuration - pLight->bAge < pLight->bRadius)
{
pLight->bRadius--;
} }
if ( pLight->bRadius == 0 ) if ( pLight->bRadius == 0 )
+1 -1
View File
@@ -763,7 +763,7 @@ void DecaySmokeEffects( UINT32 uiTime )
else else
{ {
// ATE: Do this every so ofte, to acheive the effect we want... // ATE: Do this every so ofte, to acheive the effect we want...
if ( ( uiTime - pSmoke->uiTimeOfLastUpdate ) > 10 ) if ( ( uiTime - pSmoke->uiTimeOfLastUpdate ) >= 10 )
{ {
fUpdate = TRUE; fUpdate = TRUE;
usNumUpdates = ( UINT16 ) ( ( uiTime - pSmoke->uiTimeOfLastUpdate ) / 10 ); usNumUpdates = ( UINT16 ) ( ( uiTime - pSmoke->uiTimeOfLastUpdate ) / 10 );