Files
source/TileEngine/LightEffects.cpp
T
majcostaandGitHub 24425a82b1 More unused stuff removal (#49)
* More unused stuff removal

delete:
- giant 'metaheaders' (JA2 All.h, Laptop All.h, etc), preferring to add #includes directly where needed
- unused ExceptionHandling and DbMan translation units
- unused WizShare.h, Bitmap.h, trle.h, video_private.h headers

* remove mentions from vc proj files too

* remove preprocessor conditionals for unused definitions

find . -iname '*.h' -o -iname '*.cpp' -exec unifdef.exe -m -UPRECOMPILED_HEADERS -UJA2_PRECOMPILED_HEADERS -UWIZ8_PRECOMPILED_HEADERS -UPRECOMPILEDHEADERS {} ';'

then manually fixed a couple files the tool errored out on

* yes, the comments too

as title
2023-01-03 15:51:48 +02:00

566 lines
13 KiB
C++

#include "builddefines.h"
#include "debug.h"
#include "animation control.h"
#include "lighteffects.h"
#include "isometric utils.h"
#include "lighting.h"
#include "Game Clock.h"
#include "opplist.h"
#include "Tactical Save.h"
#include "SaveLoadGame.h"
#include "GameVersion.h" // added by Flugente
//forward declarations of common classes to eliminate includes
class OBJECTTYPE;
class SOLDIERTYPE;
#define NUM_LIGHT_EFFECT_SLOTS 500 // 25 // Flugente: raised to 500 - lets see what happens
// GLOBAL FOR LIGHT LISTING
LIGHTEFFECT gLightEffectData[ NUM_LIGHT_EFFECT_SLOTS ];
UINT32 guiNumLightEffects = 0;
INT32 GetFreeLightEffect( void );
void RecountLightEffects( void );
INT32 GetFreeLightEffect( void )
{
UINT32 uiCount;
for(uiCount=0; uiCount < guiNumLightEffects; uiCount++)
{
if(( gLightEffectData[uiCount].fAllocated==FALSE ) )
return( (INT32)uiCount );
}
if( guiNumLightEffects < NUM_LIGHT_EFFECT_SLOTS )
return( (INT32) guiNumLightEffects++ );
return( -1 );
}
void RecountLightEffects( void )
{
INT32 uiCount;
for(uiCount=guiNumLightEffects-1; (uiCount >=0) ; uiCount--)
{
if( ( gLightEffectData[uiCount].fAllocated ) )
{
guiNumLightEffects=(UINT32)(uiCount+1);
break;
}
}
}
void UpdateLightingSprite( LIGHTEFFECT *pLight )
{
CHAR8 LightName[20];
// Build light....
sprintf( LightName, "Light%d", pLight->bRadius );
// Delete old one if one exists...
if( pLight->iLight!=(-1) )
{
LightSpriteDestroy( pLight->iLight );
pLight->iLight = -1;
}
// Effect light.....
if( ( pLight->iLight = LightSpriteCreate( LightName, 0 ) )==(-1))
{
// Could not light!
return;
}
LightSpritePower( pLight->iLight, TRUE );
// LightSpriteFake( pLight->iLight );
LightSpritePosition( pLight->iLight, (INT16)( CenterX( pLight->sGridNo ) / CELL_X_SIZE ), (INT16)( CenterY( pLight->sGridNo ) / CELL_Y_SIZE ) );
}
// Flugente: create a pure light, worry about updating sight in other functions
INT32 NewLightEffectInternal( INT32 sGridNo, UINT8 ubDuration, UINT8 ubStartRadius )
{
LIGHTEFFECT *pLight;
INT32 iLightIndex;
if( ( iLightIndex = GetFreeLightEffect() )==(-1) )
return(-1);
memset( &gLightEffectData[ iLightIndex ], 0, sizeof( LIGHTEFFECT ) );
pLight = &gLightEffectData[ iLightIndex ];
// Set some values...
pLight->sGridNo = sGridNo;
pLight->iLight = -1;
pLight->uiTimeOfLastUpdate = GetWorldTotalSeconds( );
pLight->ubDuration = ubDuration;
pLight->bRadius = ubStartRadius;
pLight->bAge = 0;
pLight->fAllocated = TRUE;
UpdateLightingSprite( pLight );
return iLightIndex;
}
INT32 NewLightEffect( INT32 sGridNo, UINT8 ubDuration, UINT8 ubStartRadius )
{
INT32 iLightIndex = NewLightEffectInternal( sGridNo, ubDuration, ubStartRadius );
// Handle sight here....
AllTeamsLookForAll( FALSE );
//Play the breaklight sound
// PlayJA2Sample( BREAK_LIGHT_IGNITING, RATE_11025, SoundVolume( LOWVOLUME, sGridNo ), 1, SoundDir( sGridNo ) );
// MAdd: for some reason this crashes the game!
if ( iLightIndex > -1 )
{
LIGHTEFFECT *pLight = &gLightEffectData[ iLightIndex ];
return( pLight->iLight );
}
return -1;
}
void RemoveLightEffectFromTile( INT32 sGridNo )
{
LIGHTEFFECT *pLight;
UINT32 cnt;
// Set to unallocated....
for ( cnt = 0; cnt < guiNumLightEffects; cnt++ )
{
pLight = &gLightEffectData[ cnt ];
if ( pLight->fAllocated )
{
if ( pLight->sGridNo == sGridNo )
{
pLight->fAllocated = FALSE;
// Remove light....
if( pLight->iLight != (-1) )
{
LightSpriteDestroy( pLight->iLight );
}
break;
}
}
}
}
BOOLEAN IsLightEffectAtTile( INT32 sGridNo )
{
LIGHTEFFECT *pLight;
UINT32 cnt;
// Set to unallocated....
for ( cnt = 0; cnt < guiNumLightEffects; cnt++ )
{
pLight = &gLightEffectData[ cnt ];
if ( pLight->fAllocated )
{
if ( pLight->sGridNo == sGridNo )
{
return TRUE;
}
}
}
return FALSE;
}
void DecayLightEffects( UINT32 uiTime )
{
LIGHTEFFECT *pLight;
UINT32 cnt, cnt2;
BOOLEAN fUpdate = FALSE;
BOOLEAN fDelete = FALSE;
BOOLEAN fAnyUpdate = FALSE;
UINT16 usNumUpdates = 1;
// age all active light effects, deactivate those that are just dispersing
for ( cnt = 0; cnt < guiNumLightEffects; ++cnt )
{
pLight = &gLightEffectData[ cnt ];
fDelete = FALSE;
if ( pLight->fAllocated )
{
usNumUpdates = 1;
// Do things differently for combat /vs realtime
// always try to update during combat
if ( gTacticalStatus.uiFlags & INCOMBAT )
{
fUpdate = TRUE;
}
// ATE: Do this every so often, to achieve the effect we want...
else if ( (uiTime - pLight->uiTimeOfLastUpdate) >= 10 )
{
fUpdate = TRUE;
usNumUpdates = (UINT16)((uiTime - pLight->uiTimeOfLastUpdate) / 10);
}
if ( fUpdate )
{
pLight->uiTimeOfLastUpdate = uiTime;
for ( cnt2 = 0; cnt2 < usNumUpdates; ++cnt2 )
{
++pLight->bAge;
if ( pLight->ubDuration <= 0 )
fDelete = TRUE;
// if this light remains effective (duration not reached)
if ( pLight->bAge < pLight->ubDuration)
{
// calculate the new cloud radius
/*if ( ( pLight->bAge % 2 ) )
{
--pLight->bRadius;
}*/
if (pLight->ubDuration - pLight->bAge < pLight->bRadius)
{
pLight->bRadius--;
}
if ( pLight->bRadius == 0 )
{
// Delete...
fDelete = TRUE;
break;
}
else
{
UpdateLightingSprite( pLight );
}
}
else
{
fDelete = TRUE;
break;
}
}
if ( fDelete )
{
pLight->fAllocated = FALSE;
if( pLight->iLight != (-1) )
{
LightSpriteDestroy( pLight->iLight );
}
}
// we have to update sight later on if any light was updated
fAnyUpdate = TRUE;
}
}
}
if ( fAnyUpdate )
{
// Handle sight here....
AllTeamsLookForAll( FALSE );
}
}
BOOLEAN SaveLightEffectsToSaveGameFile( HWFILE hFile )
{
/*
UINT32 uiNumBytesWritten;
UINT32 uiNumberOfLights=0;
UINT32 uiCnt;
//loop through and count the number of active slots
for( uiCnt=0; uiCnt<guiNumLightEffects; uiCnt++)
{
if( gLightEffectData[ uiCnt ].fAllocated )
{
uiNumberOfLights++;
}
}
//Save the Number of Light Effects
FileWrite( hFile, &uiNumberOfLights, sizeof( UINT32 ), &uiNumBytesWritten );
if( uiNumBytesWritten != sizeof( UINT32 ) )
{
return( FALSE );
}
//if there are lights to save
if( uiNumberOfLights != 0 )
{
//loop through and save each active slot
for( uiCnt=0; uiCnt < guiNumLightEffects; uiCnt++)
{
if( gLightEffectData[ uiCnt ].fAllocated )
{
//Save the Light effect Data
FileWrite( hFile, &gLightEffectData[ uiCnt ], sizeof( LIGHTEFFECT ), &uiNumBytesWritten );
if( uiNumBytesWritten != sizeof( LIGHTEFFECT ) )
{
return( FALSE );
}
}
}
}
*/
return( TRUE );
}
BOOLEAN LoadLightEffectsFromLoadGameFile( HWFILE hFile )
{
UINT32 uiNumBytesRead;
UINT32 uiCount;
//no longer need to load Light effects. They are now in temp files
if( guiCurrentSaveGameVersion < 76 )
{
memset( gLightEffectData, 0, sizeof( LIGHTEFFECT ) * NUM_LIGHT_EFFECT_SLOTS );
//Load the Number of Light Effects
FileRead( hFile, &guiNumLightEffects, sizeof( UINT32 ), &uiNumBytesRead );
if( uiNumBytesRead != sizeof( UINT32 ) )
{
return( FALSE );
}
//if there are lights saved.
if( guiNumLightEffects != 0 )
{
//loop through and apply the light effects to the map
for(uiCount=0; uiCount < guiNumLightEffects; uiCount++)
{
//Load the Light effect Data
FileRead( hFile, &gLightEffectData[ uiCount ], sizeof( LIGHTEFFECT ), &uiNumBytesRead );
if( uiNumBytesRead != sizeof( LIGHTEFFECT ) )
{
return( FALSE );
}
}
}
//loop through and apply the light effects to the map
for(uiCount=0; uiCount < guiNumLightEffects; uiCount++)
{
if( gLightEffectData[uiCount].fAllocated )
UpdateLightingSprite( &( gLightEffectData[uiCount] ) );
}
}
return( TRUE );
}
BOOLEAN SaveLightEffectsToMapTempFile( INT16 sMapX, INT16 sMapY, INT8 bMapZ )
{
UINT32 uiNumLightEffects=0;
HWFILE hFile;
UINT32 uiNumBytesWritten=0;
CHAR8 zMapName[ 128 ];
UINT32 uiCnt;
//get the name of the map
GetMapTempFileName( SF_LIGHTING_EFFECTS_TEMP_FILE_EXISTS, zMapName, sMapX, sMapY, bMapZ );
//delete file the file.
FileDelete( zMapName );
//loop through and count the number of Light effects
for( uiCnt=0; uiCnt<guiNumLightEffects; uiCnt++)
{
if( gLightEffectData[ uiCnt ].fAllocated )
uiNumLightEffects++;
}
//if there are no Light effects
if( uiNumLightEffects == 0 )
{
//set the fact that there are no Light effects for this sector
ReSetSectorFlag( sMapX, sMapY, bMapZ, SF_LIGHTING_EFFECTS_TEMP_FILE_EXISTS );
return( TRUE );
}
//Open the file for writing
hFile = FileOpen( zMapName, FILE_ACCESS_WRITE | FILE_OPEN_ALWAYS, FALSE );
if( hFile == 0 )
{
//Error opening map modification file
return( FALSE );
}
//Save the Number of Light Effects
FileWrite( hFile, &uiNumLightEffects, sizeof( UINT32 ), &uiNumBytesWritten );
if( uiNumBytesWritten != sizeof( UINT32 ) )
{
//Close the file
FileClose( hFile );
return( FALSE );
}
//loop through and save the number of Light effects
for( uiCnt=0; uiCnt < guiNumLightEffects; uiCnt++)
{
//if the Light is active
if( gLightEffectData[ uiCnt ].fAllocated )
{
//Save the Light effect Data
FileWrite( hFile, &gLightEffectData[ uiCnt ], sizeof( LIGHTEFFECT ), &uiNumBytesWritten );
if( uiNumBytesWritten != sizeof( LIGHTEFFECT ) )
{
//Close the file
FileClose( hFile );
return( FALSE );
}
}
}
//Close the file
FileClose( hFile );
SetSectorFlag( sMapX, sMapY, bMapZ, SF_LIGHTING_EFFECTS_TEMP_FILE_EXISTS );
return( TRUE );
}
BOOLEAN LoadLightEffectsFromMapTempFile( INT16 sMapX, INT16 sMapY, INT8 bMapZ )
{
UINT32 uiNumBytesRead;
UINT32 uiCount;
UINT32 uiCnt=0;
HWFILE hFile;
CHAR8 zMapName[ 128 ];
GetMapTempFileName( SF_LIGHTING_EFFECTS_TEMP_FILE_EXISTS, zMapName, sMapX, sMapY, bMapZ );
//Open the file for reading, Create it if it doesnt exist
hFile = FileOpen( zMapName, FILE_ACCESS_READ | FILE_OPEN_EXISTING, FALSE );
if( hFile == 0 )
{
//Error opening file
return( FALSE );
}
//Clear out the old list
ResetLightEffects();
//Load the Number of Light Effects
FileRead( hFile, &guiNumLightEffects, sizeof( UINT32 ), &uiNumBytesRead );
if( uiNumBytesRead != sizeof( UINT32 ) )
{
FileClose( hFile );
return( FALSE );
}
//loop through and load the list
for( uiCnt=0; uiCnt<guiNumLightEffects;uiCnt++)
{
if(guiCurrentSaveGameVersion >= DYNAMIC_FLASHLIGHTS)
{
//Load the Light effect Data
FileRead( hFile, &gLightEffectData[ uiCnt ], sizeof( LIGHTEFFECT ), &uiNumBytesRead );
if( uiNumBytesRead != sizeof( LIGHTEFFECT ) )
{
return( FALSE );
}
}
else
{
UINT16 bla = sizeof( LIGHTEFFECT );
//Load the Light effect Data
FileRead( hFile, &gLightEffectData[ uiCnt ], LIGHTEFFECT_OLDSIZE, &uiNumBytesRead );
if( uiNumBytesRead != LIGHTEFFECT_OLDSIZE )
{
return( FALSE );
}
}
}
//loop through and apply the light effects to the map
for(uiCount=0; uiCount < guiNumLightEffects; uiCount++)
{
if( gLightEffectData[uiCount].fAllocated )
UpdateLightingSprite( &( gLightEffectData[uiCount] ) );
}
FileClose( hFile );
return( TRUE );
}
void ResetLightEffects()
{
//Clear out the old list
memset( gLightEffectData, 0, sizeof( LIGHTEFFECT ) * NUM_LIGHT_EFFECT_SLOTS );
guiNumLightEffects = 0;
}
// Flugente: create and destroy light sources tied to a person
void CreatePersonalLight( INT32 sGridNo, UINT8 ubID )
{
INT32 iLightIndex = NewLightEffectInternal( sGridNo, 0, 1 );
if ( iLightIndex > -1 )
{
gLightEffectData[ iLightIndex ].ubOwner = ubID;
gLightEffectData[ iLightIndex ].flags |= LIGHTEFFECT_FLASHLIGHT;
}
}
void RemovePersonalLights( UINT8 ubID )
{
LIGHTEFFECT *pLight;
// Set to unallocated....
for ( UINT32 cnt = 0; cnt < guiNumLightEffects; ++cnt )
{
pLight = &gLightEffectData[ cnt ];
if ( pLight->iLight != (-1) && pLight->flags & LIGHTEFFECT_FLASHLIGHT && pLight->ubOwner == ubID && pLight->fAllocated )
{
pLight->fAllocated = FALSE;
pLight->flags &= ~LIGHTEFFECT_FLASHLIGHT;
LightSpriteDestroy( pLight->iLight );
}
}
}