Example #1
0
//==========================================================================
//
//
//
//==========================================================================
void ADynamicLight::Serialize(FArchive &arc)
{
	Super::Serialize (arc);
	arc << lightflags << lighttype;
	arc << m_tickCount << m_currentIntensity;
	arc << m_intensity[0] << m_intensity[1];

	if (lighttype == PulseLight) arc << m_lastUpdate << m_cycler;
	if (arc.IsLoading()) LinkLight();

}
Example #2
0
//==========================================================================
//
//
//
//==========================================================================
void ADynamicLight::Serialize(FArchive &arc)
{
	Super::Serialize (arc);
	arc << lightflags << lighttype;
	arc << m_tickCount << m_currentRadius;
	arc << m_Radius[0] << m_Radius[1];

	if (lighttype == PulseLight) arc << m_lastUpdate << m_cycler;
	if (arc.IsLoading())
	{
		// The default constructor which is used for creating objects before deserialization will not set this variable.
		// It needs to be true for all placed lights.
		visibletoplayer = true;
		LinkLight();
	}
}
Example #3
0
//==========================================================================
//
//
//
//==========================================================================
void ADynamicLight::UpdateLocation()
{
    fixed_t oldx=X();
    fixed_t oldy=Y();
    fixed_t oldradius=radius;
    float intensity;

    if (IsActive())
    {
        if (target)
        {
            angle_t angle = target->angle>>ANGLETOFINESHIFT;
            fixedvec3 pos = target->Vec3Offset(
                                FixedMul(m_offX, finecosine[angle]) + FixedMul(m_offZ, finesine[angle]),
                                FixedMul(m_offX, finesine[angle]) - FixedMul(m_offZ, finecosine[angle]),
                                m_offY + target->GetBobOffset());
            SetXYZ(pos); // attached lights do not need to go into the regular blockmap
            PrevX = pos.x;
            PrevY = pos.y;
            PrevZ = pos.z;
            subsector = R_PointInSubsector(pos.x, pos.y);
            Sector = subsector->sector;
        }


        // The radius being used here is always the maximum possible with the
        // current settings. This avoids constant relinking of flickering lights

        if (lighttype == FlickerLight || lighttype == RandomFlickerLight)
        {
            intensity = float(m_intensity[1]);
        }
        else
        {
            intensity = m_currentIntensity;
        }
        radius = FLOAT2FIXED(intensity * 2.0f * gl_lights_size);

        if (X()!=oldx || Y()!=oldy || radius!=oldradius)
        {
            //Update the light lists
            LinkLight();
        }
    }
}
Example #4
0
//==========================================================================
//
//
//
//==========================================================================
void ADynamicLight::UpdateLocation()
{
	double oldx= X();
	double oldy= Y();
	double oldradius= radius;
	float intensity;

	if (IsActive())
	{
		if (target)
		{
			DAngle angle = target->Angles.Yaw;
			double s = angle.Sin();
			double c = angle.Cos();

			DVector3 pos = target->Vec3Offset(m_off.X * c + m_off.Y * s, m_off.X * s - m_off.Y * c, m_off.Z + target->GetBobOffset());
			SetXYZ(pos); // attached lights do not need to go into the regular blockmap
			Prev = target->Pos();
			subsector = R_PointInSubsector(Prev);
			Sector = subsector->sector;
		}


		// The radius being used here is always the maximum possible with the
		// current settings. This avoids constant relinking of flickering lights

		if (lighttype == FlickerLight || lighttype == RandomFlickerLight || lighttype == PulseLight)
		{
			intensity = float(MAX(m_Radius[0], m_Radius[1]));
		}
		else
		{
			intensity = m_currentRadius;
		}
		radius = intensity * 2.0f * gl_lights_size;

		if (X() != oldx || Y() != oldy || radius != oldradius)
		{
			//Update the light lists
			LinkLight();
		}
	}
}
Example #5
0
//==========================================================================
//
//
//
//==========================================================================
void ADynamicLight::UpdateLocation()
{
	fixed_t oldx=x;
	fixed_t oldy=y;
	fixed_t oldradius=radius;
	float intensity;

	if (IsActive())
	{
		if (target)
		{
			angle_t angle = target->angle>>ANGLETOFINESHIFT;
			PrevX = x = target->x + FixedMul(m_offX, finecosine[angle]) + FixedMul(m_offZ, finesine[angle]);
			PrevY = y = target->y + FixedMul(m_offX, finesine[angle]) - FixedMul(m_offZ, finecosine[angle]);
			PrevZ = z = target->z + m_offY + target->GetBobOffset();
			subsector = R_PointInSubsector(x, y);
			Sector = subsector->sector;
		}


		// The radius being used here is always the maximum possible with the
		// current settings. This avoids constant relinking of flickering lights

		if (lighttype == FlickerLight || lighttype == RandomFlickerLight) 
		{
			intensity = float(m_intensity[1]);
		}
		else
		{
			intensity = m_currentIntensity;
		}
		radius = FLOAT2FIXED(intensity * 2.0f * gl_lights_size);

		if (x!=oldx || y!=oldy || radius!=oldradius) 
		{
			//Update the light lists
			LinkLight();
		}
	}
}
Example #6
0
void ADynamicLight::SetOrigin(double x, double y, double z, bool moving)
{
	Super::SetOrigin(x, y, z, moving);
	LinkLight();
}