Moved LightIntensityAtPoint to a better location.

Silenced more stub messages.
This commit is contained in:
Steven Fuller 2001-12-09 04:44:18 +00:00 committed by Patryk Obara
parent 783657fac7
commit c69d422333
5 changed files with 82 additions and 95 deletions

View file

@ -86,7 +86,7 @@ int *Global_EID_IPtr;
extern float CameraZoomScale;
extern int CameraZoomLevel;
extern int AlienBiteAttackInProgress=0;
int AlienBiteAttackInProgress;
/* phase for cloaked objects */
int CloakingPhase;
@ -253,8 +253,42 @@ void LightSourcesInRangeOfObject(DISPLAYBLOCK *dptr)
lightElementPtr++;
}
}
}
int LightIntensityAtPoint(VECTORCH *pointPtr)
{
int intensity = 0;
int i, j;
DISPLAYBLOCK **activeBlockListPtr = ActiveBlockList;
for(i = NumActiveBlocks; i != 0; i--) {
DISPLAYBLOCK *dispPtr = *activeBlockListPtr++;
if (dispPtr->ObNumLights) {
for(j = 0; j < dispPtr->ObNumLights; j++) {
LIGHTBLOCK *lptr = dispPtr->ObLights[j];
VECTORCH disp = lptr->LightWorld;
int dist;
disp.vx -= pointPtr->vx;
disp.vy -= pointPtr->vy;
disp.vz -= pointPtr->vz;
dist = Approximate3dMagnitude(&disp);
if (dist<lptr->LightRange) {
intensity += WideMulNarrowDiv(lptr->LightBright,lptr->LightRange-dist,lptr->LightRange);
}
}
}
}
if (intensity>ONE_FIXED) intensity=ONE_FIXED;
else if (intensity<GlobalAmbience) intensity=GlobalAmbience;
/* KJL 20:31:39 12/1/97 - limit how dark things can be so blood doesn't go green */
if (intensity<10*256) intensity = 10*256;
return intensity;
}
EULER HeadOrientation = {0,0,0};

View file

@ -1,66 +0,0 @@
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <SDL.h>
#include <GL/gl.h>
#include <GL/glext.h>
#include "fixer.h"
#include "3dc.h"
#include "platform.h"
#include "inline.h"
#include "gamedef.h"
#include "module.h"
#include "stratdef.h"
#include "projfont.h"
#include "kshape.h"
#include "prototyp.h"
#include "d3d_hud.h"
#include "bh_types.h"
#include "equipmnt.h"
#include "pldghost.h"
#define UseLocalAssert Yes
#include "ourasert.h"
extern DISPLAYBLOCK *ActiveBlockList[];
extern int NumActiveBlocks;
extern int GlobalAmbience;
int LightIntensityAtPoint(VECTORCH *pointPtr)
{
int intensity = 0;
int i, j;
DISPLAYBLOCK **activeBlockListPtr = ActiveBlockList;
for(i = NumActiveBlocks; i != 0; i--) {
DISPLAYBLOCK *dispPtr = *activeBlockListPtr++;
if (dispPtr->ObNumLights) {
for(j = 0; j < dispPtr->ObNumLights; j++) {
LIGHTBLOCK *lptr = dispPtr->ObLights[j];
VECTORCH disp = lptr->LightWorld;
int dist;
disp.vx -= pointPtr->vx;
disp.vy -= pointPtr->vy;
disp.vz -= pointPtr->vz;
dist = Approximate3dMagnitude(&disp);
if (dist<lptr->LightRange) {
intensity += WideMulNarrowDiv(lptr->LightBright,lptr->LightRange-dist,lptr->LightRange);
}
}
}
}
if (intensity>ONE_FIXED) intensity=ONE_FIXED;
else if (intensity<GlobalAmbience) intensity=GlobalAmbience;
/* KJL 20:31:39 12/1/97 - limit how dark things can be so blood doesn't go green */
if (intensity<10*256) intensity = 10*256;
return intensity;
}

View file

@ -145,7 +145,34 @@ int GetTextureHandle(IMAGEHEADER *imageHeaderPtr)
return 1;
}
/* d3d_render.cpp -- some of these got mixed in with d3_func.cpp! */
void ReleaseDirect3DNotDDOrImages()
{
/*
fprintf(stderr, "ReleaseDirect3DNotDDOrImages()\n");
*/
}
void ReleaseDirect3DNotDD()
{
/*
fprintf(stderr, "ReleaseDirect3DNotDD()\n");
*/
}
void ReleaseDirect3D()
{
/*
fprintf(stderr, "ReleaseDirect3D()\n");
*/
}
void ReloadImageIntoD3DImmediateSurface(IMAGEHEADER* iheader)
{
fprintf(stderr, "ReloadImageIntoD3DImmediateSurface(%p)\n", iheader);
}
/* d3d_render.cpp */
int NumberOfLandscapePolygons;
int FMVParticleColour;
int WireFrameMode;
@ -153,12 +180,13 @@ int WaterFallBase;
void InitDrawTest()
{
/*
fprintf(stderr, "InitDrawTest()\n");
*/
}
void CheckWireFrameMode(int shouldBeOn)
{
// fprintf(stderr, "CheckWireFrameMode(%d)\n", shouldBeOn);
if (shouldBeOn)
fprintf(stderr, "CheckWireFrameMode(%d)\n", shouldBeOn);
}
@ -175,29 +203,9 @@ BOOL UnlockExecuteBufferAndPrepareForUse()
return FALSE;
}
void ReloadImageIntoD3DImmediateSurface(IMAGEHEADER* iheader)
{
fprintf(stderr, "ReloadImageIntoD3DImmediateSurface(%p)\n", iheader);
}
void ReleaseDirect3DNotDDOrImages()
{
fprintf(stderr, "ReleaseDirect3DNotDDOrImages()\n");
}
void ReleaseDirect3DNotDD()
{
fprintf(stderr, "ReleaseDirect3DNotDD()\n");
}
void ReleaseDirect3D()
{
fprintf(stderr, "ReleaseDirect3D()\n");
}
BOOL ExecuteBuffer()
{
// fprintf(stderr, "ExecuteBuffer()\n");
fprintf(stderr, "ExecuteBuffer()\n");
return FALSE;
}
@ -209,10 +217,13 @@ BOOL EndD3DScene()
return FALSE;
}
/* ddplat.cpp */
void MinimizeAllDDGraphics()
{
/*
fprintf(stderr, "MinimizeAllDDGraphics()\n");
*/
}
@ -232,12 +243,16 @@ void LockSurfaceAndGetBufferPointer()
void finiObjectsExceptDD()
{
/*
fprintf(stderr, "finiObjectsExceptDD()\n");
*/
}
void finiObjects()
{
/*
fprintf(stderr, "finiObjects()\n");
*/
}
void UnlockSurface()
@ -267,21 +282,25 @@ void ReleaseDDSurface(void* DDSurface)
BOOL ChangeDirectDrawObject()
{
/*
fprintf(stderr, "ChangeDirectDrawObject()\n");
*/
return FALSE;
}
int SelectDirectDrawObject(void *pGUID)
{
/*
fprintf(stderr, "SelectDirectDrawObject(%p)\n", pGUID);
*/
return 0;
}
void GenerateDirectDrawSurface()
{
/*
fprintf(stderr, "GenerateDirectDrawSurface()\n");
*/
}