Details | Last modification | View Log | RSS feed
Rev | Author | Line No. | Line |
---|---|---|---|
298 | serge | 1 | // Emacs style mode select -*- C++ -*- |
2 | //----------------------------------------------------------------------------- |
||
3 | // |
||
4 | // $Id:$ |
||
5 | // |
||
6 | // Copyright (C) 1993-1996 by id Software, Inc. |
||
7 | // |
||
8 | // This source is available for distribution and/or modification |
||
9 | // only under the terms of the DOOM Source Code License as |
||
10 | // published by id Software. All rights reserved. |
||
11 | // |
||
12 | // The source is distributed in the hope that it will be useful, |
||
13 | // but WITHOUT ANY WARRANTY; without even the implied warranty of |
||
14 | // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License |
||
15 | // for more details. |
||
16 | // |
||
17 | // $Log:$ |
||
18 | // |
||
19 | // DESCRIPTION: |
||
20 | // Handle Sector base lighting effects. |
||
21 | // Muzzle flash? |
||
22 | // |
||
23 | //----------------------------------------------------------------------------- |
||
24 | |||
25 | static const char |
||
26 | rcsid[] = "$Id: p_lights.c,v 1.5 1997/02/03 22:45:11 b1 Exp $"; |
||
27 | |||
28 | |||
29 | #include "z_zone.h" |
||
30 | #include "m_random.h" |
||
31 | |||
32 | #include "doomdef.h" |
||
33 | #include "p_local.h" |
||
34 | |||
35 | |||
36 | // State. |
||
37 | #include "r_state.h" |
||
38 | |||
39 | // |
||
40 | // FIRELIGHT FLICKER |
||
41 | // |
||
42 | |||
43 | // |
||
44 | // T_FireFlicker |
||
45 | // |
||
46 | void T_FireFlicker (fireflicker_t* flick) |
||
47 | { |
||
48 | int amount; |
||
49 | |||
50 | if (--flick->count) |
||
51 | return; |
||
52 | |||
53 | amount = (P_Random()&3)*16; |
||
54 | |||
55 | if (flick->sector->lightlevel - amount < flick->minlight) |
||
56 | flick->sector->lightlevel = flick->minlight; |
||
57 | else |
||
58 | flick->sector->lightlevel = flick->maxlight - amount; |
||
59 | |||
60 | flick->count = 4; |
||
61 | } |
||
62 | |||
63 | |||
64 | |||
65 | // |
||
66 | // P_SpawnFireFlicker |
||
67 | // |
||
68 | void P_SpawnFireFlicker (sector_t* sector) |
||
69 | { |
||
70 | fireflicker_t* flick; |
||
71 | |||
72 | // Note that we are resetting sector attributes. |
||
73 | // Nothing special about it during gameplay. |
||
74 | sector->special = 0; |
||
75 | |||
76 | flick = Z_Malloc ( sizeof(*flick), PU_LEVSPEC, 0); |
||
77 | |||
78 | P_AddThinker (&flick->thinker); |
||
79 | |||
80 | flick->thinker.function.acp1 = (actionf_p1) T_FireFlicker; |
||
81 | flick->sector = sector; |
||
82 | flick->maxlight = sector->lightlevel; |
||
83 | flick->minlight = P_FindMinSurroundingLight(sector,sector->lightlevel)+16; |
||
84 | flick->count = 4; |
||
85 | } |
||
86 | |||
87 | |||
88 | |||
89 | // |
||
90 | // BROKEN LIGHT FLASHING |
||
91 | // |
||
92 | |||
93 | |||
94 | // |
||
95 | // T_LightFlash |
||
96 | // Do flashing lights. |
||
97 | // |
||
98 | void T_LightFlash (lightflash_t* flash) |
||
99 | { |
||
100 | if (--flash->count) |
||
101 | return; |
||
102 | |||
103 | if (flash->sector->lightlevel == flash->maxlight) |
||
104 | { |
||
105 | flash-> sector->lightlevel = flash->minlight; |
||
106 | flash->count = (P_Random()&flash->mintime)+1; |
||
107 | } |
||
108 | else |
||
109 | { |
||
110 | flash-> sector->lightlevel = flash->maxlight; |
||
111 | flash->count = (P_Random()&flash->maxtime)+1; |
||
112 | } |
||
113 | |||
114 | } |
||
115 | |||
116 | |||
117 | |||
118 | |||
119 | // |
||
120 | // P_SpawnLightFlash |
||
121 | // After the map has been loaded, scan each sector |
||
122 | // for specials that spawn thinkers |
||
123 | // |
||
124 | void P_SpawnLightFlash (sector_t* sector) |
||
125 | { |
||
126 | lightflash_t* flash; |
||
127 | |||
128 | // nothing special about it during gameplay |
||
129 | sector->special = 0; |
||
130 | |||
131 | flash = Z_Malloc ( sizeof(*flash), PU_LEVSPEC, 0); |
||
132 | |||
133 | P_AddThinker (&flash->thinker); |
||
134 | |||
135 | flash->thinker.function.acp1 = (actionf_p1) T_LightFlash; |
||
136 | flash->sector = sector; |
||
137 | flash->maxlight = sector->lightlevel; |
||
138 | |||
139 | flash->minlight = P_FindMinSurroundingLight(sector,sector->lightlevel); |
||
140 | flash->maxtime = 64; |
||
141 | flash->mintime = 7; |
||
142 | flash->count = (P_Random()&flash->maxtime)+1; |
||
143 | } |
||
144 | |||
145 | |||
146 | |||
147 | // |
||
148 | // STROBE LIGHT FLASHING |
||
149 | // |
||
150 | |||
151 | |||
152 | // |
||
153 | // T_StrobeFlash |
||
154 | // |
||
155 | void T_StrobeFlash (strobe_t* flash) |
||
156 | { |
||
157 | if (--flash->count) |
||
158 | return; |
||
159 | |||
160 | if (flash->sector->lightlevel == flash->minlight) |
||
161 | { |
||
162 | flash-> sector->lightlevel = flash->maxlight; |
||
163 | flash->count = flash->brighttime; |
||
164 | } |
||
165 | else |
||
166 | { |
||
167 | flash-> sector->lightlevel = flash->minlight; |
||
168 | flash->count =flash->darktime; |
||
169 | } |
||
170 | |||
171 | } |
||
172 | |||
173 | |||
174 | |||
175 | // |
||
176 | // P_SpawnStrobeFlash |
||
177 | // After the map has been loaded, scan each sector |
||
178 | // for specials that spawn thinkers |
||
179 | // |
||
180 | void |
||
181 | P_SpawnStrobeFlash |
||
182 | ( sector_t* sector, |
||
183 | int fastOrSlow, |
||
184 | int inSync ) |
||
185 | { |
||
186 | strobe_t* flash; |
||
187 | |||
188 | flash = Z_Malloc ( sizeof(*flash), PU_LEVSPEC, 0); |
||
189 | |||
190 | P_AddThinker (&flash->thinker); |
||
191 | |||
192 | flash->sector = sector; |
||
193 | flash->darktime = fastOrSlow; |
||
194 | flash->brighttime = STROBEBRIGHT; |
||
195 | flash->thinker.function.acp1 = (actionf_p1) T_StrobeFlash; |
||
196 | flash->maxlight = sector->lightlevel; |
||
197 | flash->minlight = P_FindMinSurroundingLight(sector, sector->lightlevel); |
||
198 | |||
199 | if (flash->minlight == flash->maxlight) |
||
200 | flash->minlight = 0; |
||
201 | |||
202 | // nothing special about it during gameplay |
||
203 | sector->special = 0; |
||
204 | |||
205 | if (!inSync) |
||
206 | flash->count = (P_Random()&7)+1; |
||
207 | else |
||
208 | flash->count = 1; |
||
209 | } |
||
210 | |||
211 | |||
212 | // |
||
213 | // Start strobing lights (usually from a trigger) |
||
214 | // |
||
215 | void EV_StartLightStrobing(line_t* line) |
||
216 | { |
||
217 | int secnum; |
||
218 | sector_t* sec; |
||
219 | |||
220 | secnum = -1; |
||
221 | while ((secnum = P_FindSectorFromLineTag(line,secnum)) >= 0) |
||
222 | { |
||
223 | sec = §ors[secnum]; |
||
224 | if (sec->specialdata) |
||
225 | continue; |
||
226 | |||
227 | P_SpawnStrobeFlash (sec,SLOWDARK, 0); |
||
228 | } |
||
229 | } |
||
230 | |||
231 | |||
232 | |||
233 | // |
||
234 | // TURN LINE'S TAG LIGHTS OFF |
||
235 | // |
||
236 | void EV_TurnTagLightsOff(line_t* line) |
||
237 | { |
||
238 | int i; |
||
239 | int j; |
||
240 | int min; |
||
241 | sector_t* sector; |
||
242 | sector_t* tsec; |
||
243 | line_t* templine; |
||
244 | |||
245 | sector = sectors; |
||
246 | |||
247 | for (j = 0;j < numsectors; j++, sector++) |
||
248 | { |
||
249 | if (sector->tag == line->tag) |
||
250 | { |
||
251 | min = sector->lightlevel; |
||
252 | for (i = 0;i < sector->linecount; i++) |
||
253 | { |
||
254 | templine = sector->lines[i]; |
||
255 | tsec = getNextSector(templine,sector); |
||
256 | if (!tsec) |
||
257 | continue; |
||
258 | if (tsec->lightlevel < min) |
||
259 | min = tsec->lightlevel; |
||
260 | } |
||
261 | sector->lightlevel = min; |
||
262 | } |
||
263 | } |
||
264 | } |
||
265 | |||
266 | |||
267 | // |
||
268 | // TURN LINE'S TAG LIGHTS ON |
||
269 | // |
||
270 | void |
||
271 | EV_LightTurnOn |
||
272 | ( line_t* line, |
||
273 | int bright ) |
||
274 | { |
||
275 | int i; |
||
276 | int j; |
||
277 | sector_t* sector; |
||
278 | sector_t* temp; |
||
279 | line_t* templine; |
||
280 | |||
281 | sector = sectors; |
||
282 | |||
283 | for (i=0;i |
||
284 | { |
||
285 | if (sector->tag == line->tag) |
||
286 | { |
||
287 | // bright = 0 means to search |
||
288 | // for highest light level |
||
289 | // surrounding sector |
||
290 | if (!bright) |
||
291 | { |
||
292 | for (j = 0;j < sector->linecount; j++) |
||
293 | { |
||
294 | templine = sector->lines[j]; |
||
295 | temp = getNextSector(templine,sector); |
||
296 | |||
297 | if (!temp) |
||
298 | continue; |
||
299 | |||
300 | if (temp->lightlevel > bright) |
||
301 | bright = temp->lightlevel; |
||
302 | } |
||
303 | } |
||
304 | sector-> lightlevel = bright; |
||
305 | } |
||
306 | } |
||
307 | } |
||
308 | |||
309 | |||
310 | // |
||
311 | // Spawn glowing light |
||
312 | // |
||
313 | |||
314 | void T_Glow(glow_t* g) |
||
315 | { |
||
316 | switch(g->direction) |
||
317 | { |
||
318 | case -1: |
||
319 | // DOWN |
||
320 | g->sector->lightlevel -= GLOWSPEED; |
||
321 | if (g->sector->lightlevel <= g->minlight) |
||
322 | { |
||
323 | g->sector->lightlevel += GLOWSPEED; |
||
324 | g->direction = 1; |
||
325 | } |
||
326 | break; |
||
327 | |||
328 | case 1: |
||
329 | // UP |
||
330 | g->sector->lightlevel += GLOWSPEED; |
||
331 | if (g->sector->lightlevel >= g->maxlight) |
||
332 | { |
||
333 | g->sector->lightlevel -= GLOWSPEED; |
||
334 | g->direction = -1; |
||
335 | } |
||
336 | break; |
||
337 | } |
||
338 | } |
||
339 | |||
340 | |||
341 | void P_SpawnGlowingLight(sector_t* sector) |
||
342 | { |
||
343 | glow_t* g; |
||
344 | |||
345 | g = Z_Malloc( sizeof(*g), PU_LEVSPEC, 0); |
||
346 | |||
347 | P_AddThinker(&g->thinker); |
||
348 | |||
349 | g->sector = sector; |
||
350 | g->minlight = P_FindMinSurroundingLight(sector,sector->lightlevel); |
||
351 | g->maxlight = sector->lightlevel; |
||
352 | g->thinker.function.acp1 = (actionf_p1) T_Glow; |
||
353 | g->direction = -1; |
||
354 | |||
355 | sector->special = 0; |
||
356 | }=>>>>>> |
||
357 |