CGDoom/cgdoom/p_lights.c

350 lines
6.5 KiB
C

// Emacs style mode select -*- C++ -*-
//-----------------------------------------------------------------------------
//
// $Id:$
//
// Copyright (C) 1993-1996 by id Software, Inc.
//
// This source is available for distribution and/or modification
// only under the terms of the DOOM Source Code License as
// published by id Software. All rights reserved.
//
// The source is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
// for more details.
//
// $Log:$
//
// DESCRIPTION:
// Handle Sector base lighting effects.
// Muzzle flash?
//
//-----------------------------------------------------------------------------
//static const char
#include "z_zone.h"
#include "m_random.h"
#include "doomdef.h"
#include "p_local.h"
// State.
#include "r_state.h"
//
// FIRELIGHT FLICKER
//
//
// T_FireFlicker
//
void T_FireFlicker (fireflicker_t* flick)
{
int amount;
if (--flick->count)
return;
amount = (P_Random()&3)*16;
if (flick->sector->lightlevel - amount < flick->minlight)
flick->sector->lightlevel = (short)flick->minlight;
else
flick->sector->lightlevel = (short)(flick->maxlight - amount);
flick->count = 4;
}
//
// P_SpawnFireFlicker
//
void P_SpawnFireFlicker (sector_t* sector)
{
fireflicker_t* flick;
// Note that we are resetting sector attributes.
// Nothing special about it during gameplay.
sector->special = 0;
flick = (fireflicker_t*)Z_Malloc ( sizeof(*flick), PU_LEVSPEC, 0);
P_AddThinker (&flick->thinker,flick);
flick->thinker.function = TT_FireFlicker;
flick->sector = sector;
flick->maxlight = sector->lightlevel;
flick->minlight = P_FindMinSurroundingLight(sector,sector->lightlevel)+16;
flick->count = 4;
}
//
// BROKEN LIGHT FLASHING
//
//
// T_LightFlash
// Do flashing lights.
//
void T_LightFlash (lightflash_t* flash)
{
if (--flash->count)
return;
if (flash->sector->lightlevel == flash->maxlight)
{
flash-> sector->lightlevel = (short)flash->minlight;
flash->count = (short)((P_Random()&flash->mintime)+1);
}
else
{
flash-> sector->lightlevel = (short)flash->maxlight;
flash->count = (short)((P_Random()&flash->maxtime)+1);
}
}
//
// P_SpawnLightFlash
// After the map has been loaded, scan each sector
// for specials that spawn thinkers
//
void P_SpawnLightFlash (sector_t* sector)
{
lightflash_t* flash;
// nothing special about it during gameplay
sector->special = 0;
flash = (lightflash_t*)Z_Malloc ( sizeof(*flash), PU_LEVSPEC, 0);
P_AddThinker (&flash->thinker,flash);
flash->thinker.function = TT_LightFlash;
flash->sector = sector;
flash->maxlight = sector->lightlevel;
flash->minlight = P_FindMinSurroundingLight(sector,sector->lightlevel);
flash->maxtime = 64;
flash->mintime = 7;
flash->count = (P_Random()&flash->maxtime)+1;
}
//
// STROBE LIGHT FLASHING
//
//
// T_StrobeFlash
//
void T_StrobeFlash (strobe_t* flash)
{
if (--flash->count)
return;
if (flash->sector->lightlevel == flash->minlight)
{
flash-> sector->lightlevel = (short)flash->maxlight;
flash->count = flash->brighttime;
}
else
{
flash-> sector->lightlevel = (short)flash->minlight;
flash->count =flash->darktime;
}
}
//
// P_SpawnStrobeFlash
// After the map has been loaded, scan each sector
// for specials that spawn thinkers
//
void P_SpawnStrobeFlash( sector_t* sector,int fastOrSlow,int inSync )
{
strobe_t* flash;
flash = (strobe_t*)Z_Malloc ( sizeof(*flash), PU_LEVSPEC, 0);
P_AddThinker (&flash->thinker,flash);
flash->sector = sector;
flash->darktime = fastOrSlow;
flash->brighttime = STROBEBRIGHT;
flash->thinker.function = TT_StrobeFlash;
flash->maxlight = sector->lightlevel;
flash->minlight = P_FindMinSurroundingLight(sector, sector->lightlevel);
if (flash->minlight == flash->maxlight)
flash->minlight = 0;
// nothing special about it during gameplay
sector->special = 0;
if (!inSync)
flash->count = (P_Random()&7)+1;
else
flash->count = 1;
}
//
// Start strobing lights (usually from a trigger)
//
void EV_StartLightStrobing(line_t* line)
{
int secnum;
sector_t* sec;
secnum = -1;
while ((secnum = P_FindSectorFromLineTag(line,secnum)) >= 0)
{
sec = &sectors[secnum];
if (sec->specialdata)
continue;
P_SpawnStrobeFlash (sec,SLOWDARK, 0);
}
}
//
// TURN LINE'S TAG LIGHTS OFF
//
void EV_TurnTagLightsOff(line_t* line)
{
int i;
int j;
int min;
sector_t* sector;
sector_t* tsec;
line_t* templine;
sector = sectors;
for (j = 0;j < numsectors; j++, sector++)
{
if (sector->tag == line->tag)
{
min = sector->lightlevel;
for (i = 0;i < sector->linecount; i++)
{
templine = sector->lines[i];
tsec = getNextSector(templine,sector);
if (!tsec)
continue;
if (tsec->lightlevel < min)
min = tsec->lightlevel;
}
sector->lightlevel = (short)min;
}
}
}
//
// TURN LINE'S TAG LIGHTS ON
//
void EV_LightTurnOn( line_t* line, int bright )
{
int i;
int j;
sector_t* sector;
sector_t* temp;
line_t* templine;
sector = sectors;
for (i=0;i<numsectors;i++, sector++)
{
if (sector->tag == line->tag)
{
// bright = 0 means to search
// for highest light level
// surrounding sector
if (!bright)
{
for (j = 0;j < sector->linecount; j++)
{
templine = sector->lines[j];
temp = getNextSector(templine,sector);
if (!temp)
continue;
if (temp->lightlevel > bright)
bright = temp->lightlevel;
}
}
sector-> lightlevel = (short)bright;
}
}
}
//
// Spawn glowing light
//
void T_Glow(glow_t* g)
{
switch(g->direction)
{
case -1:
// DOWN
g->sector->lightlevel -= GLOWSPEED;
if (g->sector->lightlevel <= g->minlight)
{
g->sector->lightlevel += GLOWSPEED;
g->direction = 1;
}
break;
case 1:
// UP
g->sector->lightlevel += GLOWSPEED;
if (g->sector->lightlevel >= g->maxlight)
{
g->sector->lightlevel -= GLOWSPEED;
g->direction = -1;
}
break;
}
}
void P_SpawnGlowingLight(sector_t* sector)
{
glow_t* g;
g = (glow_t*)Z_Malloc( sizeof(*g), PU_LEVSPEC, 0);
P_AddThinker(&g->thinker,g);
g->sector = sector;
g->minlight = P_FindMinSurroundingLight(sector,sector->lightlevel);
g->maxlight = sector->lightlevel;
g->thinker.function = TT_Glow;
g->direction = -1;
sector->special = 0;
}