ref: f75d8a50c100c58b040dded819d6290829037a63
dir: /src/heretic/p_lights.c/
// Emacs style mode select -*- C++ -*- //----------------------------------------------------------------------------- // // Copyright(C) 1993-1996 Id Software, Inc. // Copyright(C) 1993-2008 Raven Software // // This program is free software; you can redistribute it and/or // modify it under the terms of the GNU General Public License // as published by the Free Software Foundation; either version 2 // of the License, or (at your option) any later version. // // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU General Public License for more details. // // You should have received a copy of the GNU General Public License // along with this program; if not, write to the Free Software // Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA // 02111-1307, USA. // //----------------------------------------------------------------------------- #include "doomdef.h" #include "m_random.h" #include "p_local.h" #include "v_video.h" //================================================================== //================================================================== // // BROKEN LIGHT FLASHING // //================================================================== //================================================================== //================================================================== // // T_LightFlash // // After the map has been loaded, scan each sector for specials // that spawn thinkers // //================================================================== void T_LightFlash(lightflash_t * flash) { if (--flash->count) return; if (flash->sector->lightlevel == flash->maxlight) { flash->sector->lightlevel = flash->minlight; flash->count = (P_Random() & flash->mintime) + 1; } else { flash->sector->lightlevel = flash->maxlight; flash->count = (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; sector->special = 0; // nothing special about it during gameplay flash = Z_Malloc(sizeof(*flash), PU_LEVSPEC, 0); P_AddThinker(&flash->thinker); flash->thinker.function = T_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 // // After the map has been loaded, scan each sector for specials that spawn thinkers // //================================================================== void T_StrobeFlash(strobe_t * flash) { if (--flash->count) return; if (flash->sector->lightlevel == flash->minlight) { flash->sector->lightlevel = flash->maxlight; flash->count = flash->brighttime; } else { flash->sector->lightlevel = flash->minlight; flash->count = flash->darktime; } } //================================================================== // // P_SpawnLightFlash // // 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 = Z_Malloc(sizeof(*flash), PU_LEVSPEC, 0); P_AddThinker(&flash->thinker); flash->sector = sector; flash->darktime = fastOrSlow; flash->brighttime = STROBEBRIGHT; flash->thinker.function = T_StrobeFlash; flash->maxlight = sector->lightlevel; flash->minlight = P_FindMinSurroundingLight(sector, sector->lightlevel); if (flash->minlight == flash->maxlight) flash->minlight = 0; sector->special = 0; // nothing special about it during gameplay 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 = §ors[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 = 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 = 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 = Z_Malloc(sizeof(*g), PU_LEVSPEC, 0); P_AddThinker(&g->thinker); g->sector = sector; g->minlight = P_FindMinSurroundingLight(sector, sector->lightlevel); g->maxlight = sector->lightlevel; g->thinker.function = T_Glow; g->direction = -1; sector->special = 0; }