ref: 6537d7e90c48d76eb982701de8d0af6feb147fd0
dir: /src/heretic/p_lights.c/
// Emacs style mode select -*- C++ -*-
//-----------------------------------------------------------------------------
//
// Copyright(C) 1993-1996 Id Software, Inc.
// Copyright(C) 1993-2008 Raven Software
// Copyright(C) 2008 Simon Howard
//
// 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;
}