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authorSimon Howard2008-09-04 23:15:36 +0000
committerSimon Howard2008-09-04 23:15:36 +0000
commit0df2cb80cf03d7259746834220d209b306a8c503 (patch)
treefdc5037429c91dcbc8207c3e75fc787ef96e207a /src/heretic/p_lights.c
parent6a294daa7859eaf0250aa4a77484dd11550e5c5e (diff)
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Add GPLed Heretic/Hexen source.
Subversion-branch: /branches/raven-branch Subversion-revision: 1195
Diffstat (limited to 'src/heretic/p_lights.c')
-rw-r--r--src/heretic/p_lights.c258
1 files changed, 258 insertions, 0 deletions
diff --git a/src/heretic/p_lights.c b/src/heretic/p_lights.c
new file mode 100644
index 00000000..30d3c409
--- /dev/null
+++ b/src/heretic/p_lights.c
@@ -0,0 +1,258 @@
+#include "DoomDef.h"
+#include "P_local.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 = &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 = 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;
+}
+