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authorSimon Howard2008-09-05 00:02:14 +0000
committerSimon Howard2008-09-05 00:02:14 +0000
commitc7ddc423f67236a99956960cf9fe89abf077839b (patch)
tree61322034e9d75f1c1a409d1e14ca21ee5c6025c2 /src/heretic/p_lights.c
parent0774dce204c2c01622c59819e2a29590a1b50e46 (diff)
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Reformat (beautify) Raven sources and add GPL headers.
Subversion-branch: /branches/raven-branch Subversion-revision: 1197
Diffstat (limited to 'src/heretic/p_lights.c')
-rw-r--r--src/heretic/p_lights.c371
1 files changed, 196 insertions, 175 deletions
diff --git a/src/heretic/p_lights.c b/src/heretic/p_lights.c
index 30d3c409..daeb6c93 100644
--- a/src/heretic/p_lights.c
+++ b/src/heretic/p_lights.c
@@ -1,258 +1,279 @@
+// 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 "P_local.h"
//==================================================================
//==================================================================
//
-// BROKEN LIGHT FLASHING
+// BROKEN LIGHT FLASHING
//
//==================================================================
//==================================================================
//==================================================================
//
-// T_LightFlash
+// T_LightFlash
//
-// After the map has been loaded, scan each sector for specials
-// that spawn thinkers
+// After the map has been loaded, scan each sector for specials
+// that spawn thinkers
//
//==================================================================
-void T_LightFlash (lightflash_t *flash)
+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;
- }
+ 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
+// P_SpawnLightFlash
//
-// After the map has been loaded, scan each sector for specials that spawn thinkers
+// After the map has been loaded, scan each sector for specials that spawn thinkers
//
//==================================================================
-void P_SpawnLightFlash (sector_t *sector)
+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;
+ lightflash_t *flash;
+
+ sector->special = 0; // nothing special about it during gameplay
- flash->minlight = P_FindMinSurroundingLight(sector,sector->lightlevel);
- flash->maxtime = 64;
- flash->mintime = 7;
- flash->count = (P_Random()&flash->maxtime)+1;
+ 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
+// STROBE LIGHT FLASHING
//
//==================================================================
//==================================================================
//
-// T_StrobeFlash
+// T_StrobeFlash
//
-// After the map has been loaded, scan each sector for specials that spawn thinkers
+// After the map has been loaded, scan each sector for specials that spawn thinkers
//
//==================================================================
-void T_StrobeFlash (strobe_t *flash)
+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;
- }
+ 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
+// P_SpawnLightFlash
//
-// After the map has been loaded, scan each sector for specials that spawn thinkers
+// After the map has been loaded, scan each sector for specials that spawn thinkers
//
//==================================================================
-void P_SpawnStrobeFlash (sector_t *sector,int fastOrSlow, int inSync)
+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
+ strobe_t *flash;
- if (!inSync)
- flash->count = (P_Random()&7)+1;
- else
- flash->count = 1;
+ 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)
+// Start strobing lights (usually from a trigger)
//
//==================================================================
-void EV_StartLightStrobing(line_t *line)
+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);
- }
+ 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
+// TURN LINE'S TAG LIGHTS OFF
//
//==================================================================
-void EV_TurnTagLightsOff(line_t *line)
+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;
- }
+ 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
+// TURN LINE'S TAG LIGHTS ON
//
//==================================================================
-void EV_LightTurnOn(line_t *line, int bright)
+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;
- }
+ 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
+// Spawn glowing light
//
//==================================================================
-void T_Glow(glow_t *g)
+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;
- }
+ 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)
+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;
+ glow_t *g;
- sector->special = 0;
-}
+ 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;
+}