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authorJames Haley2011-02-23 09:25:47 +0000
committerJames Haley2011-02-23 09:25:47 +0000
commit7604a0956a73158e0f19a9437307556bc9b4ba56 (patch)
tree151155d00470e8492c5fc558a7899bb4c0cf4b04 /src/strife/p_lights.c
parent71f19d8d1ff5b914ac3871d6f740aaff00db82aa (diff)
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Removed all dead code containing P_Random calls to avoid false hits in
list, removed all remaining order-of-evaluation portability problems, and heavily altered behavior of T_FireFlicker thinkers to match the binary (had no clue they changed this previously!). Subversion-branch: /branches/strife-branch Subversion-revision: 2274
Diffstat (limited to 'src/strife/p_lights.c')
-rw-r--r--src/strife/p_lights.c272
1 files changed, 147 insertions, 125 deletions
diff --git a/src/strife/p_lights.c b/src/strife/p_lights.c
index 5ea03903..1b5e1d8c 100644
--- a/src/strife/p_lights.c
+++ b/src/strife/p_lights.c
@@ -44,21 +44,25 @@
//
// T_FireFlicker
//
+// [STRIFE]
+// haleyjd 2011023: Changes to amount and duration of flicker
+//
void T_FireFlicker (fireflicker_t* flick)
{
int amount;
-
+
if (--flick->count)
- return;
-
- amount = (P_Random()&3)*16;
-
+ return;
+
+ amount = (P_Random() & 3) * 8; // [STRIFE] 16 -> 8
+
if (flick->sector->lightlevel - amount < flick->minlight)
- flick->sector->lightlevel = flick->minlight;
+ flick->sector->lightlevel = flick->minlight;
else
- flick->sector->lightlevel = flick->maxlight - amount;
+ flick->sector->lightlevel = flick->maxlight - amount;
- flick->count = 4;
+ // [STRIFE] flicker count made random!
+ flick->count = (P_Random() & 3) + 1;
}
@@ -66,14 +70,17 @@ void T_FireFlicker (fireflicker_t* flick)
//
// P_SpawnFireFlicker
//
-void P_SpawnFireFlicker (sector_t* sector)
+// [STRIFE]
+// haleyjd 2011023: Changes to minimum light level and initial duration
+//
+void P_SpawnFireFlicker (sector_t* sector)
{
- fireflicker_t* flick;
-
+ fireflicker_t* flick;
+
// Note that we are resetting sector attributes.
// Nothing special about it during gameplay.
sector->special = 0;
-
+
flick = Z_Malloc ( sizeof(*flick), PU_LEVSPEC, 0);
P_AddThinker (&flick->thinker);
@@ -81,8 +88,8 @@ void P_SpawnFireFlicker (sector_t* sector)
flick->thinker.function.acp1 = (actionf_p1) T_FireFlicker;
flick->sector = sector;
flick->maxlight = sector->lightlevel;
- flick->minlight = P_FindMinSurroundingLight(sector,sector->lightlevel)+16;
- flick->count = 4;
+ flick->minlight = sector->lightlevel - 32; // [STRIFE] changed from min surrounding+16
+ flick->count = 2; // [STRIFE]: Initial count 4 -> 2
}
@@ -96,22 +103,23 @@ void P_SpawnFireFlicker (sector_t* sector)
// T_LightFlash
// Do flashing lights.
//
+// [STRIFE] Verified unmodified
+//
void T_LightFlash (lightflash_t* flash)
{
if (--flash->count)
- return;
-
+ return;
+
if (flash->sector->lightlevel == flash->maxlight)
{
- flash-> sector->lightlevel = flash->minlight;
- flash->count = (P_Random()&flash->mintime)+1;
+ 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;
+ flash->sector->lightlevel = flash->maxlight;
+ flash->count = (P_Random()&flash->maxtime)+1;
}
-
}
@@ -122,13 +130,15 @@ void T_LightFlash (lightflash_t* flash)
// After the map has been loaded, scan each sector
// for specials that spawn thinkers
//
+// [STRIFE] Verified unmodified
+//
void P_SpawnLightFlash (sector_t* sector)
{
lightflash_t* flash;
// nothing special about it during gameplay
- sector->special = 0;
-
+ sector->special = 0;
+
flash = Z_Malloc ( sizeof(*flash), PU_LEVSPEC, 0);
P_AddThinker (&flash->thinker);
@@ -153,22 +163,23 @@ void P_SpawnLightFlash (sector_t* sector)
//
// T_StrobeFlash
//
-void T_StrobeFlash (strobe_t* flash)
+// [STRIFE] Verified unmodified
+//
+void T_StrobeFlash (strobe_t* flash)
{
if (--flash->count)
- return;
-
+ return;
+
if (flash->sector->lightlevel == flash->minlight)
{
- flash-> sector->lightlevel = flash->maxlight;
- flash->count = flash->brighttime;
+ flash-> sector->lightlevel = flash->maxlight;
+ flash->count = flash->brighttime;
}
else
{
- flash-> sector->lightlevel = flash->minlight;
- flash->count =flash->darktime;
+ flash-> sector->lightlevel = flash->minlight;
+ flash->count =flash->darktime;
}
-
}
@@ -178,14 +189,16 @@ void T_StrobeFlash (strobe_t* flash)
// After the map has been loaded, scan each sector
// for specials that spawn thinkers
//
+// [STRIFE] Verified unmodified
+//
void
P_SpawnStrobeFlash
-( sector_t* sector,
- int fastOrSlow,
- int inSync )
+( sector_t* sector,
+ int fastOrSlow,
+ int inSync )
{
- strobe_t* flash;
-
+ strobe_t* flash;
+
flash = Z_Malloc ( sizeof(*flash), PU_LEVSPEC, 0);
P_AddThinker (&flash->thinker);
@@ -196,36 +209,38 @@ P_SpawnStrobeFlash
flash->thinker.function.acp1 = (actionf_p1) T_StrobeFlash;
flash->maxlight = sector->lightlevel;
flash->minlight = P_FindMinSurroundingLight(sector, sector->lightlevel);
-
+
if (flash->minlight == flash->maxlight)
- flash->minlight = 0;
+ flash->minlight = 0;
// nothing special about it during gameplay
- sector->special = 0;
+ sector->special = 0;
if (!inSync)
- flash->count = (P_Random()&7)+1;
+ flash->count = (P_Random()&7)+1;
else
- flash->count = 1;
+ flash->count = 1;
}
//
// Start strobing lights (usually from a trigger)
//
-void EV_StartLightStrobing(line_t* line)
+// [STRIFE] Verified unmodified
+//
+void EV_StartLightStrobing(line_t* line)
{
- int secnum;
- sector_t* sec;
-
+ 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);
+ sec = &sectors[secnum];
+ if (sec->specialdata)
+ continue;
+
+ P_SpawnStrobeFlash (sec, SLOWDARK, 0);
}
}
@@ -234,33 +249,35 @@ void EV_StartLightStrobing(line_t* line)
//
// TURN LINE'S TAG LIGHTS OFF
//
+// [STRIFE] Verified unmodified
+//
void EV_TurnTagLightsOff(line_t* line)
{
- int i;
- int j;
- int min;
- sector_t* sector;
- sector_t* tsec;
- line_t* templine;
-
+ 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;
- }
+ 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;
+ }
}
}
@@ -268,42 +285,44 @@ void EV_TurnTagLightsOff(line_t* line)
//
// TURN LINE'S TAG LIGHTS ON
//
+// [STRIFE] Verified unmodified
+//
void
EV_LightTurnOn
-( line_t* line,
- int bright )
+( line_t* line,
+ int bright )
{
- int i;
- int j;
- sector_t* sector;
- sector_t* temp;
- line_t* templine;
-
+ 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;
- }
+ 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;
+ }
}
}
@@ -311,38 +330,41 @@ EV_LightTurnOn
//
// Spawn glowing light
//
-
-void T_Glow(glow_t* g)
+// [STRIFE] Verified unmodified
+//
+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;
+ 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;
}
}
-
+//
+// [STRIFE] Verified unmodified
+//
void P_SpawnGlowingLight(sector_t* sector)
{
glow_t* g;
-
+
g = Z_Malloc( sizeof(*g), PU_LEVSPEC, 0);
P_AddThinker(&g->thinker);