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-rw-r--r--src/hexen/p_lights.c351
1 files changed, 351 insertions, 0 deletions
diff --git a/src/hexen/p_lights.c b/src/hexen/p_lights.c
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+++ b/src/hexen/p_lights.c
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+
+//**************************************************************************
+//**
+//** p_lights.c : Heretic 2 : Raven Software, Corp.
+//**
+//** $RCSfile: p_lights.c,v $
+//** $Revision: 1.2 $
+//** $Date: 95/07/11 10:23:36 $
+//** $Author: cjr $
+//**
+//**************************************************************************
+
+#include "h2def.h"
+#include "p_local.h"
+
+//============================================================================
+//
+// T_Light
+//
+//============================================================================
+
+void T_Light(light_t *light)
+{
+ if(light->count)
+ {
+ light->count--;
+ return;
+ }
+ switch(light->type)
+ {
+ case LITE_FADE:
+ light->sector->lightlevel = ((light->sector->lightlevel<<FRACBITS)
+ +light->value2)>>FRACBITS;
+ if(light->tics2 == 1)
+ {
+ if(light->sector->lightlevel >= light->value1)
+ {
+ light->sector->lightlevel = light->value1;
+ P_RemoveThinker(&light->thinker);
+ }
+ }
+ else if(light->sector->lightlevel <= light->value1)
+ {
+ light->sector->lightlevel = light->value1;
+ P_RemoveThinker(&light->thinker);
+ }
+ break;
+ case LITE_GLOW:
+ light->sector->lightlevel = ((light->sector->lightlevel<<FRACBITS)
+ +light->tics1)>>FRACBITS;
+ if(light->tics2 == 1)
+ {
+ if(light->sector->lightlevel >= light->value1)
+ {
+ light->sector->lightlevel = light->value1;
+ light->tics1 = -light->tics1;
+ light->tics2 = -1; // reverse direction
+ }
+ }
+ else if(light->sector->lightlevel <= light->value2)
+ {
+ light->sector->lightlevel = light->value2;
+ light->tics1 = -light->tics1;
+ light->tics2 = 1; // reverse direction
+ }
+ break;
+ case LITE_FLICKER:
+ if(light->sector->lightlevel == light->value1)
+ {
+ light->sector->lightlevel = light->value2;
+ light->count = (P_Random()&7)+1;
+ }
+ else
+ {
+ light->sector->lightlevel = light->value1;
+ light->count = (P_Random()&31)+1;
+ }
+ break;
+ case LITE_STROBE:
+ if(light->sector->lightlevel == light->value1)
+ {
+ light->sector->lightlevel = light->value2;
+ light->count = light->tics2;
+ }
+ else
+ {
+ light->sector->lightlevel = light->value1;
+ light->count = light->tics1;
+ }
+ break;
+ default:
+ break;
+ }
+}
+
+//============================================================================
+//
+// EV_SpawnLight
+//
+//============================================================================
+
+boolean EV_SpawnLight(line_t *line, byte *arg, lighttype_t type)
+{
+ light_t *light;
+ sector_t *sec;
+ int secNum;
+ int arg1, arg2, arg3, arg4;
+ boolean think;
+ boolean rtn;
+
+ arg1 = arg[1] > 255 ? 255 : arg[1];
+ arg1 = arg1 < 0 ? 0 : arg1;
+ arg2 = arg[2] > 255 ? 255 : arg[2];
+ arg2 = arg2 < 0 ? 0 : arg2;
+ arg3 = arg[3] > 255 ? 255 : arg[3];
+ arg3 = arg3 < 0 ? 0 : arg3;
+ arg4 = arg[4] > 255 ? 255 : arg[4];
+ arg4 = arg4 < 0 ? 0 : arg4;
+
+ secNum = -1;
+ rtn = false;
+ think = false;
+ while((secNum = P_FindSectorFromTag(arg[0], secNum)) >= 0)
+ {
+ think = false;
+ sec = &sectors[secNum];
+
+ light = (light_t *)Z_Malloc(sizeof(light_t), PU_LEVSPEC, 0);
+ light->type = type;
+ light->sector = sec;
+ light->count = 0;
+ rtn = true;
+ switch(type)
+ {
+ case LITE_RAISEBYVALUE:
+ sec->lightlevel += arg1;
+ if(sec->lightlevel > 255)
+ {
+ sec->lightlevel = 255;
+ }
+ break;
+ case LITE_LOWERBYVALUE:
+ sec->lightlevel -= arg1;
+ if(sec->lightlevel < 0)
+ {
+ sec->lightlevel = 0;
+ }
+ break;
+ case LITE_CHANGETOVALUE:
+ sec->lightlevel = arg1;
+ if(sec->lightlevel < 0)
+ {
+ sec->lightlevel = 0;
+ }
+ else if(sec->lightlevel > 255)
+ {
+ sec->lightlevel = 255;
+ }
+ break;
+ case LITE_FADE:
+ think = true;
+ light->value1 = arg1; // destination lightlevel
+ light->value2 = FixedDiv((arg1-sec->lightlevel)<<FRACBITS,
+ arg2<<FRACBITS); // delta lightlevel
+ if(sec->lightlevel <= arg1)
+ {
+ light->tics2 = 1; // get brighter
+ }
+ else
+ {
+ light->tics2 = -1;
+ }
+ break;
+ case LITE_GLOW:
+ think = true;
+ light->value1 = arg1; // upper lightlevel
+ light->value2 = arg2; // lower lightlevel
+ light->tics1 = FixedDiv((arg1-sec->lightlevel)<<FRACBITS,
+ arg3<<FRACBITS); // lightlevel delta
+ if(sec->lightlevel <= arg1)
+ {
+ light->tics2 = 1; // get brighter
+ }
+ else
+ {
+ light->tics2 = -1;
+ }
+ break;
+ case LITE_FLICKER:
+ think = true;
+ light->value1 = arg1; // upper lightlevel
+ light->value2 = arg2; // lower lightlevel
+ sec->lightlevel = light->value1;
+ light->count = (P_Random()&64)+1;
+ break;
+ case LITE_STROBE:
+ think = true;
+ light->value1 = arg1; // upper lightlevel
+ light->value2 = arg2; // lower lightlevel
+ light->tics1 = arg3; // upper tics
+ light->tics2 = arg4; // lower tics
+ light->count = arg3;
+ sec->lightlevel = light->value1;
+ break;
+ default:
+ rtn = false;
+ break;
+ }
+ if(think)
+ {
+ P_AddThinker(&light->thinker);
+ light->thinker.function = T_Light;
+ }
+ else
+ {
+ Z_Free(light);
+ }
+ }
+ return rtn;
+}
+
+//============================================================================
+//
+// T_Phase
+//
+//============================================================================
+
+int PhaseTable[64] =
+{
+ 128, 112, 96, 80, 64, 48, 32, 32,
+ 16, 16, 16, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 16, 16, 16,
+ 32, 32, 48, 64, 80, 96, 112, 128
+};
+
+void T_Phase(phase_t *phase)
+{
+ phase->index = (phase->index+1)&63;
+ phase->sector->lightlevel = phase->base+PhaseTable[phase->index];
+}
+
+//==========================================================================
+//
+// P_SpawnPhasedLight
+//
+//==========================================================================
+
+void P_SpawnPhasedLight(sector_t *sector, int base, int index)
+{
+ phase_t *phase;
+
+ phase = Z_Malloc(sizeof(*phase), PU_LEVSPEC, 0);
+ P_AddThinker(&phase->thinker);
+ phase->sector = sector;
+ if(index == -1)
+ { // sector->lightlevel as the index
+ phase->index = sector->lightlevel&63;
+ }
+ else
+ {
+ phase->index = index&63;
+ }
+ phase->base = base&255;
+ sector->lightlevel = phase->base+PhaseTable[phase->index];
+ phase->thinker.function = T_Phase;
+
+ sector->special = 0;
+}
+
+//==========================================================================
+//
+// P_SpawnLightSequence
+//
+//==========================================================================
+
+void P_SpawnLightSequence(sector_t *sector, int indexStep)
+{
+ sector_t *sec;
+ sector_t *nextSec;
+ sector_t *tempSec;
+ int seqSpecial;
+ int i;
+ int count;
+ fixed_t index;
+ fixed_t indexDelta;
+ int base;
+
+ seqSpecial = LIGHT_SEQUENCE; // look for Light_Sequence, first
+ sec = sector;
+ count = 1;
+ do
+ {
+ nextSec = NULL;
+ sec->special = LIGHT_SEQUENCE_START; // make sure that the search doesn't back up.
+ for(i = 0; i < sec->linecount; i++)
+ {
+ tempSec = getNextSector(sec->lines[i], sec);
+ if(!tempSec)
+ {
+ continue;
+ }
+ if(tempSec->special == seqSpecial)
+ {
+ if(seqSpecial == LIGHT_SEQUENCE)
+ {
+ seqSpecial = LIGHT_SEQUENCE_ALT;
+ }
+ else
+ {
+ seqSpecial = LIGHT_SEQUENCE;
+ }
+ nextSec = tempSec;
+ count++;
+ }
+ }
+ sec = nextSec;
+ } while(sec);
+
+ sec = sector;
+ count *= indexStep;
+ index = 0;
+ indexDelta = FixedDiv(64*FRACUNIT, count*FRACUNIT);
+ base = sector->lightlevel;
+ do
+ {
+ nextSec = NULL;
+ if(sec->lightlevel)
+ {
+ base = sec->lightlevel;
+ }
+ P_SpawnPhasedLight(sec, base, index>>FRACBITS);
+ index += indexDelta;
+ for(i = 0; i < sec->linecount; i++)
+ {
+ tempSec = getNextSector(sec->lines[i], sec);
+ if(!tempSec)
+ {
+ continue;
+ }
+ if(tempSec->special == LIGHT_SEQUENCE_START)
+ {
+ nextSec = tempSec;
+ }
+ }
+ sec = nextSec;
+ } while(sec);
+} \ No newline at end of file