// 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 "h2def.h" #include "m_random.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 = §ors[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); }