// Emacs style mode select -*- C++ -*- //----------------------------------------------------------------------------- // // $Id: p_lights.c 8 2005-07-23 16:44:57Z fraggle $ // // Copyright(C) 1993-1996 Id Software, Inc. // Copyright(C) 2005 Simon Howard // // 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. // // $Log$ // Revision 1.2 2005/07/23 16:44:56 fraggle // Update copyright to GNU GPL // // Revision 1.1.1.1 2005/07/23 16:20:39 fraggle // Initial import // // // DESCRIPTION: // Handle Sector base lighting effects. // Muzzle flash? // //----------------------------------------------------------------------------- static const char rcsid[] = "$Id: p_lights.c 8 2005-07-23 16:44:57Z fraggle $"; #include "z_zone.h" #include "m_random.h" #include "doomdef.h" #include "p_local.h" // State. #include "r_state.h" // // FIRELIGHT FLICKER // // // T_FireFlicker // void T_FireFlicker (fireflicker_t* flick) { int amount; if (--flick->count) return; amount = (P_Random()&3)*16; if (flick->sector->lightlevel - amount < flick->minlight) flick->sector->lightlevel = flick->minlight; else flick->sector->lightlevel = flick->maxlight - amount; flick->count = 4; } // // P_SpawnFireFlicker // void P_SpawnFireFlicker (sector_t* sector) { 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); 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; } // // BROKEN LIGHT FLASHING // // // T_LightFlash // Do flashing lights. // 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; // nothing special about it during gameplay sector->special = 0; flash = Z_Malloc ( sizeof(*flash), PU_LEVSPEC, 0); P_AddThinker (&flash->thinker); flash->thinker.function.acp1 = (actionf_p1) 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 // 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_SpawnStrobeFlash // 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.acp1 = (actionf_p1) T_StrobeFlash; flash->maxlight = sector->lightlevel; flash->minlight = P_FindMinSurroundingLight(sector, sector->lightlevel); if (flash->minlight == flash->maxlight) flash->minlight = 0; // nothing special about it during gameplay sector->special = 0; 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 = §ors[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;itag == 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.acp1 = (actionf_p1) T_Glow; g->direction = -1; sector->special = 0; }